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Proto:Crash Bandicoot/May 11, 1996 build

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

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
Hmmm...
To do:
Add some comparison pictures.

The May 11, 1996 prototype of Crash Bandicoot was used in the E3 of the same year. It can't be saved onto a memory card, and the third island can't be accessed. It's very close to the final version in many aspects (such as crate physics, the map using 3D islands, levels having names, crates positioned more like in the final version in most levels and the addition of music and gems).

General Differences

  • Crash doesn't make the classic "woah" sound effect when he dies.
  • Checkpoint sound still uses the continue point from April 8, 1996 prototype.
  • The bounce crates never gives you the 10th Wumpa when the crate breaks.
  • Aku Aku masks never turn gold, he instead gives off a sparkling effect. Crash also never runs any faster when collecting three of them.
    • Breaking bounce crates while invincible doesn't give 10 Wumpas automatically.
    • Touching a TNT while invincible gives knockback.
  • You can keep any Aku Aku's you have after a boss fight, even if you quit prematurely.
  • The ! crate is infinite, you are able to keep spinning on them forever, just like how they work on The Lab.
  • Aku Aku's model have a graphical bug on his green leaf.
  • Warps have a smaller hitbox, making it possible to reach The Great Gate's yellow gem path without the yellow gem (this is still possible in the final game, but much harder).
  • Boulder chase 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.
  • 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".
  • In the final game, 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.
  • Level completion screen works differently when Crash collects a gem: First, all previously collected gems don't scroll at the bottom. Second, the acquired gem appears near the gem count, with a different sound effect. Crash also doesn't celebrate. Thirdly, since this version can't be saved, a message appears under Crash, saying "PRESS BUTTON TO RETURN TO MAP". When Crash misses crates, it all works the same as in the final version, but the missed crate counter disappears a split second after the last box falls on Crash's head, and is replaced by the same message. There is no sound effect of when the player presses any button either.
  • Crash doesn't make the "yee-haw" animation when collecting three tokens or beating a boss.
  • Any other Bonus Round tokens you have when you go to a Bonus Round, disappear as well.
  • Pressing Triangle doesn't show the collected tokens.
  • 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.
  • The music starts playing seconds before the map screen.
  • The boss health is still indicated by dots, instead of a health bar.
  • Spinning right after picking up a Wumpa will cause the game not to count it.
  • The camera spazzes out in 360 before moving on to the next island.
  • 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 - the outlines of the final two boxes never appear. 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.

Startup

  • The "Sony Computer Entertainment America Presents" message is missing.
  • The copyright message and the Universal logo are separate screens. The copyright symbol is also missing.
May 11 Final
Crash Bandicoot E3-Demo NaughtyDogLogo.png Crash Bandicoot NaughtyDogLogo.png
  • Naughty Dog's screen doesn't have any animations and are accompanied by a blue gradient background. The dog logo is also missing.

Title Screen

May 11 Final
CB E3 PROTOTYPE TITLE SCREEN.png Crash Bandicoot-title.png
  • The logo and Crash are centered and are accompanied by a blue gradient background. It also lacks a menu and instead has "Press Start".
  • The trademark symbol is missing.
  • Crash doesn't make the scream sound effect.

Demo Mode

  • 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".
  • Only Jungle Rollers, The Great Gate, Papu Papu, The Lost City, and Temple Ruins are present.

Portals

May 11 Final
CB E3 SPARKLING EXIT.png 380px
  • 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.
  • Spinning next to a portal will make Crash pass the level.

Level Differences

Most of the levels on the first and second island are far more closer to their final counterparts, however, levels of the third island onwards appear to be almost untouched since the April 8, 1996 prototype, including the absence of music tracks.

Level Arrangement

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

May 11 Final
The 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
The 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
The 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

N. Sanity Beach

The ? box placement is slightly different at the beginning of the level.

Jungle Rollers

The Green Gem path is different.

Upstream

  • The last Tawna token was present right after the end portal. It was moved backward slightly in the final game.
  • The platform before the end portal was made of wood instead of the mossy one.

Papu Papu

  • You can skip the cutscene.
  • The background torches don't hurt you.
  • If you spin while Papu is moving his tribal staff, you won't get hit.

Rolling Stones

  • The second Aku Aku crate was present along with the last Tawna token. It was moved backward slightly in the final game.
  • The blue gem path can be accessed by going down through the gems. In the final game, only a gem elevator was used.

Native Fortress

  • The first two checkpoint crates are missing.
  • The final set of life crates is missing, along with the final life crate near the portal.

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.
  • You can't kill the bats.
  • The first, second, and fourth checkpoint boxes are missing.
  • The life next to N. Brio's token is missing.
  • The second life was moved further to the left in the final game.
  • The life and second N. Brio's token are switched, thus it's impossible to get up the platforms and collect the Brio's one.
  • A life next to the ! box is missing.
  • Another life is missing after reaching the top of the level.
  • Missing a life next to the end.
  • Missing a life box at the end of the leve.
  • You won't be able to get the Green Gem if you enter Tawna bonus round, as the final two boxes that are activated using the ! box will be missing. If you skip the bonus, there will be only one box instead of two, and it will break automatically as soon as you get closer to it.

Boulder Dash

The purple gem path does not contain crates.

Sunset Vista

Sunset Vista is harder in this version, although easier than in the April 8, 1996 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.

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 final game. In its place is a rather bland corridor with 2 platforms above a waste pit.

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.

Nitrus Brio Bonus Round

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

Soundtrack Differences

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:

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. This most often happens on the second island, after rotating the camera to the other side of the island.

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 a 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 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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