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Proto:Crash Bandicoot/May 11, 1996 build

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This is a sub-page of Proto:Crash Bandicoot.
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The E3 demo version of the game. It can't be saved onto a memory card, and the third island can't be accessed. Music, proper HUD, and gems were already present in this version.

Differences

Title Screen

E3 Prototype Final
CB E3 PROTOTYPE TITLE SCREEN.png Crash Bandicoot-title.png

In the E3 demo, the logo and Crash are centered and are accompanied by a blue gradient background. The E3 demo lacks a menu and instead has "Press Start".

Aku Aku Masks

Aku Aku, you can see him next to Crash. You can see the spark under Aku Aku.

When you collect two Aku Aku masks, Aku Aku doesn't turn gold, he instead gives off a sparkling effect. When you collect three Aku Aku masks, you don't run faster like in the final game.

Portals

The portal.

The portals at the end of a level have a different effect, instead of the normal yellow swirl, they have a bunch of multi-colored sparkles.

Bosses

The health is still indicated by dots, instead of a health bar.

The Lost City

The invisible wall in the final version used to prevent the player from 3D-jumping is instead a pit-death wall, killing the player if he touches it. This makes some sections harder to do.

Boulder Dash

The purple gem path does not contain crates.

Sunset Vista

Sunset Vista is harder in this version, although easier than in the prototype, due to the lack of rotating flame pots.

Whole Hog

Whole Hog is considerably harder in this version, having boomerangs flying around and tribesmen coming out of barricades, along with bigger spiked poles.

Extra Text

When the player is returning from a bonus round, the loading screen does not display the level being returned to, but instead shows the text "RETURN TO ROUND".

Demo Mode

It's different than the one in the final version:

  • Crash spawns near the end of the levels.
  • The Crash Bandicoot logo is huge.
  • The text "LOADING DEMO" appears on the bottom of the screen when loading a demo, instead of just "LOADING"
  • The text "LOADING MAIN MENU" appears at the bottom of the screen when the demo ends, instead of the usual "LOADING".
  • While the demo is on-going, the text "PRESS START" flashes at the bottom of the screen, instead of "DEMO".

Nitrus Brio Bonus Round

The Nitrus Brio bonus rounds are slightly broken, as some sound effects don't play.

Music

Hmmm...
To do:
Upload the remaining tracks.

Some of the music is different in this version:

  • N. Sanity Beach has an "intro" not present in the final version:
  • The inside of N. Sanity Beach doesn't have an intro.
  • Some notes in Jungle Rollers/Rolling Stones are in different places.
  • Sunset Vista has different notes in some sections:

Level Order

Level order is the same as the final version in the first island, but different in the other two:

E3 Demo Final
First Island N. Sanity Beach
Jungle Rollers
The Great Gate
Boulders
Upstream
Papu Papu
Rolling Stones
Hog Wild
Native Fortress
N. Sanity Beach
Jungle Rollers
The Great Gate
Boulders
Upstream
Papu Papu
Rolling Stones
Hog Wild
Native Fortress
Second Island Up the Creek
Ripper Roo
The Lost City
Temple Ruins
Boulder Dash
Sunset Vista
Whole Hog (special)/Jaws of Darkness
Koala Kong
Up the Creek
Ripper Roo
The Lost City
Temple Ruins
Road to Nowhere
Boulder Dash
Whole Hog (special)/Sunset Vista
Koala Kong
Third Island Cortex Power
Heavy Machinery
Generator Room
Toxic Waste
Pinstripe Potoroo
Road to Nowhere
The High Road
Lights Out
Fumbling in the Dark (special)/Nitrus Brio
Slippery Climb
The Lab
Stormy Ascent
Dr. Neo Cortex
Heavy Machinery
Cortex Power
Generator Room
Toxic Waste
Pinstripe Potoroo
The High Road
Slippery Climb
Lights Out
Fumbling in the Dark (special)/Jaws of Darkness
Castle Machinery
Nitrus Brio
The Lab
The Great Hall
Dr. Neo Cortex

Getting Gems

In the final version, the player can die and still get the gem as long as no checkpoint was hit. This feature isn't present in this version, making getting gems harder.

Other differences

  • You can keep any Aku Aku's you have after a boss fight.
  • Some levels don't allow you to bring Aku Aku in them.
  • Sometimes when you break a box in a stack of boxes, mainly the bottom ones, you won't get any Wumpas.
  • Any other Bonus Round tokens you have when you go to a Bonus Round, disappear.
  • More bounce crates are programmed to give a special item on the 10th bounce.
  • Spinning an enemy into another enemy sometimes won't give you a Wumpa fruit.
  • Some boxes give you nothing.
  • Stormy Ascent has visible Cortex Tokens. Getting all three fades all sounds, but won't transfer you to a bonus round.
  • If Sunset Vista would give you a gem, it would be the orange gem.
  • For some reason, getting rid of the stationary bats renders Greem Gem unobtainable. Leaving them alone gives you access to it.
  • Getting a Game Over is the only way to see which level a Save Point saved your progress at. All the others are like the final up to Temple Ruins. After that Sunset Vista saves you at Sunset Vista and Jaws of Darkness to Koala Kong.

Glitches

Ɉooɔibnɒd

Look at Crash. Even he can't read that. Can he even read?

Sometimes when you quit your current game to title screen, the text "BANDICOOT" might come mirrored from right to left.

Falling and falling

In this prototype, you could still move around after collecting the last Tawna token in any level. In Up the Creek, this can be an great detriment, as of true to the name. Should you collect the last token while falling off the platform into the stream, Crash will repeatedly die falling after re-spawning underneath the water plane, losing all his lives one by one until the Game Over screen appears. This could explain why Crash jumps up in his pose after collecting the final Tawna token in the final since this is a pretty nasty bug, in an already hard level, in an already challenging game. Talk about going up shit creek.

Debug Text

The tty debug console displays memory allocation and a "Won level" message when a level is completed. This is not visible to the user.

...
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Inited and Allocated 21 pages
page count 18
page count 17
page count 10
page count 17
page count 18
Inited and Allocated 22 pages
Inited and Allocated 22 pages
Inited and Allocated 21 pages
Won level 2
page count 18
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