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Proto:Crash Bash/July 26th, 2000 demo

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

Hmmm...
To do:
  • Look for hidden menus (Character Select, Battle Mode, Tournament Mode, etc.)
  • Find a way to access Chicken Run (the early version of Keg Kaboom), which crashes the game when attempting to load it.

The Official U.S. PlayStation Magazine Demo Disc 38 contains the earliest publicly playable demo of Crash Bash. It features Pogo Painter, Polar Panic, and Pogo-a-Gogo. The demo is dated over two months before the initial North American release, and contains a multitude of differences.

Like any other demo of the game, the rest of the contents is hidden within the files and can be easily accessed using the Cheat Menu.

Sub-Pages

Blank.png
Minigame Differences
Early ideas, unfinished challenges, and more.

Debug Features

Cheat Menu

D004B2DA 0000
8004B2DA 8001

A cheat menu can be unlocked by enabling the GameShark code above. This option can be accessed via the pause menu and provides a range of debug functionalities, including warping to almost any minigame.

  • LEVEL SELECTOR: Self-explanatory. Opens a list of minigames.
  • CHEAT FLAGS: Lets you use such cheats like invulnerability, freezing the timer, making your opponents brain-dead, and so on. Use Left/Right to enable a cheat. Cheats that are active are marked with an asterisk.
  • TWEAK SETTINGS: This is a more complex sub-menu that allows you to change the game's internal settings, as well as the mode you're playing. To change modes, use the very first option in this sub-menu. This allows you to quickly alternate between a trophy to a crystal challenge, for example. To test it out, press the Select button to restart the level with your changes applied.
  • TWEAK AWARDS: Allows you to apply every prize there is to collect for all minigames and bosses up to the third warp room. Press Triangle to toggle the prize.
built @ 16:58:47 on Jul 26 2000

The build date string is displayed at the top of this menu.

General Differences

The demo allows you to play both Adventure and Battle modes. In Adventure mode, you start in a small warp room with three minigames: Pogo Painter, Polar Panic, and Pogo-a-Gogo (unlocked after completing the first two).

The room also has "remnants" of three more obstructed portals with crates on them - two of them indicating Crashball and Space Bash minigames.

Menus

Demo Final
CrashBash-Demos MainMenu.png CrashBash MainMenu.png
  • Crash's model in the main menu is the same as his in-game one - which is the same aside from the hands having no thumbs.
  • The object behind Crash is different.
  • The highlighted option will flash black instead of yellow.
  • Descriptions of the modes are missing.
  • There is no Options, but you can exit the demo by selecting the "Leave Game" option.
  • Battle Mode only has three available minigames, which are the same as in Adventure mode. Pogo-a-Gogo is also not available here by default.
  • There is no demo mode.

Gameplay

  • The loading screen theme starts playing at end of the loading.
  • The character models have simpler textures and lack proper shading.
    • Cortex's "N" is grey instead of brown.
    • Dingodile has a misplaced brown polygon on the middle of his snout.
  • Rule screens feature a rather crude writing.
    • Trophies don't appear in trophy challenges.
    • Action buttons are written as a regular word. In the final, the action buttons are written using graphical representations of the corresponding button symbols.
    • The L1 and R1 icons use dark letters and are placed vertically.
  • Relic challenges take place of the gem challenges in this version. Although the gem challenge already exists, it is not accessible through normal gameplay outside the Cheat Menu.
    • Rather than having separate relic challenges for Gold and Platinum tiers, there is only one challenge that awards the Sapphire tier, which does not appear in the final game.
  • Relic and gem challenges were originally swapped:
    • In relic challenges, you must beat levels within the allotted time, decreasing the score to zero, or with the odds against you.
    • In gem challenges, you must win three times in a row without losing, although your opponents won't become the "champions of the arena" at this point in development.
Demo Final
CrashBash-Protos PauseMenu.png CrashBash PauseMenu.png
  • The pause screen displays the number of trophies, relics and crystals above the title card, rather than in a separate box with prize counts below. Acquiring a gem via hacks will not add a new count either.
    • The highlighted option does not blink.
    • There is no completion percentage in Adventure mode.
    • You cannot go back to a previous screen by pressing Triangle.
    • The Options menu only features the Vibration option, which is also a single option rather than a separate toggle for each controller.
      • You can toggle it by moving left or right instead of pressing Square.
    • Prize counts are not displayed anywhere while in a minigame.
    • The player's icon does not have a flashing box around it.
  • The music will not speed up when time is running out.
  • There is no force victory feature.
  • The "You Fail" voice clip is different.
  • Rilla Roo is referred to as "Kangorilla" by the announcer in this version. According to producer Jon Williams, there were concerns from Sony about the name and trademarking, pushing them to change the name.
  • N. Brio has a different hurt voice clip in Pogo Pandemonium, Tank Wars, and Crash Dash minigames.
  • Dingodile has a different hurt voice clip.
    • He is completely silent in the Tank Wars minigames.
  • The trophy results screen is smaller.
  • Winning a minigame while under a special item effect, the effect doesn't disappear immediately.

Game Types

Most general differences are related to the primitive rule screens. The text descriptions are very basic and with simple writing, and the rules aren't sorted by categories (Objectives, Controls, Special Items).

Crate Crush

  • You can rotate the characters on the axis by pressing the L2 and R2 buttons.
  • Wumpa fruits lack a shadow and don't bounce on the floor.
  • The round ends only after the last defeated player turns into an angel or after the 500 lbs weight on the crushed player disappears.
  • Aku Aku continues to protect the player even when hit by opponents' basic attacks.
  • Text differences in the rules screen:
    • All "boxes" instances were replaced by "crates" in the final game.
    • There is no Special Items screen, the items are explained along with the controls.
    • "Kicks boxes" instead of "Press to kick crates".
    • "Picks up and throws boxes" instead of "Press to pick up crates - Press again to throw".
    • "Collect fruit to increase [...]" instead of "Collect Wumpa fruit to increase [...]".
    • There is no jump button hint.
  • If the winner dies just before the round ends, the character will turn transparent.

Ballistix

  • The players' starting scores rapidly increase from zero after loading the game or closing the rules screen for the first time.
  • The character taunt clips are the same ones used in other minigames. In the final game, they use the same clips when they win a minigame instead.
    • AI laughs usually get cut off.
  • You can go slightly foreground.
  • Text differences in the rules screen:
    • "Move to deflect balls [...]" instead of "Move to deflect the balls [...]".
    • "[...] your ship speed" instead of "[...] your ship's speed".
    • The extra kick hint is placed in the middle, and the ship speed at the bottom.

Polar Push

  • The boost bar is smaller.
  • When Dingodile is stunned by lightning, his tail points upwards.
  • Rilla Roo normally lacks the spinning tail effect when charging. However, if Dingodile is present, Rilla Roo's tail will also display Dingodile's green spinning tail effect.
  • Text differences in the rules screen:
    • After "When falling", a dot is used instead of a comma.
    • "[...] to other players" instead of "[...] to the other players".
    • "Collect lightning [...]" instead of "Collect the lightning [...]".

Pogo Pandemonium

  • The number that appears when breaking purple crates matches the player's own color.
  • Text differences in the rules screen:
    • "Move to next square [...]" instead of "Move to the next square [...]".
    • There is no Remember warning about the purple crates. They are instead explained in the normal Controls screen, under the movements.
    • "Touch missiles to pick up" instead of "Stun other players with missiles".
    • "Fires missile" instead of "Press to fire missile".
    • "Pick up boots for speed up" instead of "Collect speedy boots to move faster".

Tank Wars

  • The HUD does not diplay icons for mines, lobbing bombs, or missiles.
  • Text differences in the rules screen:
    • "Fires main weapon" instead of "Press to fire main weapon".
    • "Drops mines" instead of "Press to drop mines".
    • "Rotate turret" instead of "Press to rotate turret".
    • "Collect fruit to increase [...]" instead of "Collect Wumpa fruit to increase [...]".

Crash Dash

  • The boost bar is smaller.
  • The X button is used to accelerate instead of R1.
  • Text differences in the rules screen:
    • "Accelerates" instead of "Press to accelerate".

Warp Room

  • Characters can continue moving while performing a basic attack.
  • The prize selection features their names under the challenge select options.
  • All warp rooms have no specific themes and share the same default appearance.
  • There is no sound effect when stepping on the warp room pad.
    • Stepping on it before completing Papu Pummel won't display a special notice telling the player to beat this minigame first. Instead, the usual string explaining how to navigate between warp rooms is displayed, even though the player can't go to any of them yet.
  • There is no "Press ✕ button to save" notice upon stepping on the Save Game pad.
Demo Final
LEFT RIGHT SELECTS CHALLENGE PRESS LEFT - RIGHT TO SELECT CHALLENGE
USE LEFT RIGHT TO SELECT WARP ROOM PRESS LEFT - RIGHT TO SELECT WARP ROOM
  • There are some text strings differences:
    • "Left right selects challenge" was changed to "Press left - right to select challenge".
    • "Use left right to select warp room" was changed to "Press left - right to select warp room".
    • The X button is written as a normal word. A small graphical representation of the corresponding button's symbol is used in the final game.
    • "You require" was changed to "You need".
  • The save screen is extremely basic.

Warp Room 1

  • The room has a few elements not found in the later rooms, such as vents and cables, and small flashing lamps around the cables.
Demo Final
YOUR REQUIRE 4 TROPHIES
TO FACE PAPU
YOU NEED 4 TROPHIES
TO FACE PAPU PAPU
  • The requirement message to unlock Papu Pummel has a small typo.

Warp Room 2

  • The hub model for Bearminator is completely different, taking place in an industrial area with oil.
Demo Final
YOUR REQUIRE 9 TROPHIES AND 3 RELICS
TO FACE THE BEARMINATOR
YOU NEED 9 TROPHIES, 6 GEMS
AND 3 CRYSTALS TO FACE THE BEARMINATOR
  • Bearminator has different prize requirements.
  • The requirement message to unlock Bearminator has a small typo.

Warp Room 3

  • Big Bad Fox is referred to as "Arctic Fox".
Demo Final
YOU REQUIRE 15 TROPHIES 9 RELICS
AND 5 CRYSTALS TO FINISH
YOU NEED 15 TROPHIES 10 GEMS
AND 7 CRYSTALS TO FACE THE TANK BOSS
CONGRATULATIONS YOU HAVE
COMPLETED THIS GAME
N/A
  • Big Bad Fox has different prize requirements.
  • The game ends here at this point. The portal will display a notice indicating how many prizes are required to finish the game. Once you have collected everything, entering the level will take you back to the title screen.
    • It shows the "COMING SOON!" message as a placeholder.

Warp Room 4

  • It cannot be accessed by normal means as the game does not continue after warp room 3.
  • All levels cannot be entered.
  • Only Manic Panic and Drain Bash feature actual hub models. All other levels show the "COMING SOON!" message as placeholders.
  • Pogo Padlock and Oxide Ride level names are entirely blank.
  • The boss level shares the same unlock requirements as Big Bad Fox.

Warp Room 5

  • It cannot be accessed by normal means as the game does not continue after warp room 3.
  • The room features a green skybox.
  • All levels except the last one cannot be entered.
  • All hub models show the "COMING SOON!" message as placeholders.
  • The levels are arranged in a different order within the room.
Demo Order Final Order
Swamp Fox Splash Dash
Dante's Dash Dragon Drop
Splash Dash Mallet Mash
Blank Swamp Fox
Blank Keg Kaboom
Blank Dante's Dash
  • The last three level names are entirely blank.
  • The final blank level is unlocked from the start and it's actually linked to Dot Dash.

Podium

Demo Final
CrashBash-July26 Podium.png 384px
  • There is no background.
  • There are no applauses, crowd cheering, or fireworks.
  • The camera is completely static.
  • The gold trophy has a different texture and does not fly around the winner.
  • The cup results for each player does not appear on the screen.
  • Rilla Roo lacks a podium victory and defeat poses.
  • The celebration doesn't end automatically, you have to press X to exit.
  • You can pause during the celebration.

Unused Levels

The Hub

An early warp room featuring all Crate Crush and Polar Push minigames. The fonts and their colors are different, most noticeably the "Load/Save" and "Options" signs, which there isn't actually an Options sign in the final game, as you just access them through the pause menu (even in this demo). It contains Jungle Bash, Polar Panic, Space Bash, Tilt Panic, Snow Bash, Melt Panic, Drain Bash, and Manic Panic. There is also a checkered texture in the middle.

Interestingly, Drain Bash actually uses its final name here, instead of "Drain Damage".

You cannot access any of the portals as there is an invisible wall blocking off the pathway.

E3 Hub 0

The warp room used in the E3 demo of the game. It contains Jungle Bash, Polar Panic, Desert Fox, Pogo Painter, Space Bash, Tilt Panic, Crash Ball (inaccessible), and Pogo-a-Gogo (inaccessible). The warp room lacks a skybox, which triggers the whole "hall of mirrors" effect.

E3 Hub 1

A variant of the E3 demo warp room but with all levels accessible. It contains Jungle Bash, Polar Panic, Pogo Painter, Crash Ball, Desert Fox, Space Bash, Tilt Panic, and Pogo-a-Gogo. The warp room lacks a skybox, which triggers the whole "hall of mirrors" effect.

Warp Room Duplicates

CrashBash-Demos WR1Copy.png

Memory values 7-9 are all just copies of the first warp room, but lacking the green scanlines on the warp monitor. The game will crash upon stepping on the pad, though.

Unused Graphics

CrashBash-Protos EarlyCrashIcon.png CrashBash-Protos EarlyCortexIcon.png CrashBash-Protos EarlyTinyIcon.png CrashBash-Protos EarlyDingodileIcon.png CrashBash-Protos EarlyBrioIcon.png

The early character icons seen in pre-release footage still exist in the files, and are even loaded into VRAM. However, Coco and Koala Kong's icons are no longer present at this point.

Unused Music

There are two leftover songs in this demo.

Track Description
It's likely that this theme was going to be used in the cut Egyptian-themed Pogo minigame seen in the earliest publicized footage of the game.
The intention of this track is unknown, but it seems fitting enough for the credits screen or the version of Ring Ding featured in this demo.
The credits theme from the final game exists here, but the credits haven't been implemented at all at this point, so it's never used.

Soundtrack Differences

Level Jul 21 Final Notes
Pogo Padlock
The music is slowed down.
  • Swamp Fox uses Desert Fox's theme.
  • Mallet Mash uses Pogo Padlock's theme.

Internal Level List

Each version of the game contains an internal level list that was rearranged throughout development. The order of the list directly corresponds with the memory value used to represent each level, indicated by the # in the table below (with the left column representing the early memory value and the right column representing the final value). Bold names are ones whose name changed more than just case, punctuation and pluralization.

# Demo Name # Final Name Notes
01 Titles 40 TITLES Title screen.
02 Hub 0 33 WARP ROOM 1
03 Hub 1 34 WARP ROOM 2
04 Hub 2 35 WARP ROOM 3
05 Hub 3 36 WARP ROOM 4
06 Hub 4 37 SECRET WARP ROOM
10 Demo Hub 38 DEMO HUB The warp room used by default in this and most demos.
11 The Hub N/A N/A Removed from the final game.
12 E3 Hub 0 N/A N/A Removed from the final game.
13 E3 Hub 1 N/A N/A Removed from the final game.
14 Podium 43 PODIUM The podium seen in multiplayer mode.
15 Jungle Bash 00 JUNGLE BASH
16 Space Bash 01 SPACE BASH
17 Snow Bash 02 SNOW BASH
18 Drain Damage 03 DRAIN BASH
19 Papu Pummel 04 PAPU PUMMEL
20 Swamp Fox 05 SWAMP FOX
21 Desert Fox 06 DESERT FOX
22 Jungle Fox 07 JUNGLE FOX
23 Metal Fox 08 METAL FOX
24 Big Bad Fox 09 BIG BAD FOX Referred to as "ARCTIC FOX" in the warp room.
25 Chicken Run 30 KEG KABOOM Level doesn't load. Name is entirely blank in the warp room.
26 Pogo Painter 10 POGO PAINTER
27 Pogo A Gogo 11 POGO-A-GOGO
28 El Pogo Loco 12 EL POGO LOCO
29 Pogo Bouncer 13 POGO PADLOCK Name reflects the different style of play in this version. Name is entirely blank in the warp room.
30 Crashball 14 CRASHBALL
31 Beach Ball 15 BEACH BALL
32 NBallism 16 N.BALLISM
33 Sky Ball 17 SKY BALLS
34 Tilt panic 18 TILT PANIC Note the erroneous lower case "p".
35 Polar Panic 19 POLAR PANIC
36 Melt Panic 20 MELT PANIC
37 Manic Panic 21 MANIC PANIC
38 BearMinator 22 BEARMINATOR
39 Script Stuff 44 SCRIPT STUFF Test level.
40 Dot Dash 23 DOT DASH
41 Toxic Dash 24 TOXIC DASH
42 Splash Dash 25 SPLASH DASH
43 Dantes Dash 26 DANTE'S DASH
44 Ring Ding 27 RING DING
45 Dragons 28 DRAGON DROP Name is blank in the warp room.
46 Bonk 29 MALLET MASH Name is blank in the warp room.
N/A N/A 31 OXIDE RIDE Level not present. Appears blank in the warp room.
N/A N/A 32 TIE-BREAKER Level not present.
N/A N/A 39 DEMO HUB The warp room used by default in the September 1st, 2000 demo.

It should be noted that the game also features three more unused warp rooms (memory values 7-9) that don't seem to relate to any name in this list.

Beneath the level list is a list of the game types. The list in this version is identical to the final, except for not being in upper case and missing "MEDIEVAL MAYHEM".