We just reached 20,000 articles on this wiki!
If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Proto:Crash Bandicoot/April 8th, 1996 build

From The Cutting Room Floor
Jump to navigation Jump to search

This is a sub-page of Proto:Crash Bandicoot.

Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

Hiddenpalace.org logo.png  This prototype is documented on Hidden Palace.

The April 8, 1996 prototype of Crash Bandicoot was released by drx in October 2011.

To do:
Add images and polish up the writing.

General Differences

  • The music is completely absent from this build. There are however, some music tracks present in four of the levels (Map, Jungle Rollers, test level, N. Sanity Beach) accessible in the levels' files respectively.
  • The level-completion screen is absent. The game simply sends the player back to the map.
  • Gems are completely absent in this build, and as such there are no gem paths.
  • Aku Aku masks never turn gold. Crash also never runs any faster when collecting three of them.
  • There are POW Boxes in this version. They don't hurt the player, but they do explode.
  • The player can only have up to 9 lives, rather than 99 in the final.
  • Tawna bonus rounds are completely different in this version; they bear more visual resemblance to a Brio bonus round in the final with a dark background.
  • The password system is different; it consists of a sequence of six character icons instead of the button sequences in the final. They likely had to move to a more complicated system after gems were introduced.
  • Just like in every NTSC build, TNTs take slightly longer than 3 seconds to explode.
  • Pressing R1 + L1 at the main menu will unlock all levels.
  • Pressing R1 + L1 while doing nothing while playing a level will cause Crash to be invincible to all dangers, except for pits in jungle-themed levels (N. Sanity Beach, Jungle Rollers, Boulders, Rolling Stones, Boulder Dash) and water/acid.
  • The options menu has an option that changes controller type from A to B and vice-versa. This has no impact on the controls whatsoever.
  • The camera bots in Heavy Machinery, Generator Room and Castle Machinery can only be killed by explosions in this version. They also have a completely different appearance.
  • Completing or dying in the Cortex boss fight will severely corrupt the memory.

Graphical Differences

  • TNT boxes do not have consistent countdowns. They also lack the black border around the word "TNT", which is red in this version.
  • The title screen is completely different: from the left, the player sees Dr. N Brio operating the machine with Tawna sitting on a chair beneath it as Cortex is typing on the computer. After a few seconds, the two mad scientists stop what they're doing and look at the screen. The right shows Crash running closely to the screen in the jungle before the logo comes at him.
Prototype Final
CrashBandicoot-April8Proto-title.png Crash Bandicoot-title.png
  • A different font is used for the HUD, likely temporary. It looked less stylized than its final font. It is later re-used as the font for the warp buttons in Crash Bandicoot: Warped.
Prototype Final
CB1-April8-HUD-font.png CB1-Final-HUD-font.png
  • In the password screen, rather than entering buttons, the player has boss icons.
Prototype Final
CB1-April8-Password.png CB1-Final-Password.png
  • Checkpoint boxes have the word "CONTINUE" come out of the box when the player opens it rather than "CHECK POINT". Also, the letters swirl upward rather than have each letter come up one at a time, then fly away. Also, a generic warp sound is heard when breaking checkpoints in this build, but was totally removed from the final version.
Prototype Final
CB1-April8-Checkpoint.png CB1-Final-Checkpoint.png
  • The end-of-level warp pad has a different sparkling effect. It is much simpler as it is composed mostly of twinkles, as opposed to the yellow lines encircling it in the final.
Prototype Final
CB1-April8-end-of-level-warp.png CB1-Final-end-of-level-warp.png
  • Boss health is represented by dots instead of meters.
Prototype Final
CB1-April8-Boss-Meter.png CB1-Final-Boss-Meter.png
  • The game's map is radically different in this build. It has a painted 2D picture instead of a 3D model, with no levels being marked by name. Crash's 3D model is replaced with a life icon which scrolls across the three islands akin to Donkey Kong Country, with boss icons representing their respective level on the map.
Prototype Final
CB1-April8-Map.png CB1-Final-Map.png

Unused Levels

Test Level

A very unfinished test level. Oddities include Crash turning green upon getting to the top of the hill and the TNT box not having a countdown. Andy Gavin personally used this level to test the animations for spider and Lab Assistant enemies, its small size hugely shortening the rendering time needed for the level to load. The 3 crates each contain a Tawna token, and obtaining all 3 will cause the game to load the player into a Tawna Bonus Round which appears to be an early version of the N. Brio Bonus Rounds. This level is normally not clearable due to a large gap, but with the use of Moon Jump or Invincibility, you can reach the end to see Tawna who will provide you with a 6 character password. Unfortunately, this password doesn't appear to do anything.

"Haha. That isn't a mini game. That's a recording of "level0" which was my programming test level. I was just testing spiders and the labass. It was always very useful to have a level that was super small (hence I could process it in 3 minutes instead of 6 hours). I'd just stick whatever creatures I was programming there first and do all the programming I could on them BEFORE putting them in a real level."

Lava Cave

CB PSProto Lava Stage 2.png

Although not accessible through attempting to use the level modifier 02 on the internal level list, the code refers to a "level2", which Andy Gavin claims was a level known as Lava Cave, which was one of the first levels produced for the game. Allegedly, the level was cut for multiple reasons, including that it used up too much memory due to the immense amount of polygons, that it didn't synergize well with the game's linear style of platforming and that the color of the lava severely distracted from Crash's vibrant orange color.

"Our first two test levels "the jungle, level1" and "lava cave, level2" were abysmal, and neither shipped in the final game. First of all, they were too open with way too many polygons. Level1 had over 10 million, whereas a shipping level tended to have around a million (a lot back then). Level2 was better, but not much."

"There are no lava levels, a staple in character action games, because Crash is orange. We made one in Demo, and that ended the lava debate. It was not terribly dissimilar to trying to watch a black dog run in the yard on a moonless night."

(Source: Andy Gavin (http://all-things-andy-gavin.com/2011/02/03/making-crash-bandicoot-part-2/), (http://all-things-andy-gavin.com/2011/02/05/making-crash-bandicoot-part-4/))

But we can still see the level itself, using a customized tool. The interesting fact is that this level is 100% textured (but with only 10% of the polygons), unlike other cut levels. In fact, one can even get a close approximation of when they were last modified: sometime before December 1995, as the level lacks any vertex shading (used to add color to the scenery).

The level still contains its collision tree, too, and it shows more to the level than what we can see through extracting the scenery:

Cavern Level

Just about anything can kill you here, even the walls. However, it has no enemies, obstacles, or any way to complete the level. Also, the acid doesn't kill you at all.

By hacking, it's possible to see that the level does actually have fruit, the old fruit mentioned below. It appears in the main path of the level as a trail and over the platforms.

Bizarrely, this level still exists in the final game's code (as level ID 04), but as all of the levels playable in the retail build utilize a newer coding format, it freezes when forced to load, rendering it totally inaccessible.

Waterfall Level

A glitchy unfinished level. Also known as the waterfall level, this one was cut from the final game. Players dodged and weaved through falling platforms, catapults, slippery surfaces, rotating platforms, and the aforementioned waterfall you went in front of and behind while climbing to the top. Enemies here include red plants, skunks, turtles, and a cut hyena enemy. When you die on this level, you may start to glow for some reason.

There is no way to complete this level, as the player comes across a dead end. The end of the level bears a strong resemblance to Ripper Roo's boss level, implying that the waterfall level may have been intended to precede Ripper Roo's boss fight. In the final game, the level Up The Creek takes its place.

Interestingly, it contains an earlier version of the POW crate which is only accessible through hacking, as seen in this image:

Crash1Proto - EarlyPOW.png

Donkey Kong Level

Also not accessible through attempting to use the level modifier 10 on the internal level list, this unknown level is more complete than the lava cave in terms of layout, but uses even older code. The layout of this level directly replicates the first level in Donkey Kong, and there are bouncy plants from the cliff level. There is also a grey textureless ball which goes down a path. Interestingly, its code file is named "KonOC", the same name used in Koala Kong's boss fight. Using a custom tool, it's possible to get a view of the level.

Cliff Level

The last unfinished level in the prototype. Glitches include walking on thin air, being able to walk under the stage, random objects disappear and appear as Crash walks into them, invisible platforms, being able to walk behind the stage, untextured platforms, and as always there is no way out of the level. Due to a mistake in loading textures, they get scrambled near the beginning of the level. The HUD also appears broken.

Unused Music

This theme is present inside Jungle Roller's NSF file but, due to the lack of any music playback code it never plays.

Unlike the rest of the music in Crash Bandicoot the music found in the test room is split into multiple sequences per track, this is strange as it's the first and only time it has done so. The volume to these tracks get quite loud so this is a volume warning:

Part 1 Test Room Theme

Part 2 Test Room Theme

Test Room Theme Full

This test theme is an arrangement of "Dance of the Sugar Plum Fairy".

Unused Models/Animations

To do:
Definitely more of these. There is a nice animation guide for anims in the final version here. However, some may have changed position, animation, or be new.

The prototype for Crash Bandicoot contains a lot of unused levels scattered throughout the NSF files.


The contents of the NSF file for the Lava Cave contain an enemy named of SnakC for its code and something similar for its animations (which albeit in an older format, can be still opened). What the snake does, exactly, is unknown for now. The snake is inoffensive and easily killed.

Crash1Proto - Snake.PNG

Lava Cave Plant

A model and animation by the name of Shro(V/G) resides in the same location as the Snake. It looks like a pink ball with green leaves sticking out, similar to the plants in Upstream and Up the Creek, but much more simple. It is part of the fruit (i.e. loose pickups) code.

Crash1Proto - ShroV 1.PNG


A hyena enemy found in the files for the Waterfall level and Cliff level, among many others that were actually finished. It appears in-game in the Waterfall level and Cliff level. However, it is still present in the final version's data.

CB1 hyena.png

Boulder Obstacles

To do:
Add textures. Also, this is documented in the final version too.

Obstacles found in the files for Boulders and Boulder Dash that act as roadblocks. They have low and high variants.


This roadblock is an obstacle found in-game when playing the Cliff level. You can destroy it by spinning into it.

CB1 roadblock.png


A falling rock obstacle found in the files for multiple levels but only used in the Cliff level. It has untextured brown and gray variants.

CB1 rock.png

Crash Spin Animation

No, not the spin attack. A weird animation by the name of WiGSV. Unknown what it was used for, although the last few frames ARE used in the final version as the post-spin animation.

CB1 WiGSV.gif

Unused Early Code

It is possible to use early code from the game in levels postdating early levels that actually used the code. There are some differences with this early code:

  • Crash controls a bit differently than he does using the new code. You can even do a glitchy "double jump".
  • Crash's nose has a slight reflective texture on it, removed in the final version.
  • Crash's shoes aren't correctly textured and the strings have a grey background instead of the red like the rest of the shoes.
  • Wumpa Fruit is replaced with 7 types of fruit: limes, coconuts, lemons, strawberries, mangoes, pineapples, and grapes, which are worth 1-3 fruit depending on the fruit type. Collecting 100 fruit does not give an extra life, however.
  • There is a special item called the Yin Yang Yuk. It does nothing due to its incompletion but according to design documents released it was intended to be a special object. This item is similar to the Yin Yang Yuk icon from Way of the Warrior, another game made by Naughty Dog.
Design document
  • The Aku Aku mug is also present and can be used, and has a different appearance. When collected, it will spin and shrink in a spiral-like manner. A sparkle will appear and float around Crash, representing Aku Aku. It starts off blue, then becomes yellow with a second mask, red with a third mask, and green with a fourth mask. It disappears after Crash gets hit, unless it is in the third or fourth stage, in which it goes back to the first stage.
  • The Crash mug is slightly different, with a larger nose and a different chin. It will shrink and spin in the same way the Aku Aku mug does.
  • Because of the slow spiral animation, if you get a life or mask and go far enough away from them, they stop the animation and not despawn, allowing them to be collected again.

Level Differences

Level Arrangement

The prototype's level arrangement differs considerably to the final order. The tentative order as follows, with differences emphasized on the table in bold:

Prototype Final
The First Island N. Sanity Beach
Jungle Rollers
The Great Gate
Hog Wild
Papu Papu
Rolling Stones
Native Fortress
Up the Creek
Ripper Roo
N. Sanity Beach
Jungle Rollers
The Great Gate
Papu Papu
Rolling Stones
Hog Wild
Native Fortress
The Second Island The Lost City
Temple Ruins
Boulder Dash
Sunset Vista
Jaws of Darkness
Koala Kong
Up the Creek
Ripper Roo
The Lost City
Temple Ruins
Road to Nowhere
Boulder Dash
Whole Hog
Sunset Vista
Koala Kong
The Third Island Cortex Power
Heavy Machinery
Generator Room
Toxic Waste
Pinstripe Potoroo
Road to Nowhere
The High Road
Lights Out
Slippery Climb
Nitrus Brio
The Lab
Fumbling in the Dark
levelH (not present in disc)
Stormy Ascent
Dr. Neo Cortex
Heavy Machinery
Cortex Power
Generator Room
Toxic Waste
Pinstripe Potoroo
High Road
Slippery Climb
Lights Out
Fumbling in the Dark
Jaws of Darkness
Castle Machinery
Nitrus Brio
The Lab
The Great Hall
Dr. Neo Cortex
  • Boulders and Hog Wild were switched around (likely due to difficulty balance, as Boulders is considered one of the easiest levels in the game).
  • Up the Creek and Ripper Roo conclude the first island as opposed to starting off the second.
  • Jaws of Darkness was originally situated on the second island before being relocated midway through the third. Jaws of Darkness being a ruin-themed level in the same style as Temple Ruins would fit better in its original position, amongst others, but again, difficulty likely pushed it to the third island. Road to Nowhere underwent the opposite shift, initially a very late level before being moved to an earlier spot between Temple Ruins and Boulder Dash.
  • Cortex Power comes before Heavy Machinery and thus serving as the first level of the third island. Seeing as the level starts before Crash moves inside the building, this actually makes sense compared to the final where Crash sort of just starts inside an industrial location.
  • Slippery Climb comes after Lights Out, seamlessly blending into Cortex Castle and directly leading to Brio as opposed to just kind of coming after The High Road. Seeing how Stormy Ascent, which shares the same theme, leads directly to Cortex in the prototype, it serves as a nice parallel in terms of having to climb up Cortex Castle to fight both doctors.
  • Fumbling in the Dark serves as a normal level as opposed to a hidden one, likely due to the lack of functional Cortex bonus rounds, which meant the concept of hidden levels and keys did not exist at this point.

Additionally, the prototype features the infamous unused level Stormy Ascent as the penultimate level of the game. Whole Hog and Castle Machinery are also exempt in the prototype because, as previously mentioned, the Cortex bonus rounds (and therefore the key which would have unlocked Whole Hog) were not yet developed.

N. Sanity Beach

  • The box placement is slightly different, like an extra regular box at the beginning and two vertical line boxes on each side of the first checkpoint.

Jungle Rollers

  • Some box formations have been moved to appear much earlier on in the level.
  • The inside of the building which houses the green gem path looks much different in this build, with deep orange walls as opposed to the gray and blue walls present in the final game.

The Great Gate

  • The final set of hazards are arranged quite differently - 2 slippery platforms with a torch pad wedged between them are placed right before the exit platform. This arrangement was removed and the exit platform was moved forward slightly in the final game, likely to accommodate the revised gem path.

Hog Wild

  • While the level layout is mostly identical to what is seen in the retail game, the surrounding geometry is less detailed, with far more repeating huts on either side of the level and no sun-patterned doors decorating the level. The final version would also add a number of thick trees, totem poles and foliage to further embellish the level.
  • The warthog has only 1 sound effect for when it jumps - a low pitched "snorting" sound which isn't present in the final game at all.
  • The tribesmen have a simpler weaving animation, which was updated in the final game to be bouncier and more dynamic.
  • The boxes are arranged differently, and if gems had been implemented in this build it would be impossible to collect because at one point there are two sets of boxes on each side of the level.
  • 2 tribesmen are present in the closing section of the level here. Only 1 remained in the final game.
  • There is a bug in this version where, if you fall into a pit, the trotting noise continues. You can continue to "stack" the trotting sound effects by consecutively falling into more pits.


  • The Aku Aku box at the very beginning of the level is completely offscreen in this build, though it can still be broken. In the final it was moved upward a little bit so you could see it right from the get-go.
  • A checkpoint crate was added in the final about 30 seconds into the level that is not present in this build.
  • The leaves used to cross the lake move slower in this build.
  • An extra life crate was added about a minute into the level in the final.
  • At one point in the level, there is a "!" box that triggers lily pads to appear below it just before a waterfall, an interesting function that is only seen in Up The Creek in the final. This would be replaced with the orange gem path.
  • The level ends a little earlier in the final, going on a little longer if you choose to take the gem path. In this build, since there are no gems, the first exit does not exist and the level just continues on normally, although a stone platform with a monkey on it was removed between his build and the final game to accommodate the gem path.

Papu Papu

  • The sound effects for Papu's stick slamming the ground, and Papu himself toppling over in defeat aren't present in this build, and so re-use a "slam" sound file instead.

Rolling Stones

  • There is a pit at the beginning of the level that is not in the final.
  • The checkpoint boxes have different locations in this build.
  • A good chunk of the collapsing wooden posts were altered to be standard stationary ones for the final.


  • In the final game, there are a few boxes lying around during the boulder chases; this version does not have any. On a related note, the second checkpoint has a few boxes that are not present in the final.
  • The pink foliage at the end of the level has thinner edges akin to thorns in this build. The final build gives them a thicker appearance in line with the rest of the leaves surrounding it.

Native Fortress

  • There are three stacks of two boxes at the beginning of the level; the final only has one.
  • The Aku Aku box and "?" box you reach from bouncing on the turtles are not present here.
  • The level only has two checkpoints in this build; the final added a few more likely due to player frustration.
  • A few enemies and obstacles were removed from the final build - 2 turtle enemies close to where the 1st checkpoint is situated in the final game were removed, as was an instance of 2 spiked totems which rise up simultaneously, likely to accommodate the gem path.
  • As gems were not yet implemented into the game, the secret airborne route is inaccessible, and unlikely to even exist at this stage in development.

Up The Creek

  • 2 iron crate platforms suspended over water are present near the end of the level. These were replaced with lily pads in later builds.
  • A blue plant enemy is present next to the 2nd upwards slope. This enemy was removed in the retail game.
  • A TNT crate spawned by an "!" switch later in the level was added to the retail installment of the level.

Ripper Roo

  • Crates periodically drop onto platforms, seemingly at random, with TNT crates spawning on the platform Crash is standing on if he waits on it for longer than 5 seconds. This feature of the battle was scrapped in the final build.

The Lost City

  • The stack of iron crates situated at the beginning of the level in retail builds is totally absent at this point.
  • The clamidosaur enemies behave very differently - green clamidosaurs only jump straight upwards as opposed to alternating between jumping away and towards Crash, whereas red clamidosaurs opt for this behaviour rather than jumping towards him. Also applies to Sunset Vista.
  • Platforms and walls use a different, primitive sound effect. Also applies to Sunset Vista.
  • Pressure platforms tilt back into place far more slowly than in the final game.
  • Bizarrely, there are 2 Cortex tokens and only 1 Brio token in this level, rendering you incapable of accessing either bonus round. The final game correctly has 3 Brio tokens.

Temple Ruins

  • The invisible box bridge is composed entirely of breakable crates, as opposed to a mix of normal crates and iron crates.
  • The decorative torches have a very audible sound effect which will stack on top of one another in corridor areas. This does not affect Jaws of Darkness, surprisingly.
  • The arrow slits play a different sound effect. Also applies to Jaws of Darkness.

Sunset Vista

  • A significant amount of object arrangements are used here which are not present in the final game - these include isolated pressure platforms and rotating series of torches.
  • The lighting effect produced by fire onto a wall is different, with more yellow and a more faded red.

Jaws of Darkness

  • A rectangular platform past the first cave section was moved forward slightly in the final game so that Crash can safely walk onto a circular pad rather than being forced to jump onto it from a distance.
  • An invisible bridge of boxes is present where the gem route would be on this level. However, it only goes as far as where the first gem platform would take you - the bottom side of the platform is closed off in this build.
  • An ovular platform is present close to the aforementioned invisible box bridge. This was changed to a slightly longer rectangular platform in the final game.
  • There are no Cortex tokens in this level.

Koala Kong

  • Koala Kong takes 5 hits to defeat as opposed to 4.
  • Corresponding with the above change, a final phase where 6 TNT drop down in quick sequence was removed.
  • The boulders you use to damage Koala Kong allegedly have to be aimed towards him. They automatically target where Kong is in the retail game.
  • The crystals are coloured a bright purple as opposed to green.

Cortex Power

  • The camera is set on a upright view rather than a top-down view.
  • The entrance to Cortex Power looks very different, with a textureless brown & red door opening up to reveal another door featuring the same Pinstripe "Safety first!" texture used in Generator Room. The final game removes the first entrance, and switches the Pinstripe style door with the uniform "N" door used throughout the level.
  • The route normally accessible via the blue gem has much narrower pits at both ends, to accommodate the lack of gem platforms.
  • The same gem route lacks the bridge of TNT crates present in the retail release. In its place is a rather bland corridor with 2 platforms above a waste pit.
  • A minor collision glitch exists at the end of the level where Crash is transported out of the level if he touches the corner of the goal platform, despite not being on top of it.
  • The sparks of electricity have no sound effects yet.

Heavy Machinery

  • Holo-projector enemies have a more primitive orb-like appearance, and are invulnerable to damage, with only Aku Aku invincibility being capable of killing them. This also applies to Generator Room.
  • The hidden area you drop down into early on in the level is a shortcut which allows you to skip to where the 2nd Checkpoint would be in the final game. It would later be repurposed into a secret area with a platform transporting you back to where you initially fell.

Generator Room

  • The mild smoke effect in this level hasn't been implemented into this build.
  • The bridge of iron crates activated by a "!" block instead activates a bridge of normal crates.
  • The scenery doesn't electrocute Crash unlike in the retail version, and there is more of it.
  • Stationary platforms replace a floating one in the area preceding the airborne pipes.
  • The frozen pipes have a slightly different appearance.
  • The small sparks on the pipes aren't animated in this build.

Toxic Waste

  • This level appears to be rather unstable in this build, causing frequent slowdown and even freezing outright on occasion.
  • Numerous switch crates and regular boxes are present above pits, something which doesn't occur in the retail build.
    One of these crates houses a Tawna token, which forces Crash to spawn over the pit it appears on after the bonus round, killing him indefinitely if he does not immediately jump after spawning or toggle the invincibility cheat.
  • Barrels lack their appropriate sound effects, instead using the bounce sound as a placeholder.
  • Bouncy barrels bounce lower than they do in the final product, leaving slightly less time for Crash to pass under them.

Pinstripe Potoroo

  • Pinstripe starts the fight jumping to the right side of the screen, rather than to the left.
  • The ambient sounds produced by the generator in the background are significantly louder than in the final.

Road to Nowhere

  • The falling planks are actually left intact rather than featuring large holes in the middle, making it more difficult for players to tell they are dangerous.
  • Numerous boxes are present on the outside areas of the bridge, a scenario which never occurs in the retail level.
  • While the gem route leading to the TNT crate puzzle is missing, the invisible bridge path at the end of the level can still be accessed, even with gems not being implemented.

The High Road

  • The falling planks in Road to Nowhere are identical here.
  • 2 crates in this build are placed in a hugely inconvenient position directly under a pair of crumbling planks. Needless to say, they were relocated in later builds.

Lights Out

  • The majority of these changes also affect Fumbling in the Dark, unless stated otherwise.
  • This level is very noticeably unfinished - as lighting effects are in a very primitive state overall in the prototype, the level gets darker as you get closer to it, rather than brighter as it should be.
  • Aku Aku appears as his usual self, instead of in his flashlight form. He still has the brightening effect, however.
  • The background is completely missing and marked by a bright grey void, making the level incredibly easy to navigate, even without any Aku Aku lights. This issue only affects Lights Out however, as Fumbling in the Dark has a background in place.
  • Floating platforms are exclusively coloured a deep orange, and aren't textured - stationary platforms are green and moving platforms a brighter orange, with both having a more metallic appearance in the final game.
  • The rats are different in appearance in comparison to their final look. They look dark grey and have red eyes, they're also completely textureless.
  • Many ornamental details, such as the large chairs, patterned ribbons, and wooden columns near the ceiling, are missing.
  • No swinging axe hazards exist at this point.
  • The game is known to crash about a third of the way through the level. Certain emulators can remain stable, however.
  • The lamps are bugged and don't display properly.

Slippery Climb

  • Evil Hand enemies are coloured a pale blue as opposed to bright orange.
  • Lab Assistant enemies throw their beakers faster, and lack the animation where they shake the beaker before throwing it. This also applies to The Lab and Stormy Ascent.
  • Spikes are present right under certain gaps which aren't present in the final version.
  • 2 collapsing stairs are bizarrely placed in the 1st V-shaped staircase.
  • The sets of platforms immediately following the 1st Lab Assistant enemy consist mainly of a unique pattern of rotating platforms in a circular pattern surrounding a log, an object arrangement which goes unused in the final game.
  • This level features Tawna tokens as opposed to the Brio tokens seen in the final game.

Dr. Nitrus Brio

  • Brio's health bar is represented differently - dots appear depending on the number of experiments on-screen, rather than showing how many hits Brio himself has taken.
  • The experiments start out red (a colour unseen in the final game), where they can't be destroyed, before turning green after 3 bounces to indicate their vulnerability. They are permanently green in the final game, and can be jumped on or spinned in midair.
  • Brio's mutant form takes a whopping 9 hits to beat as opposed to 3 (though the health bar still indicates he should only has 3 health points).
  • The models for the experiments are less detailed, lacking the small cells inside.
  • An extra decorative beaker was added to both of the desks behind Brio.
  • Multiple glitches are present in this fight. One of these renders Crash incapable of defeating Brio if he comes too close to Crash's edge of the screen, as no slabs drop down to let you jump on Brio's head, while Brio himself is locked into perpetual forward & backward movement. The level also occasionally softlocks after defeating Brio, leaving the player stuck.

The Lab

  • All boxes, with the exception of "!" crates and Checkpoint crates, are absent in this level.
  • The floor and general background aesthetics of this level are very similar to the prototype version of Lights Out, with decorative carpets and walls looking almost identical.
  • Doors have more stone-like textures, as opposed to the grey metallic appearance seen in the final game.
  • Additionally, certain doors open up incredibly slowly when compared to the final game, requiring keen precision to make it past them.
  • Certain parts of the level, including decorative pipes, the wooden floor summoned by "!" crates, and even certain parts of the scenery, are completely untextured.
  • Electric Lab Assistants can only electrify you after you attack them or while they approach you as opposed to their electrification being timed, making them easier to approach. However, due to a glitch, they damage Crash if they are killed while he faces them, forcing Crash to turn around while spinning to avoid taking damage.
  • The monitors at the start of the level have a completely different appearance, being thicker, rust orange as opposed to a faded grey, complete with brighter circular buttons, and a blank white center.
  • Machines shown later in the level also look totally different, having a washed out grey colour as opposed to the more vibrant blue colouration seen in the final game. The small displays on it also aren't animated.
  • "N" barrels are coloured a rust brown colour as opposed to blue.
  • The yellow experiment enemies turn green when defeated, which does not occur in the retail release. They are also far less frequent in this build, with Beaker Lab Assistants replacing them at key points near the end of the level.
  • Many of the electric generators seen later in the level have no electricity sparks present by them, although they can still harm Crash.
  • The ending segment of the level is completely different, with the goal platform being revealed behind a closed door after a disappearing floor segment, in a corridor suspiciously similar to the finishing corridor in Lights Out. The final game requires Crash to cross a bridge of TNT crates, with the goal platform being in a far more narrow doorway instead.

Fumbling in the Dark

  • All changes from Lights Out apply, except for the background which is now black.
  • The secret area right behind the start of the level is missing.
  • This level is also rather unstable, with occasional slowdown and freezes being common occurrences.

Dr. Neo Cortex

  • The level grants you a free Aku Aku pickup here. The final game gives you a golden Aku Aku for every boss fight, rendering this unnecessary.
  • The purple shots in the retail version are coloured orange instead.
  • During the last phase, where he only shoots 1 green plasma blast, the blast is coloured purple instead (but can still be spun).
  • Dying on the fight will corrupt the game memory and will eventually crash the game.
  • There is no ending upon beating Cortex - it instead sends you back to the map, and corrupts the game's memory or crashes the game entirely. A fitting end.

Executable Text

Some of the most interesting text in the executable file (PSX.EXE, the default name).

Enter password: ABCDEFGHIJKLMNOPQRSTU   VWXYZ0123456789:-

Probably an even earlier password system, used in the SGI version of the game.


Corresponds to files inside the S0000019.NSF (map, main menu, etc.) archive. cMapP is the game over screen, 1MapP is the first island and 2MapP is the second island, while 0MapP doesn't exist at all.


All correspond to the subsystems in the game. Interestingly, PBAK (demo) and CVTX (colored animation) files are not ever used or present in the files for this build.

Won level %d

A string of text representing the ID of the level that was just beaten.