Proto:Crash Bandicoot: The Wrath of Cortex/May 15th, 2001 build
This is a sub-page of Proto:Crash Bandicoot: The Wrath of Cortex.
This prototype is documented on Hidden Palace.
|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.
The May 15th, 2001 prototype of Crash Bandicoot: The Wrath of Cortex is a demo build showcased at E3 2001 dated five months before the final NTSC-U release version. It was released on March 20th, 2021 as part of Project Deluge, a big prototype release hosted by the folks over at Hidden Palace.
This build contains a small debug menu that can be unlocked by inputting L1 + L2 + R1 + R2 at the same time. There are four features to be seen: INVINCIBILITY, LIFT PLAYER, EXTRA MOVES, and GLASS PLAYER.
- INVINCIBILITY: When turned on, a small "Invincibility!" notice flashes at the top of the screen.
- LIFT PLAYER: Allows you to moon jump by holding the button down.
- EXTRA MOVES: Gives you all of the post-boss "Power-Ups".
- GLASS PLAYER: Makes the player transparent. This option is not present in the final debug mode.
- The title screen and loading screens differ quite a bit from the final.
- As a demo build, much of the game is not present. There's a demo timer which kicks the player back to the title screen if it's idle for too long, and the only five playable levels are the following:
- 1 - Crash and Burn
- 2 - Tornado Alley
- 3 - Wizards and Lizards
- 4 - Banzai Bonsai
- 5 - Eskimo Roll
- The central hub of the demo - which is also where the game starts - is a variant of Coco's VR Hub System, but without any of the chambers seen in the final game.
- There are no visual displays of how many gems, crystals or relics have been collected in each of the levels in the hub world, nor are the collected items shown to the player when they leave a level.
- Finishing a level takes you straight back to central area of the hub, rather than spawning you just outside the entrance to the level you were just in.
- There are some unfinished particle effects and missing animations here and there - for example, some enemies will immediately vanish when they're defeated.
- A number of textures have been changed throughout.
- The HUD text is universally orange rather than being a range of colours - for example, the "BONUS" text is orange instead of green. The 3D HUD lettering also has less depth to it.
- The pause menu is particularly basic and primitive looking, and only offers the ability to continue, restart the time trial, restart the level or return to the hub.
- The visuals on the game over screen are slightly more basic.
- When you respawn after a game over, you reappear with zero lives.
- Entering levels involves physically jumping into the holes and through the floor, rather than standing on each of the numbers and being zapped by a teleporter.
- There is a portal in the floor at the end of each level instead of a teleporter. When exiting a level, the character's animation freezes in place or gets stuck in a loop before the screen fades out.
- Crate placement is different in a number of places.
- Crystals have a darker, more transparent appearance.
- Crash and Coco don't close their eyes during the death animations.
Crash and Burn
- The secret area and second exit is not present, or at least cannot be reached. It contains a total of 114 crates, rather than the final's 138.
Wizards and Lizards
- It's called "Enter the Dragon".
- Medieval Madness theme is used here.
- The level contains no bonus stages nor the secret exit (or, at least, they are not accessible) and there are a total of 70 crates rather than the final's 129.
- The level contains 113 crates instead of 154. The bonus stage contains 28 of those crates, rather than 32 of them.
- The cranes are, instead, flamingos.
- The level contains 86 crates rather than the 82 of the final.
- Tiny, Dingodile, and N. Tropy are not present.
Although most levels have been erased from this build, references to unplayable levels still exist in the game's files. The following is a list of code names for levels existing at the time of the build date, compiled using level name and function name strings referenced in the main executable.
|Path||Level Name (Development)||Level Name
|b\testzone\test||TEST ZONE||TEST ZONE|
|b\gameover\chamber||GAME OVER||GAME OVER|
|b\hub\e3hub||FRONT END||WARP ROOM|
|a\fire_fly\fire_fly||FIRE FLY||THAT SINKING FEELING|
|a\castle_c\castle_c||DRAGON CHASE / ENTER THE DRAGON||WIZARDS AND LIZARDS|
|a\castle_a\castle_a||CASTLE ARENA||MEDIEVAL MADNESS|
|a\fire_r\fire_r||FIRE RESEARCH BASE||FAHRENHEIT FRENZY|
|a\farm\farm||FARM / TORNADO ALLEY||TORNADO ALLEY|
|a\garden\garden||GARDEN / BANZAI BONSAI||BANZAI BONSAI|
|a\jungle_r\jungle||JUNGLE RUMBLE||JUNGLE RUMBLE|
|a\snow_m\snow||SNOW MOUNTAIN||ARCTIC ANTICS|
|a\coral_c\coral||CORAL CANYON||CORAL CANYON|
|a\earth_r\earth||EARTH RESEARCH BASE||COMPACTOR REACTOR|
|a\west_a\west_a||WESTERN ARENA||SMOKEY AND THE BANDICOOT|
|a\water_r\water||WATER RESEARCH BASE||H2 OH NO|
|a\volcano\volcano||VOLCANO ISLAND / CRASH AND BURN||CRASH AND BURN|
|a\cold_a\cold_a||COLD ARENA / ESKIMO ROLL||ESKIMO ROLL|