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Proto:Crash Bandicoot 2: Cortex Strikes Back/June 15th, 1997 build

From The Cutting Room Floor
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This is a sub-page of Proto:Crash Bandicoot 2: Cortex Strikes Back.

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

The June 15th, 1997 prototype of Crash Bandicoot 2 is a demo build showcased at E3 1997 dated around four months before the final NTSC release version. It was released on May 1st, 2021.

Debug Features

Warp room codes

In the warp room, three button combinations can be inputted:

  • Press Up, Up, Down, Down, Left, Right, Left, Right, Down, Circle, Square, Triangle = Turns the elevator on.
  • Press Up, Up, Down, Down, Left, Right, Left, Right, X, Circle, Circle = Holding R2 brings up the Cortex hologram.
  • Press Up, Up, Down, Down, Left, Right, Left, Right, Down, Circle, Triangle, Circle = Turns things off.

General Differences

Crash 1 Leftovers

Unsurprisingly, some elements present in this build are incomplete and use placeholders lifted from the previous game. These are:

  • The font number and color in the HUD.
  • The pause menu, except it was updated to "Push select for warp" instead of "Push select for map".
  • The intro slideshow, Universal, and Naughty Dog intros, barring the Mutato Muzika screen, which was removed in the final game.
  • Aku Aku's model.

Other Differences

June 15 Final
Crash 2 June15 Title.png Crash 2 Title.png
  • The title screen uses an earlier variant of the Crash 2 logo, with a considerably different lighting and choice of font colors. The logo is static, centered and is accompanied by a black background. It also lacks menu options and instead has "Press Start" using a placeholder font.
  • Demo order is Sewer or Later, Hangin' Out, Ruination, and Rock It. The first demo transitions to the Universal screen, the second one to Naughty Dog, the third one to Mutato Muzika, and the last one to the title screen. Then the demo transitions repeat again, but returning to the Sony Computer Entertainment screen.
  • Demo mode lacks the "Demo" text flashing on-screen.
  • Skipping a demo will put the player into the warp room, instead to the title screen.
  • Crash's moves are slightly more limited: during the landing animation after a high jump, Crash has no movement control until the animation finishes.
    • Similarly, if dying while performing an extra-high jump, you won't be able to take control of him until the "touching the ground" animation ends.
  • The slide spin can be cancelled by sliding again during the spin animation.
  • The camera zooms out inside the warp passages when Crash is looking at the camera.
  • Aku Aku has an orange nose and different feathers, which are the same ones from Crash 1.
  • The game doesn't save smashed boxes, collected Wumpas or defeated enemies when the player respawns in a level via checkpoint or after returning to it when losing in a bonus round.
  • Aku Aku lacks an invincibility theme. Also, defeating enemies while in third mask invulnerability lacks sound effects.
  • Dying on the last life will never result in a game over.
  • There are no specific music tracks for bonus rounds and alternate routes - the main path music is always used in both instances instead.
  • Each Wumpa fruit in bonus rounds worth two fruits instead, except if it gets collected from inside a crate automatically, like when jumping on a bounce crate.
  • If Crash dies while in a bonus round, the bonus platform will lock when Crash returns to the main level. The only way to retry it is by losing a life.
  • Dying in the main level even after a bonus round is completed will make it available again.
  • Crash won't spoil a crystal to the level's slot after returning to the warp room. Instead, he will just leap out triumphantly of the portal as if he has earned nothing.
  • The word "Bonus" flashes normal instead of also blinking the letters B, O, N, U, and S in sequence. The font is also different.
  • The Nitro detonator wasn't implemented yet at this point in development.
  • The broken box tally in the status bar is only displayed at bonus rounds instead.
  • There is no box counter at the end of the levels.
  • Gems are not present at this point yet.
  • The yellow particles around the exit portals are missing.
  • Standing on a bonus platform before all TNT crates explode won't increase the box tally.
  • The game keeps the mask you collected inside a level even if you exit it prematurely.
  • The dynamic difficult system is absent.
  • Iron crates sound effects don't play properly upon spinning on them.
  • TNTs don't explode when they are counting down.
  • Sliding over a TNT or locked crate will make you get stuck inside it.
June 15 Final
384px 384px
  • Crystals are smaller and more transparent, have a different shape, lack a shadow, and don't shine. They will fly away upon collecting it instead of going off-screen after a second to the HUD.
  • The status bar won't show the collected crystals.
  • When collecting the crystal and exiting the level prematurely, the crystal won't be present in the level next time the player re-enters it. They will act as permanently collected, similar to extra lives.
  • You can carry masks into the boss battle. In the final game, only the Komodo Bros. battle is allowed.
  • A lot of animations are missing at this point:
    • Crash only has the sigh idle animation.
    • Whenever Crash walks into a warp vortex, he doesn't display his usual animation where he's sucked into it. He just walks right through the vortex instead and screen simply turns white.
    • Warp transitions for entering/leaving a level are not present.
    • Adding a collectible into the levels' slots.
    • Crash doesn't dance after returning to the warp room with a collectible or when beating a boss.
    • Crash doesn't display his usual giving a thumbs-up or pointing down while using the elevator.
    • The blown up death animation where Crash leaves behind his sneakers, eyeballs, and nose is not present.
  • Crash turns into ashes when blew up by a TNT crate.
  • When collecting an extra life in the bonus round but dying before finishing it, the next time you redo it the crates won't give you lives again.
  • When Crash turns into ashes, he looks at the camera before disintegrating, just like in Crash 1.
  • There is a smaller gap between each didgeridoo sound effect when Crash turns into an angel, causing it to play three times as opposed to two - sometimes it will even play just once instead.
  • Triggering a TNT crate before the full countdown and going too away from camera won't explode the other crates or objects next to it.
  • Exiting the game via warp room will return to the Sony Computer Entertainment intro instead of the title screen.
  • Crash can get stuck inside locked crates after sliding on a normal crate under the locked one.
  • The game will count only the total bonus wumpas and boxes until Crash stands on the exit platform. That means any wumpa or box that would be counted after Crash stands on the platform won't be added to the main tallies.

Level Differences

The demo normally allows the player to access four levels + boss on the second warp room, and three more levels on the first warp room via a cheat code. Sewer or Later, Hangin' Out, and Ruination are present only via demo mode, but can be playable through hacks.

Warp Room

  • Saving is disabled for showcase purposes.
  • The yellow particles around the portals are missing.
  • The elevator is stuck out of the hole in the middle.
  • The bear isn't sitting next to Bear It.
  • The elevator has a different behavior: standing on them will automatically go down if you are in warp room 2, and go up if you are in warp room 1. It also doesn't rotate when ascending or descending to a warp room.
    • Body-slamming on it will automatically go up or down.
  • Snow Go, Rock It, Hang Eight, and Tiny Tiger levels were rearranged for demo purposes, so the item slots don't match the levels as they aren't in their intended locations.
  • Air Crash's portal (Rock It here) is missing a clear gem.
  • Level 6 portal is different.
  • There is an extra collision step on the level 7 portal, so you have to jump in order to enter it.
  • Tiny Tiger is the last level of the demo's warp room and has his own portal. The level has slots for green gem, clear gem, and crystal, which is a leftover of the level order being swapped around. For obvious reasons, you can't collect these items in a boss battle.
    • Tiny was originally called Taz Tiger. This name would surface in early retail releases of the game.
    • Level 10 portal has a different modeling, lacking a round rock texture around the warp. The icicles inside it are also missing.
  • In the first warp room, the level order was also rearranged for showcase purposes, so Cold Hard Crash and Air Crash aren't in their original locations.
  • Originally, the colored gems for Turtle Woods and Snow Go were switched, as noticed by the red gem on the Turtle Woods item slot, and the blue one on the "Cold Hard Crash" (Snow Go portal) slot.
  • Hang Eight's portal (Air Crash here) is missing a clear gem.
  • Air Crash and The Pits warp portals are blocked by an invisible wall for showcase purposes.
  • You can fall and die in Crash Dash portal if you walk slowly into it.

Cortex Hologram

Although the model and assets, minus dialogue, for his head and cutscene are in the files, they are disabled in this build. By inputting a cheat code, pressing and holding down R2 toggles between bringing up the head and returning the camera back to Crash. The game lags during this phenomenon.

(Source: video by OKeijiDragon)

Snow Go

  • The secret route is not present.
June 15 Final
Crash 2 June15 SnowGoIceSkating.png Crash 2 SnowGoIceSkating.png
  • Aku Aku box is placed before Nitro and TNT crates. In the final game, it was moved further ahead.
  • The first ice-skating segment has a different crate layout - the 3 iron boxes with the Life Box were moved into the ice patch for the final game.
    • Crash floats when he is on the top of those 3 iron boxes.
  • The first checkpoint was moved further to the left in the final game.
  • A stack of a basic and a ? crate is missing after the first stone crusher.
  • After the second checkpoint, there is an iron arrow crate with a bounce crate, which was replaced by a seal in the final game.
June 15 Final
Crash 2 June15 SnowGoGemRouteExit.png Crash 2 SnowGoGemRouteExit.png
  • The level layout differs in the red gem area. The floor segment is larger, and there is an ice mirror with a seal on it. This was altered later on, because it would possible to get the gem by high-bouncing on the seal and belly-flopping in mid-air.
    • There is an Aku Aku crate in the gem area, which was moved further ahead in the final game.
  • A ? crate is missing right before the bonus round hole.
  • There is a blue crystal cluster in the Wumpa area of the bonus round that was removed in the final game.
  • The final stack of crates changed the middle crate from a basic crate to a ? one in the final game.
  • Two ? crates are missing in the final icy segment. The ice floor is also larger.
  • The second to last hole has a slightly different shape.
  • Sometimes the bonus might not be triggered during the fall, which will kill Crash as the game will interpret it as a normal hole.

Rock It

  • The level feature a completely different theme, never heard in the final game.
  • Aku Aku is banned from this level. Even if the player has an Aku Aku when entering the level, the player loses the mask.
  • There is no pad options in the pause menu, so the only way to invert the jet pack controls is by pressing Select during the gameplay.
  • Spinning on a TNT will just trigger it instead of instantly exploding it.
  • The game won't let you exit the level via pause menu while floating on the jet pack because it acts Crash is not touching the ground, just like Crash 1.
  • There is no crystal in the level.
June 15 Final
Crash 2 June15 RockIt-Layout1.png Crash 2 RockIt-Layout1.png
  • A hot pipe was removed in the final game, and a basic crate hidden behind the wall in the top right corner was replaced by a ? crate and moved to the middle, right after the first door.
  • The life crate right before the first electric lab assistant section was replaced by a ? one and moved further to the left.
June 15 Final
Crash 2 June15 RockIt-Layout2.png Crash 2 RockIt-Layout2.png
  • Right after the second checkpoint, the bottom hot pipe was removed and the pulsing balls was added. Also, the crate layout was changed: the Nitro crates on each side were removed and four Nitro crates surrounding a life crate were added to the right spot. Consequently, some wumpas were removed.
June 15 Final
Crash 2 June15 RockIt-Layout3.png Crash 2 RockIt-Layout3.png
  • Right after the third door, a ? crate was added, the right hot tube was removed and a burning current was added to the middle.
  • After the fourth door, a wall was added on the top right before the lasers, and a ? crate was added further on.
June 15 Final
Crash 2 June15 RockIt-Layout4.png Crash 2 RockIt-Layout4.png
  • Right before the final door, a hot pipe and a burning current were added.
  • On the last electric lab assistant section, pulsing balls were added.

Bear It

  • All walls textures are blue here. In the final game, some decorations have greenish textures.
  • The bear is silent.
  • The animation of Crash diving into the bear plays slower.
  • There is nothing preventing Crash to jump across the bear before riding him.
  • There is no galloping sound. It plays the snow sound effect instead.
  • There is also no sound effect for landing out of a jump.
  • Jumping over ? crates will make the bear bounce on them.
June 15 Final
Crash 2 June15 BearRespawn.png Crash 2 BearRespawn.png
  • You don't twirl on a checkpoint after respawning. Crash respawns rolling on the bear instead.
  • Breaking crates while boosting do not automatically give you the contents within, causing you to lose them when running towards one. In the final game, this behavior is present only upon breaking bounce boxes.
  • Crash says "Whoa!" after smacking into a totem.
  • Bear's walking sound effects are present when he approaches Crash after they trip over a totem.
  • The basic crate before the first ice segment was changed to a ? crate in the final game.
  • The bounce crate after the first orca pond was changed to a ? crate in the final game.
  • There is a glitch where the player can fall through the ground while going uphill, right after the second checkpoint.
  • A ? crate is missing after the third orca pond.
  • The first basic crate after the Nitro section was changed to a ? crate.
  • A ? crate is missing right after the second to last orca pond.
  • There is no sound effect when the bear launches Crash across the giant chasm.

Hang Eight

June 15 Final
Crash 2 June15 HangEightStart.png Crash 2 HangEightStart.png
  • The first segment is very different here. There are two bounce boxes on the left, then a path on the right leading to the sinking platform.
  • The first stack of boxes is missing an Aku Aku crate, and two basic boxes were replaced by ? crates in the final game. The bottom left crate contains an extra life, which was moved to the top one.
June 15 Final
Crash 2 June15 HangEightLayout1.png Crash 2 HangEightLayout1.png
  • The left sinking platform goes up and down but won't sink into the water, while the right one does. This behavior is never seen in the final game.
  • The timer that automatically starts just before Crash makes it to the first jet board is missing.
  • The jet board hitbox is smaller, making the player fall from the dock into the water if walking slowly.
  • The ? indicator on the bonus platform is sideways. The same applies to the bonus exit.
June 15 Final
Crash 2 June15 HangEightBonus.png Crash 2 HangEightBonus.png
  • There is an extra Nitro and a floating platform leading to a removed ? crate with either an extra life or a single Wumpa fruit.
June 15 Final
Crash 2 June15 HangEightLayout2.png Crash 2 HangEightLayout2.png
  • Three small platforms were added on the left side, and a larger one was added to the right side, which is where the blue gem platform would be present in the final game.
  • There are three piranhas instead of one.
  • A ? crate is missing right before the crystal.
  • The second crate of the final river section was changed from a bounce to a ? crate.
  • The third crate before the final ramp was changed from a basic crate to a ? crate.
  • The jet board doesn't sink when Crash is defeated by a water mine. It just disappears during the explosion instead.

Tiny Tiger

  • Tiny doesn't have a health bar.
  • Spinning on Tiny will pass through his body.
  • After beating the boss, Crash will just leap up in joy, then the level will immediatelly end.

Turtle Woods

  • Crash doesn't spawn in center of the platform.
  • Armadillos are missing entirely from the level.
  • The rain sound effect is missing.
  • The sky has a orange tone as opposed to blue in the final game.
  • Birds sound effects are missing.
  • The stone face leading to the secret area can't be opened. The secret area is not present in this build.
  • Moles don't have sound effects.
  • The crates placed in muds are static.
  • The insects during the level are in a different order here.
  • The three birds before the first mud are placed differently.
  • A ? crate is missing right after the first hole.
  • The three birds next to the bonus platform are in different positions.
  • A ? crate is missing right after the bonus.
  • The butterflies that come out after opening the bonus platform are yellow instead of blue.
  • The first segment of the bonus has a single platform containing a bounce crate in the air.
  • The position of the bounce crate was changed on the stack of crates after the second checkpoint, most likey because attempting to beat the level without breaking a single crate would be much harder.
  • Two ? crates are missing before the second mole hole.
  • There are two birds missing at the end of the level.
  • The ground before the exit passage door has a low relief.

Cold Hard Crash

  • The warp passage is from the second warp room. That means it was originally the last level of that floor.
  • The falling icicles have a different sound effect.
  • Falling icicles do not trigger TNT crates.
  • The porcupine lacks shading on his spines.
  • The blue crystal clusters are not present at all.
  • The falling planks sound like a deeper version of those from the bridge levels of Crash 1.
  • The death route area is not present.
  • The first hole has a different shape in the border.
  • A ? crate is missing right after the third hole.
June 15 Final
Crash 2 June15 ColdHardCrashCheckpoint1.png Crash 2 ColdHardCrashCheckpoint1.png
  • There is a hole behind the first checkpoint that was covered in the final game.
June 15 Final
Crash 2 June15 ColdHardCrashCheckpoint2.png Crash 2 ColdHardCrashCheckpoint2.png
  • An ice mirror next to the second checkpoint segment was removed. The floor is shorter, and the death route platform is missing.
June 15 Final
Crash 2 June15 ColdHardCrashRemovedGround.png Crash 2 ColdHardCrashPreSlide.png
  • Before the sideways section, there is a long empty segment above that was removed in the final game. It seems it was originally intended to take Crash back inside to the interior portion of the level from the death route.
  • Two ? crates are missing right before the three log crushers section.
  • There is another porcupine right before the iron arrow crate leading to the third checkpoint.
  • There is a missing ? crate after the second platform with a Nitro and a penguin togheter.
  • The hole before the Nitros at the beginning of the the final segment is larger.
  • A ? crate is missing right after the TNTs with a crate.
  • The hole before the first roller has a slightly different shape in the border.
  • Two crates are missing right after the third roller.
  • Sometimes the bonus might not be triggered during the fall, which will kill Crash as the game will interpret it as a normal hole.

Crash Dash

  • If you stand in the wooden bridges during the chase, the boulder won't be able to crush Crash.
  • The boost pads only trigger if you run or stand on them. Spins and slides make them useless.
  • Boost pads also don't have any sound effects.
  • Crates in the chase sections don't give you lives or wumpas automatically when destroyed by the boulder.
  • The first checkpoint is placed further ahead.
  • The electric fences don't have sound effects.
  • The crystal is placed in the first small wooden bridge.
  • The Nitros were moved to the left side of the path.
  • A basic crate was replaced by the crystal in the final game.
  • Most of red tree platforms in the bonus round lacks an invisible wall in the edges facing the screen to prevent the player from falling.
  • A Nitro crate under two basic boxes was removed in the bonus round.
  • A ? crate is missing right after the last checkpoint.
  • The stack of crates behind the second electric fence had a bounce crate, which was changed to a ? crate in the final game.
  • The final stack of crates was all bounce crates, which were changed to ? crates in the final game.
  • The final crates behind the electric fences will be automatically broken by the boulder.

Sewer or Later

  • There is no music in this level.
  • The warp passage is from the first warp room.
  • There are two boxes inside the warp passage.
  • You have to hit welder lab assistants twice in order to defeat them.
  • Spinning on a welder lab assistant will make the same sound effect of the spinnable wooden platforms from the native levels of Crash 1.
  • The welder lab assistants will immediatelly despawn from the screen when the player goes slightly forward.
  • Crash turns into an angel instead of turning into ashes when touching the fire of the welder lab assistants.
  • The water has a blue color instead of dark green.
  • There are no electric eels, spike rats, or rolling barrels.
  • It's hard to jump over the platforms while walking in the water, as Crash clips through them.
  • There are two crates inside the warp passage.
June 15 Final
Crash 2 June15 SewerOrLaterStart.png Crash 2 SewerOrLaterStart.png
  • The first section of the level features four extra crates. The floor was removed in the final game.
  • Then ahead, there is a single scaling-pipe scrubber. In the final game, two chasing each other scrubbers were added.
  • A path of wumpa fruits ahead is missing.
  • There is an extra TNT crate just afterwards.
  • Two ? crates are missing, a life crate was changed to a ? crate and there are two extra bounce crates next to the door.
  • After the first door, two bounce crates and a TNT were removed in the final game and the platform was placed backwards.
June 15 Final
Crash 2 June15 SewerOrLater-HardSplit.png Crash 2 SewerOrLater-GemSplit.png
  • An Aku Aku crate and a checkpoint were added. Further ahead there are two rows of a Nitro and TNT with a life box in between right after the hard path hole. That crate layout is never seen in the final game.
  • Two more ? crates were added next to the door.
  • Finally, the yellow gem path was originally a hard path which the player can simply fall into it. This was changed in the final game by using a gem platform to enter.
  • In the second welder lab assistant section, an Aku Aku crate was moved to the first checkpoint and the two crates were moved backwards, and in their original place a spike rat was added.
  • A locked crate and a life crate were replaced by two basic crates. They were also moved backwards.
  • A scaling-pipe scrubber was replaced by two chasing each other scrubbers. A spinning fan blade was removed, and a barrel and two scrubbers were added instead.
June 15 Final
Crash 2 June15 SewerOrLater-NormalPath-Layout1.png Crash 2 SewerOrLater-NormalPath-Layout1.png
  • This entire water section was moved further in the final game. It features two zig-zag platforms and a rotating one in the middle, and three crates, two of them needing to be actived with a ! switch placed in the ceiling.
June 15 Final
Crash 2 June15 SewerOrLater-NormalPath-Layout2.png Crash 2 SewerOrLater-NormalPath-Layout2.png
  • After that, an Aku Aku crate was later added, and a checkpoint crate was added in place of a ? crate.
  • This section is longer, having two spinning fan blades to destroy instead of one. Sometimes two scaling-pipe scrubbers could spawn instead. The second part was moved further in the final game.
June 15 Final
Crash 2 June15 SewerOrLater-NormalPath-Layout3.png Crash 2 SewerOrLater-NormalPath-Layout3.png
  • The water section of three platforms was placed here in the final game. The prototype goes to the final segment before the split-path.
  • The box wall has three boxes high instead of four. Nitros were replaced by basics and locked crates in the final game.
  • A small hole is present in middle, which would work as the exit of the "hard" path. Falling in the hole will freeze the game.
  • A scaling-pipe scrubber was present further ahead.
  • The path of wumpa fruits leading to the left path are missing.
  • In the left path, the platform was moved to the middle, and two crates were removed.
  • Four scaling-pipe scrubbers were replaced by two chasing each other ones.
June 15 Final
Crash 2 June15 SewerOrLater-NormalPath-Layout4.png Crash 2 SewerOrLater-NormalPath-Layout4.png
  • The final section of the left path reveals a totally different layout. A small bridge leading to three life boxes covered by three Nitros and a TNT on each side. The crystal is also missing.
June 15 Final
Crash 2 June15 SewerOrLater-NormalPath-Layout5.png Crash 2 SewerOrLater-NormalPath-Layout5.png
  • In the right path, a bounce box was replaced by ! and Nitro switches. The platform was also removed, and the floor extended.
  • Three scaling-pipe scrubbers were replaced further ahead by a path of six wumpa fruits instead.
June 15 Final
Crash 2 June15 SewerOrLater-NormalPath-Layout6.png Crash 2 SewerOrLater-NormalPath-Layout6.png
  • The final section of the level had four platforms, and two crates on the right side.

"Hard" Path

June 15 Final
Crash 2 June15 SewerOrLater-HardPathStart.png Crash 2 SewerOrLater-GemRouteStart.png
  • The beginning of the "yellow gem" path features wooden and locked boxes instead of iron arrow boxes in the final game.
June 15 Final
Crash 2 June15 SewerOrLater-HardPathSplit.png Crash 2 SewerOrLater-GemRouteSegment.png
  • The next section leads to a split-path. In the final game, the right path was entirely scrapped, while the left path was turned into the main one.
  • The left path leads to a long water section featuring two zig-zag platforms and two rotating ones, then another door leading to the end of the hard path. The final room features a non-functional elevator, with another uncommon crate layout next to it.
  • The right path was removed from the final game since it leads to a dead-end. However, the water section is very similar to the final game's one, except the platforms have a different behavior, and there are two bounce crates.
  • The final segment that leads to a dead-end is never seen in the final game. There are four life crates, covered by a welder lab assistant and two Nitros on each side.

Crash 2 June15 SewerOrLaterHardPath-DeadEnd.png

Hangin' Out

The level was completely re-done from scratch, and only some segments and ideas survived as recycled chunks of the final level design. The original layout resembles a labiryinth puzzle, forcing Crash to navigate wire meshes suspended above red-hot pipes and generally avoid sewer mechs, taking the level name more literally. It features lots of split-paths leading to dead-ends, which most of them contain ! crates. These switches would activate an outline bridge that would unlock an alternative passage to a specific path at the end of the level.

Overall, the level is in a primitive state. The ! crates don't seem to activate anything, and you can't complete it since Crash clips through the end portal. Crash 2 June15 HanginOut1.png

  • Crash doesn't spawn in center of the platform.
  • The warp passage is from the first warp room.
  • The level uses warp room theme as a placeholder.
  • Navigating wire meshes doesn't have a sound effect.
  • The level starts with three untextured red hot pipes, an iron arrow box, two basic boxes ahead, and a long upward mesh. There are 15 wumpas upwards, but the last three ones at the bottom right can't be collected in the mesh. During the segment there will be some crates placed on the ground, and next to the end of the segment, six sewer mechs will be next to each other.
  • After that, there will be the first split-path. The right one will lead to a small segment containing an upward mesh, four boxes, and two sewer mechs. After that small segment, there will be another upward mesh, two iron arrow boxes and a ! crate. To reach the ! crate, you will need to slide over a iron box an jump. After activating the ! crate you will be stuck, so you will need to quickly move forward to reach the iron box again.
  • The left path will lead to a small segment containing an upward mesh and a sewer mech. There is a platform in the middle. After the small segment, there will be another but longer upward mesh, containing some boxes and many sewer mechs.
  • After that, there will be the second split-path. The left one will lead to a small section containing a wide upward mesh with a ! crate.
  • The right path will lead to a small segment containing an upward mesh, four basic boxes, an iron arrow box, and three sewer mechs.
  • After that, there will be the third split-path. The left one leads to a even longer section containing a wide upward mesh with a ! crate.
  • The right one will lead to a small segment containing an upward mesh, three rats, and three sewer mechs.
  • This early version of the cyborg rat enemy has red eyes, cyborg body, and spikes over the body. It can only be defeated by spinning or sliding on it. Overall, it resembles the ones present in dark levels of Crash 1.
  • After that, there will be the last split-path. The left one will lead to a small segment containing an upward mesh and an outline bridge of boxes. The bridge which doesn't seem to spawn even if activating all ! switches would unlock an alternative passage to a specific path at the end of the level - similar to Cortex Power in Crash 1. The path contains a long lava pool leading to a dead-end. It ended up being the secret path in the final game that leads to a warp to the secret warp room.
  • The right one will lead to the end of the level.

Ruination

  • Contrary to the other levels in the demo, the camera does not zoom out inside the warp passages when Crash is looking at the camera.
  • The level uses warp room theme as a placeholder.
  • The warp passage is from the first warp room.
  • This is the only level of the demo that doesn't zoom out the camera in the warp passage when Crash is facing the camera.
  • Possums and lizards are missing.
  • The level takes place on a clear night as opposed to during a thunderstorm.
  • The falling square platforms from bridges lack sound effect.
  • The logs thrown by gorillas lack a sound effect.
  • It's much more empty - there are no fruits, crystal, boxes and almost no enemies.
  • Crash turns into an angel instead of turning into ashes when touching the fire of the tiki statues
  • The floor right after the start passage door is not linked to it, so if Crash falls on the edge or walk backwards, he'll fall.
  • A fire-breathing tiki statue is missing at the beginning of the level.
June 15 Final
Crash 2 June15 RuinationEasyHard.png Crash 2 RuinationGemPath.png
  • This segment was completely changed in the final game. Single platforms were removed in favor of a more easier layout containing checkpoint.
  • The level features a stone signpost, which rose from the abyss, denoting an "easy" and "hard" path through the level where is actually the green gem route in the final game. The green gem replaced the platforms leading to the "Hard" part.
  • An extra platform before the rotating platforms was removed in the final game.
  • The ground where the bonus is located in the final game was replaced by two platforms.
  • Right ahead, an extra platform as added in the right side in the final game, which contains two crates.
June 15 Final
Crash 2 June15 RuinationPillars.png Crash 2 RuinationBridge.png
  • A moving pillar was later replaced by a bridge with two TNTs and a lizard.
  • The prototype features a bridge with a moving pillar then a falling platform. Everything was replaced by two moving pillars instead.
June 15 Final
Crash 2 June15 RuinationPillars2.png Crash 2 RuinationRatPlatform.png
  • The two moving pillars were replaced to a rotating platforms leading to the Nitro switch.
June 15 Final
Crash 2 June15 RuinationLayout.png Crash 2 RuinationFinal.png
  • From this point onwards, the level design was totally changed. While in the final game there would be a final section of platforms on the right, containing a gorilla leading to the end, in the prototype the level will keep going forward for a certain point, until it goes to left side. leading to a set of rotating platforms. After that point, the level will change facing the camera for a small segment, until it turns to the left again, leading to another set of rotating platforms. Finally, the end will be located after them.

"Hard" Path

  • The first bridge with the fire-breathing tiki statues is placed higher.
  • Right before the second section with the gorilla, the square platform was changed to a hexagon one.
  • After the second gorilla section, the hexagon platform was changed to a square one.
  • The first square platform before the third gorilla section was changed to a hexagon one.
  • The last hexagon platform before the third gorilla section was changed to a square one.
  • The bridge after the third gorilla is higher from the third falling platform onwards. The square platform right ahead was changed to a hexagon one.
  • The last square platform was changed to a hexagon one.

Soundtrack

  • The title theme is slightly different.
  • The warp room theme has missing instruments.
  • The snow level themes have different instruments, volume and tracks.
  • Rock It features an entirely unique and previously unheard theme.
  • Crash Dash theme is slighty different.