Proto:Crash Bash/July 26th, 2000 demo/Minigame Differences
This is a sub-page of Proto:Crash Bash/July 26th, 2000 demo.
The majority of the minigames are present at this point, although many still have unfinished variants for the crystal challenges. In addition, Mallet Mash and Keg Kaboom are not available in the level select, thus these can only be accessed through memory editing.
Contents
- 1 Crashball
- 2 Polar Panic
- 3 Pogo Painter
- 4 Jungle Bash
- 5 Papu Pummel
- 6 Beach Ball
- 7 Tilt Panic
- 8 Pogo-a-Gogo
- 9 Space Bash
- 10 Desert Fox
- 11 Bearminator
- 12 N. Ballism
- 13 Melt Panic
- 14 El Pogo Loco
- 15 Snow Bash
- 16 Metal Fox
- 17 Dot Dash
- 18 Big Bad Fox
- 19 Sky Balls
- 20 Manic Panic
- 21 Pogo Padlock
- 22 Drain Bash
- 23 Jungle Fox
- 24 Toxic Dash
- 25 Ring Ding
- 26 Swamp Fox
- 27 Dante's Dash
- 28 Splash Dash
- 29 Dragon Drop
- 30 Mallet Mash
- 31 Keg Kaboom
- 32 Script Stuff
- 33 References
Crashball
- The structures above the characters are placed lower.
Trophy Challenge
Demo | Final |
---|---|
DEFEND YOUR GOAL | USE YOUR SHIP TO DEFLECT THE BALLS AWAY FROM YOUR GOAL WIN BY BEING THE LAST PLAYER STANDING |
- The trophy rules screen is more basic: it starts with "Defend your goal" instead of the "OBJECTIVE" title, which is followed right below by the controls hints, instead of explaining the main rules.
Relic Challenge
- You must win with a starting score of 12, while for 2 players, your team starts with the score of 24. In the gem challenge of the final game, the player's starting score is 9, and 18 for your team in 2 players.
Gem Challenge
- It uses relic challenge's rule instead and relics appear in the rules screen.
Crystal Challenge
- The crystal challenge uses the default arena.
Demo | Final |
---|---|
TRY TO WIN WITHOUT USING THE EXTRA KICK |
YOU MUST WIN WITHOUT THE USE OF THE EXTRA KICK |
- The crystal rule description has been slightly changed.
Polar Panic
- There is no mist above the ocean.
Trophy Challenge
Demo | Final |
---|---|
KNOCK OTHER PLAYERS OFF THE ICE TO WIN |
CHARGE INTO OTHER PLAYERS TO KNOCK THEM OFF THE ICE COLLECT POWER UPS BY ENTERING THE BEAM WIN BY BEING THE LAST PLAYER STANDING |
- The trophy rules screen is more basic: it starts with "Knock other players off the ice to win", which is followed right below by the controls hints.
- "Collect extra weapons by touching the light beam".
Relic Challenge
- The timer shows 0:60 instead of 1:00.
Crystal Challenge
- The crystal challenge uses the default arena.
Demo | Final |
---|---|
AVOID THE ENERGY BOLTS AS THEY WILL KNOCK YOU OFF THE ARENA |
AVOID THE ENERGY BOLTS AS THEY WILL KNOCK YOU ACROSS THE ICE |
- The crystal rule description has been slightly changed.
Pogo Painter
Trophy Challenge
Demo | Final |
---|---|
CAPTURE COLORED SQUARES TO GET THE HIGH SCORE |
MOVE AROUND THE ARENA TO TURN SQUARES INTO YOUR COLOR BREAK THE SPECIAL CRATES TO TURN YOUR SQUARES INTO POINTS WIN BY HAVING THE HIGHEST SCORE WHEN TIME RUNS OUT |
- The trophy rules screen is more basic: it starts with "Capture colored squares to get the high score", which is followed right below by the controls hints.
Relic Challenge
- The opponents start at 70 points. For 2 players, your team starts at 150 and the opponents at 130, and the time limit is also 60 seconds. In the gem challenge of the final game, opponents start at 60 points. For 2 players, it's 180 for your team and 120 for the opponents, and the time limit is 80 seconds.
Crystal Challenge
- The crystal challenge uses the default arena.
- Mushrooms have different textures.
Jungle Bash
- There is an extra foliage in the left side of the temple.
Trophy Challenge
Demo | Final |
---|---|
WIN BY BEING THE LAST STANDING OR HAVING THE MOST HEALTH WHEN THE TIME RUNS OUT |
PICK UP AND THROW CRATES AT YOUR OPPONENTS WIN BY BEING THE LAST STANDING OR HAVING THE MOST HEALTH WHEN TIME RUNS OUT |
- The trophy rules screen is more basic: only the general description is present, which is followed right below by the controls hints.
Crystal Challenge
- The arena doesn't change to night-time.
- There is no trampoline crate in the background.
Papu Pummel
Demo | Final |
---|---|
ENDURE PAPU'S ATTACKS | DEFEAT PAPU PAPU AND HIS MINIONS |
- The rules screen is more basic: the level name doesn't flash, and the text is different: "Endure Papu's attacks".
- There is an extra rule screen explaining the controls.
- Papu will be t-posing in the rules screen.
- The player's health bar is placed further to the left.
- Papu has no health bar and you don't have to attack him. Instead, as the rule suggests, the player simply have to endure his attacks and wait until the rock smashes him.
- The player won't get hurt whenever Papu slams the battlefield with his staff.
- Papu laughs two times during his attacks.
- The player automatically wins before the rock falls and smashes Papu.
Beach Ball
Trophy Challenge
Demo | Final |
---|---|
DEFEND YOUR GOAL | USE YOUR SHIP TO DEFLECT THE BALLS AWAY FROM YOUR GOAL WIN BY BEING THE LAST PLAYER STANDING |
- The trophy rules screen is more basic: it starts with "Defend your goal", which is followed right below by the controls hints.
- "Press and hold to collect balls" instead of "Press and hold button to attract balls at your ship".
- "At your opponents" is missing.
Relic Challenge
- You must win with a starting score of 12. For 2 players, your team starts at 24. In the gem challenge of the final game, the player's starting score is 9, and 18 for 2 players.
Tilt Panic
- The fish texture is different.
Trophy Challenge
Demo | Final |
---|---|
AVOID FALLING DUE TO THE TILTING ARENA |
CHARGE INTO OTHER PLAYERS TO KNOCK THEM OFF THE ICE COLLECT POWER UPS BY ENTERING THE BEAM WIN BY BEING THE LAST PLAYER STANDING |
- The trophy rules screen is more basic: it starts with "Avoid falling due to tilting arena", which is followed right below by the controls hints.
Relic Challenge
- The time limit for 2 players is also 30 seconds, as opposed to 25 in the gem challenge of the final game.
Pogo-a-Gogo
Trophy Challenge
Demo | Final |
---|---|
ENCIRCLE AN AREA WITH YOUR COLOR TO CAPTURE THE CENTRE AND ADD THE SQUARES TO YOUR SCORE THE EDGES OF THE ARENA COUNT AS SQUARES OF THAT COLOR |
ENCIRCLE AREAS WITH YOUR COLOR TO CAPTURE THE CENTRE AND ADD THE SQUARES TO YOUR SCORE THE EDGES OF THE ARENA COUNT AS SQUARES OF THAT COLOR WIN BY HAVING THE HIGHEST SCORE WHEN TIME RUNS OUT |
- The trophy rules screen is more basic: the last general rule sentence is missing.
- There are no Movements and Electron Stunt Beam hints.
- The rules explain the default missile instead of the 4-way one and the default arrow instead of the 2-way one.
Relic Challenge
- The opponents start at 120 points, and 240 for 2 players, as opposed to 90 and 180 points in the gem challenge of the final game.
Space Bash
Demo | Final |
---|---|
- The Cortex billboard from the Highway levels of Crash Bandicoot: Warped is present in the background.
Trophy Challenge
Demo | Final |
---|---|
EXPLOSIVE BOXES DESTROY THE FLOOR BE CAREFUL NOT TO FALL |
EXPLOSIVE CRATES DESTROY THE FLOOR BE CAREFUL NOT TO FALL WIN BY BEING THE LAST STANDING OR HAVING THE MOST HEALTH WHEN TIME RUNS OUT |
- The trophy rules screen is more basic: only the main description is present, which is followed right below by the controls hints.
- There are no Aku Aku, Big Z, and Weight item hints.
Relic Challenge
- You must defeat all opponents in 45 seconds (both modes), as opposed to 40 and 30 seconds of the gem challenge in the final game.
Crystal Challenge
Demo | Final |
---|---|
WIN WITHOUT THE ABILITY TO PICK UP BOXES |
WIN WITHOUT THE ABILITY TO PICK UP THE CRATES |
- The crystal rule description has a minor spelling difference.
- The crystal challenge uses the default arena.
Desert Fox
Trophy Challenge
Demo | Final |
---|---|
DESTROY ALL ENEMY TANKS | DESTROY ALL OF YOUR OPPONENTS' TANKS WIN BY BEING THE LAST STANDING OR HAVING THE MOST HEALTH WHEN THE TIME RUNS OUT |
- The trophy rules screen is more basic: it starts with "Destroy all enemy tanks", which is followed right below by the controls hints.
Relic Challenge
- You must defeat all opponents in 60 seconds, and 40 for 2 players, as opposed to 40 and 30 seconds of the gem challenge in the final game.
Crystal Challenge
Demo | Final |
---|---|
DEFEAT ALL ENEMIES WHILST AVOIDING THE WATER PERILS |
DEFEAT ALL ENEMIES WHILE AVOIDING THE WATER PERILS |
- The crystal rule description has a minor spelling difference.
Bearminator
Demo | Final |
---|---|
- The level takes place in an industrial area with oil instead of water.
Demo | Final |
---|---|
DEFEAT THE POLAR BOSS | DEFEAT THE POLAR BOSS AND HIS ARMY OF MECHANICAL BEARS |
- The rules screen is more basic: the level name doesn't flash, and the text is smaller: "Defeat the polar boss".
- There is an extra rule screen explaining the controls.
Demo | Final |
---|---|
- Bearminator's icon is different, and his healthbar lacks a Wumpa and doesn't fill after the damage.
- As opposed to having to be shot at with missiles, a zapper is present. Its purpose is to shine a beam onto the arena when you dispose of all the mechanical bears. If you touch it, the Bearminator is hurt.
- You don't have the ability to save yourself from falling, making the boss fight extremely harder.
- The beeps from the mechanical bears are different.
- Bearminator will always destroy sections of the platform, regardless if he was hurt or not, allowing him to destroy the entire platform if the player doesn't kill him in time. In the final game, he will launch the bomb only when he is hit.
- It is impossible to defeat Bearminator, as he will always destroy the entire platform, even if the player has hit him three times.
N. Ballism
- N. Gin's hovercraft has a different color.
- The force field is different.
Trophy Challenge
Demo | Final |
---|---|
DEFEND YOUR GOAL AGAINST N GINS ATTACKS COLLECT THE POWER UPS TO HELP DEFLECT THE BALLS |
USE YOUR SHIP TO DEFLECT THE BALLS AWAY FROM YOUR GOAL BEWARE OF N.GIN'S ATTACKS WIN BY BEING THE LAST PLAYER STANDING |
- The trophy rules screen is more basic: it starts with "Defend your goal against N Gins attacks", followed by "Collect the power ups to help deflect the balls".
- There is no special items screen dedicated to the force field hint.
Crystal Challenge
Demo | Final |
---|---|
BEWARE, N GIN WILL ONLY ATTACK YOUR GOAL |
BEWARE N.GIN WILL ONLY ATTACK YOUR GOAL |
- The crystal rule description is slighty different: "Beware, N Gin will only attack your goal" instead of "Beware N.Gin will only attack your goal".
Melt Panic
- The gem and relic rule descriptions use the small font.
- The shape of Uka Uka's beam will remain on the ground after he's gone.
Trophy Challenge
Demo | Final |
---|---|
AVOID FALLING DUE TO THE MELTING ARENA |
CHARGE INTO OTHER PLAYERS TO KNOCK THEM OFF THE ICE BEWARE OF UKA UKA'S BEAM WIN BY BEING THE LAST PLAYER STANDING |
- The trophy rules screen is more basic: it starts with "Avoid falling due to the melting arena", which is followed right below by the controls hints.
- The special items screen does not mention the Weight item.
Relic Challenge
- The time limit for 2 players is also 25 seconds, as opposed to 20 in the gem challenge of the final game.
Crystal Challenge
- The crystal challenge uses the default arena.
- The crystal rule description contains a small typo: "wihtout".
El Pogo Loco
- The default and crystal challenge arenas are misaligned at the bottom of the screen.
Trophy Challenge
Demo | Final |
---|---|
ENCIRCLE AN AREA WITH WITH YOUR COLOR TO CAPTURE THE CENTRE AVOID EXPLOSIVES THAT RIPPER ROO LEAVES BEHIND |
ENCIRCLE AREAS WITH YOUR COLOR TO CAPTURE THE CENTRE BREAK THE SPECIAL CRATES TO TURN YOUR SQUARES INTO POINTS WIN BY HAVING THE HIGHEST SCORE WHEN TIME RUNS OUT |
- The trophy rules screen is more basic: there is no purple crate hint. Instead, the bottom message is: "Avoid explosives that Ripper Roo leaves behind".
- "Encircle an area with your color [...]" instead of "Encircle areas with your color [...]".
- There is no Movements hint.
- The default purple arrow is explained in the rules screen, even though it doesn't appear on the level itself.
Relic Challenge
- The opponents start at 90 points, and your team starts at 300 in 2 players. In the gem challenge of the final game, it's 180 for the opponents, and 270 for your team in 2 players.
Crystal Challenge
- The crystal rule description lacks an exclamation mark.
Snow Bash
Trophy Challenge
Demo | Final |
---|---|
AVOID WAKING THE PENGUIN | AVOID WAKING THE PENGUIN WIN BY BEING THE LAST STANDING OR HAVING THE MOST HEALTH WHEN TIME RUNS OUT |
- The trophy rules screen is more basic: only the main description is present, which is followed right below by the controls hints.
- There are no Speedy Boots, Aku Aku, Big Z, and Weight item hints.
Relic Challenge
- You must defeat all opponents in 45 seconds (both modes), as opposed to 40 and 30 seconds of the gem challenge in the final game.
Crystal Challenge
- The crystal challenge uses the default arena.
Metal Fox
- The spawn positions of player 2 and player 4 are swapped.
Trophy Challenge
Demo | Final |
---|---|
WATCH OUT FOR THE EVER CHANGING ARENA |
DESTROY ALL OF YOUR OPPONENTS' TANKS WIN BY BEING THE LAST STANDING OR HAVING THE MOST HEALTH WHEN THE TIME RUNS OUT |
- The trophy rules screen is more basic: it starts with "Watch out for the ever changing arena", which is followed right below by the controls hints.
- No fire main weapon and collect Wumpa fruits hints.
Relic Challenge
- You must defeat all opponents in 45 seconds, as opposed to 40 seconds of the gem challenge in the final game.
Crystal Challenge
- The parachute mines don't instantly kill the player.
Dot Dash
- There are green objects around the arena in the bottom part of the screen.
Trophy Challenge
Demo | Final |
---|---|
FINISH AS MANY OF THE SET NUMBER OF LAPS AS POSSIBLE |
FINISH AS MANY OF THE SET NUMBER OF LAPS AS POSSIBLE WIN BY BEING THE FIRST OVER THE FINISH LINE OR THE PLAYER WHO IS IN THE LEAD WHEN THE TIME RUNS OUT |
- The trophy rules screen is more basic: only the main description is present, which is followed right below by the controls hints.
- "Accelerates" instead of "Press to accelerate".
- "Press square button for speed boost" instead of "Press for speed boost".
- No Movements and missile button control hints.
- No special items screen.
Relic Challenge
- You must defeat all opponents in 75 seconds, as opposed to 60 seconds of the gem challenge in the final game.
Crystal Challenge
- The crystal challenge uses the default arena.
Big Bad Fox
Demo | Final |
---|---|
DESTROY THE ENEMY CONSTRUCTION USING ONLY SPECIAL WEAPONS |
DESTROY THE ENEMY CONSTRUCTION THEN DEFEAT KOMODO MOE AND KOMODO JOE |
- The rule description is different: "Destroy the enemy construction using only special weapons".
- There is no Komodo Brothers at this point. Instead, there is a timer marking 1:30, which is the time limit to destroy the war post before the time runs out.
- The player still wins if time runs out.
- The player's tank isn't equipped with lobbing bombs by default. Instead, there are bomb pick-ups in ? crate form. It acts like any other pick-up and has the "schlurp" effect from the Wumpa fruits.
- In the first phase, the cannons can alternate between firing spiky balls and lobbing bombs - if the player stays behind the rocks. In the final game, the cannons can only fire spiky balls, but will fire them at the sides of the arena if the player is behind the rocks instead.
- Missiles have no sound effects.
- Dying won't reset the level, softlocking the game.
- Oddly, entering the level while set to crystal challenge will display a unique rule not used anywhere else:
CHANGE OF TERRAIN TEMP FOR CHALLENGE MODE
Sky Balls
Trophy Challenge
Demo | Final |
---|---|
BEWARE THE FAILING ENGINES DEFEND YOUR GOAL |
USE YOUR SHIP TO DEFLECT THE BALLS AWAY FROM YOUR GOAL BEWARE OF THE FAILING ENGINES WIN BY BEING THE LAST PLAYER STANDING |
- The trophy rules screen is more basic: it starts with "Beware the failing engines" in the first screen, followed by "Defend your goal" in the next page.
- There is no Movements hints in the Controls screen.
Relic Challenge
- You must win with a starting score of 12. For 2 players, your team starts at 24 and the opponents at 30. In the gem challenge of the final game, the player's starting score is 9. For 2 players, it's 18 for your team and 25 for the opponents.
Crystal Challenge
Demo | Final |
---|---|
AVOID TOUCHING THE SPECIAL BALLS, THESE BALLS DO NOT SCORE |
AVOID TOUCHING THE SPECIAL BALLS THESE BALLS DO NOT SCORE |
- The crystal rule description contains a comma after "special balls".
Manic Panic
Demo | Final |
---|---|
- The player start point is different. P1 is placed on the upper left corner of the platform, P2 in the upper right corner, P3 in the lower right corner and P4 in the lower left corner.
- The level camera is more zoomed out.
- The scenery and background color is white instead of light-blue.
- The skybox color is purple, and there are no mountains.
- When a character is exploded by a bomb, Crash's shoes are left behind regardless of who gets blown up, instead of leaving a black mark on the floor.
- When a player shoots bombs at Rilla Roo, he doesn't make any sound. In the final game, he erroneously uses Dingodile's sound clip.
Trophy Challenge
Demo | Final |
---|---|
REMOVE OTHER PLAYERS USING THE ADDED BOMB WEAPON |
CHARGE INTO OTHER PLAYERS TO KNOCK THEM OFF THE ICE COLLECT POWER UPS BY ENTERING THE BEAM WIN BY BEING THE LAST PLAYER STANDING |
- The trophy rules screen is more basic: it starts with "Remove other players using the added bomb weapon", which is followed right below by the bomb and the control hints.
- "Collect bombs by touching them" instead of "Collect bombs from the ice".
- "Throws bombs" instead of "Throw bombs".
- The special items screen does not mention the Lightning and Weight items.
Relic Challenge
- You must defeat all opponents in 45 seconds (both modes), as opposed to 30 and 25 seconds of the gem challenge in the final game.
- The relic rules screen description uses a small font.
Crystal Challenge
Demo | Final |
---|---|
WIN THE LEVEL ON YOU FEET |
START THE LEVEL ON FOOT! |
- The crystal rule description is different: "Win the level on you feet" instead of "Start the level on foot!". The small font is also used.
Pogo Padlock
Demo | Final |
---|---|
This minigame works vastly different and was completely reworked in the final game. Paint stains with the colors of the respective players randomly spawn up on the arena tiles; In order to get points, you need to step on the tiles of your own color to clean it. Each square equals to 1 point, regardless of how different the texture is (which means the blocks with huge tint won't give you more than 1 point). When all the tiles of the same color are cleared, the tiles will reset with another bunch of those colors again. Stepping on the other player's colors will clear the tile, but won't earn you additional points, nor it gives you any disadvantages.
There is also a giant cube that roams the arena. The cube starts out black, and when it steps on a colored tile, it changes to that color. If the cube then steps on a tile of the same color as it, it will clean the tile, though this action does not give points to the player of that color. Periodically, the cube will revert to black when all or most tiles of its current color have been cleared. Additionally, if the cube is hit with a missile, it will change to another random color.
Finally, like in the other pogo minigames, you win by having more points than your opponents.
- The level is called "Pogo Bouncer".
- The icons display the characters' paint color.
- The characters are also surrounded by a color shield, according to the player's colors.
- Speedy Boots do not appear in this level.
- Missiles use the default color as the other pogo minigames.
Demo | Final |
---|---|
- The music is slowed down.
Trophy Challenge
Demo | Final |
---|---|
SCORE BY REMOVING YOUR COLOR FROM THE ARENA REMOVE THE COLOR TO STOP OPPONENTS FROM SCORING |
DO NOT LAND ON A SQUARE OF YOUR OWN COLOR OR YOU WILL LOSE ALL OF YOUR SQUARES BREAK THE SPECIAL CRATES TO BANK YOUR SQUARES WIN BY HAVING THE HIGHEST SCORE WHEN TIME RUNS OUT |
- The rules screen is more basic: "Score by removing your color from the arena" and "Remove the other colors to stop opponents from scoring".
- There is no Movements hints in the Controls screen.
- Since the minigame works in a different manner, there are no purple crates, padlocks or purple missiles to steal the squares.
Relic Challenge
- Player 1 starts at 150 points and the opponents at 120 points. For 2 players, your team starts at 300, and the opponents at 240. In the gem challenge of the final game, it's 120 for player 1 and 90 for the opponents. For 2 players, it's 240 for your team and 180 for the opponents.
- The relic rules screen description overlaps itself.
- This challenge is impossible to win.
Crystal Challenge
Demo | Final |
---|---|
CRYSTAL CHALLENGE CRYSTAL CHALLENGE CRYSTAL CHALLENGE |
THE ONLY WAY TO COLOR SQUARES IS BY STEALING THEM FROM OTHER PLAYERS! |
- The crystal rule description is unfinished: it repeats the "crystal challenge" text three times.
- The objective remains the same as in the trophy challenge, with the only difference being that the giant cube is invisible in this mode.
Demo | Final |
---|---|
- The scenery has a different aesthetic.
Drain Bash
- The level is called "Drain Damage".
- Stone crates are used here, instead of the locked ones.
- The Homing Energy Orb and 8-Way Missile can be only used once.
Demo | Final |
---|---|
- The scenery is less blue, and there is a wobbling lamp hanging from the ceiling.
Trophy Challenge
Demo | Final |
---|---|
COLLECT EXTRA WEAPONS FROM INSIDE THE SPECIAL CRATES |
COLLECT EXTRA WEAPONS FROM INSIDE THE SPECIAL CRATES WIN BY BEING THE LAST STANDING OR HAVING THE MOST HEALTH WHEN TIME RUNS OUT |
- The trophy rules screen is more basic: only the main description is present, with the purple crate model on the left side.
- There is no Controls screen.
- The Special Items screen only explains about TNTs, Nitros, and Wumpa fruits.
Relic Challenge
- There is no timer.
Crystal Challenge
- The crystal challenge uses the default arena.
- Breaking the special crates will kill the player.
Demo | Final |
---|---|
THE CHALLENGE FOR THE CRYSTAL LEVEL GOES HERE |
BE CAREFUL HOW YOU OPEN THE SPECIAL CRATES |
- The crystal rule description is a placeholder: it says "The challenge for the crystal level goes here".
Jungle Fox
Demo | Final |
---|---|
- The spawn positions of player 2 and player 4 are swapped.
- The background is different: the straw-bale houses are open, logs are short stone walls instead, and there are some supply boxes around the scenery.
- The totem pole has different face textures and is always spinning around. The ears aren't cropped properly, though.
- The totem pole doesn't fall on the arena to harm the players either.
- Both totems have unique faces, whereas in the final game they share the same textures.
- There are two hay bales inside the arena which can be destroyed by hitting them with a missile.
- Once destroyed, a giant Wumpa fruit will come out, restoring a good portion of health.
- The missile pick-ups are all in ? crate form, which is similar to the bomb pick-ups in Big Bad Fox. It also has the "schlurp" effect from the Wumpa fruits.
Trophy Challenge
Demo | Final |
---|---|
DESTROY ALL ENEMY TANKS | DESTROY ALL OF YOUR OPPONENTS' TANKS WIN BY BEING THE LAST STANDING OR HAVING THE MOST HEALTH WHEN THE TIME RUNS OUT |
- The trophy rules screen is more basic: it starts with "Destroy all enemy tanks", which is followed right below by the controls hints.
- No missile and mine pickup item hints.
Relic Challenge
- You must defeat all opponents in 45 seconds (both modes), as opposed to 30 and 25 seconds of the gem challenge in the final game.
Crystal Challenge
Demo | Final |
---|---|
PLAY WITH THE LOBBING BOMB WEAPON. IN PLACE OF YOUR BASIC WEAPON |
AVOID THE ATTACKS FROM THE TOTEM POLE |
- The crystal challenge features a different objective where the player is always equipped with the lobbing bomb weapon. In the final game, you must avoid the attacks from the totem pole.
- The crystal challenge scenery features giant tree trunks and the giant hut is different.
- The crystal rule description overlaps itself.
Toxic Dash
Demo | Final |
---|---|
- The background is different. The sewer entrance is place in the middle, and there is a sewer pipe entering the toxic liquid.
- The circular track floor texture is different.
- The force field and barrel explosions lack any sound effects.
- The green blobs can't harm the players.
Trophy Challenge
- The trophy rules screen is a placeholder: there are no explicit rules, just the controls hints bunched together onto a single text box.
Crystal Challenge
Demo | Final |
---|---|
AVOID THE BOUNCING BARRELS |
AVOID GETTING SLUDGE IN YOUR ENGINES |
- The crystal challenge features a different objective where you must avoid the bouncing barrels. In the final game, you must avoid getting sludge in the engines.
- The barrels come out of the sewer entrance placed in the middle. They are thrown one per time and direction.
Ring Ding
Demo | Final |
---|---|
- There is no background.
- The rotation cog uses a stone texture here.
- The vacuum cleaner uses a red model of a "X" symbol.
- Nitros are present in the arena, which stuns the player upon contact.
- The icons display the characters' paint color.
- Characters have no invincibility frames when stunned.
- The Hover Boots use the Speedy Shoes model.
- The Homing Energy Orb power up is present, but it uses Sonic Ring's model and can be use just once.
- There is a scrapped power up which will drive the balloons away from the player.
- The shadow of the characters are not colored.
- The characters don't lose the power ups when stunned.
- It's impossible to win the minigame in trophy and relic challenges, as the game consider only the fourth player's points.
- When the timer runs out, the losers will not shrink away.
- The camera doesn't zoom in on the winner.
- Rilla Roo lacks a stunt animation.
Trophy Challenge
Demo | Final |
---|---|
RING RULES SCREEN GOES HERE |
BURST YOUR OWN BALLOONS TO SCORE JUMP TO BURST BALLOONS WIN BY BEING THE PLAYER WITH THE HIGHEST SCORE WHEN TIME RUNS OUT |
- The trophy rule screen is a placeholder: "Ring rules screen goes here".
Gem Challenge
- The rule reads "crystal challenge" and re-uses the description of Desert Fox's crystal challenge as a placeholder. You must win three times in a row, decreasing the score to zero, and with the odds against you. Player 1 starts with 20 points while the opponents starts at 15 points, as opposed to 30 and 25 in the final game. You must wait until the timer runs out, as the game won't finish automatically when someone's score hits zero, though.
Relic Challenge
- It re-uses the rule description of Desert Fox's crystal challenge as a placeholder. Other than that, it's identical to the trophy challenge.
Crystal Challenge
- Everyone starts with 14 points, and you must decrease the score to zero. The game also won't finish automatically when someone's score hits zero. In the final game, the player must avoid bursting the opponents' balloons.
Demo | Final |
---|---|
DEFEAT ALL ENEMIES WHILST AVOIDING THE WATER PERILS |
AVOID BURSTING BALLOONS THAT ARE NOT YOUR COLOR |
- It also uses the rule description of Desert Fox's crystal challenge.
Swamp Fox
- The spawn positions of player 2 and player 4 are swapped.
- The rotor boats have a different model and are unfinished.
- There is no shield feature.
- You don't require to press R1 to accelerate. Instead, just moving the directionals will move the boats.
- The mines use the default model from the other minigame levels.
- It uses Desert Fox's theme.
Trophy Challenge
Demo | Final |
---|---|
DESTROY ALL ENEMY TANKS | DESTROY ALL OF YOUR OPPONENTS' SWAMP RUNNERS WIN BY BEING THE LAST STANDING OR HAVING THE MOST HEALTH WHEN THE TIME RUNS OUT |
- The trophy rules screen is a placeholder. It mentions the main objective and all controls down below. The bottom line is "Collect these for extra mines".
Relic Challenge
- You must defeat all opponents in 45 seconds (both modes), as opposed to 40 and 25 seconds of the gem challenge in the final game.
Crystal Challenge
Demo | Final |
---|---|
- The crystal challenge arena is placed inside a machinery with lots of red hot pipes. There are a plenty of objects in the arena, even though they don't offer any collision to the player.
- It seems that this scenery was originally designed for Desert Fox, as loading it in that minigame will have properly collision on the walls.
Demo | Final |
---|---|
DEFEAT ALL ENEMIES WHILE AVOIDING THE WATER TRAP |
STAY AWAY FROM THE CHASING TORPEDO |
- The crystal rule description is different: "Defeat all enemies while avoiding the water trap". There aren't any traps here, so it's likely this would later be introduced as the chasing torpedo from the final game.
- Mines can be also dropped on this challenge.
Dante's Dash
- The level is called "Dantes Dash".
Demo | Final |
---|---|
- The circular track features a dark floor with reflection.
Trophy Challenge
- The trophy rules screen is a placeholder: there are no explicit rules, just the controls hints bunched together onto a single text box.
Relic Challenge
- You must defeat all opponents in 75 seconds, as opposed to 60 seconds of the gem challenge in the final game.
- The relic rules screen description use the small font.
Crystal Challenge
- The crystal challenge uses the default arena and shares the same objective as Dot Dash: win the race without being hit by a missile rather than avoiding the pterodactyl attacks.
Demo | Final |
---|---|
CRYSTAL MODE | AVOID THE WINGED ATTACKS |
- The crystal rules description is a placeholder: "Crystal Mode".
Splash Dash
- Dolphins emit smoke instead of air bubbles and lack their unique sound effects.
- The circular track is different on the sideways, featuring a more rocky appearance.
- There are no character falling animations.
- Since X is already used to accelerate, you have to press Circle to jump.
- For some reason, the characters are always set to Crash, Cortex, Tiny and Dingodile whenever the level is entered, and change back to the actual characters when leaving the level.
Trophy Challenge
- The trophy rules screen is a placeholder: there are no explicit rules, just the controls hints bunched together onto a single text box.
Relic Challenge
- You must defeat all opponents in 75 seconds, as opposed to 60 seconds of the gem challenge in the final game.
- The relic rules screen description use the small font.
Crystal Challenge
- The crystal challenge arena is the default arena in this build and it's used on every challenge, although there are some differences.
- All rods are activated at the same time.
Dragon Drop
Demo | Final |
---|---|
- The level is called "Dragons".
- For some reason, the characters are always set to Crash, Cortex, Tiny and Dingodile whenever the level is entered, and change back to the actual characters when leaving the level.
- A very early version of the crystal challenge arena is the default arena in this build and it's used on every challenge.
- The AI is not programmed yet.
- Players are riding baby dinosaurs that look just like Baby T. They were replaced by actual dragons in the final game.
- The characters lack their slide/win animations.
- When the timer runs out, the losers will not disappear.
Trophy Challenge
Demo | Final |
---|---|
DINO RULES SCREEN GOES HERE |
SCORE BY HITTING THE TARGET WITH A JEWEL WIN BY BEING THE PLAYER WITH THE HIGHEST SCORE WHEN TIME RUNS OUT |
- The trophy rule screen is a placeholder: "Dino rules screen goes here".
Relic Challenge
- The relic challenge is identical to the trophy challenge.
Crystal Challenge
Demo | Final |
---|---|
DEFEAT ALL ENEMIES WHILST AVOIDING THE WATER PERILS |
YOU CAN ONLY SCORE FROM INSIDE THE FLASHING ZONE |
- It uses the rule description of Desert Fox's crystal challenge. Other than that, it's identical to the trophy challenge.
Mallet Mash
Demo | Final |
---|---|
In this build, this minigame is extremely unfinished. It lacks AI, collision data, sound effects, and invincibility frames after hit. You cannot shockwave or stun your opponents with your mallet, but you have a secondary regular attack to stun other players. Interestingly, you can charge the mallet to jump by holding the Smash button - the longer it is held, the longer and higher the jump is.
- The level is called "Bonk" and can only be accessed through memory editing.
- Pogo Padlock's theme is used.
- The arena is just a giant square-shaped ring of grass with a blue background, and some medieval objects around it.
- All characters use the same mallet and don't have new animations for holding them yet.
- There are only regular mushrooms, which always worth 1 point, regardless how many seconds they are standing - they also don't shake or explode after some time, staying forever in the ground if the player doesn't smash them.
- Points numbers don't pop up when smashing the mushrooms.
- The mallet is used by pressing the Circle button, while the Square button performs the basic attack.
- There are no special items.
- Regardless of who has the most points, the round always ends in a tie.
- All other challenges aren't programmed yet, so they are all identical to the default mode.
Trophy Challenge
Demo | Final |
---|---|
RULES SCREEN GOES HERE |
DESTROY THE MUSHROOMS WITH YOUR MALLET TO SCORE POINTS WIN BY BEING THE PLAYER WITH THE HIGHEST SCORE WHEN TIME RUNS OUT |
- The trophy rule screen is a placeholder: "Rules screen goes here".
Keg Kaboom
- The level is called "Chicken Run" and can only be accessed through memory editing.
- Level crashes the game.
Demo | Final |
---|---|
BREATHE WIN RULES SCREEN GOES HERE |
LAY GUNPOWDER TRAILS TO IGNITE THE POWDER KEGS AND SCORE POINTS WIN BY BEING THE PLAYER WITH THE HIGHEST SCORE WHEN TIME RUNS OUT |
According to Jon Williams, the minigame had to be removed because Universal felt it was too cruel.
“I remember one of our first ideas was for chicken kickin' where players had to kick the greatest number of chickens into their basket! The level didn't really work as well as we hoped so it wasn't developed. However, we did use the exploding chickens in a different level before having to remove them as it was considered too cruel by Universal.”[1]
— Jon Williams
Script Stuff
- The unused test level contains a tank's cannon particles being tested, instead of and a generic red explosion found in the final game.