Please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Proto:Crash Twinsanity (PlayStation 2, Xbox)

From The Cutting Room Floor
Jump to navigation Jump to search

This page details one or more prototype versions of Crash Twinsanity (PlayStation 2, Xbox).

To do:
  • Audio rips and screenshot comparisons.
  • Compare the gem locations.
Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

The demo version of Crash Twinsanity. The PAL demo goes by the name of Crash Bandicoot: Unlimited, whereas the NTSC-U demo is called Crash Bandicoot: Twinsanity, which is a lot closer to the final name. This demo was being handed out in booths at E3 2004 but can also be found in certain magazines. The PAL demo comes with Official UK PlayStation 2 Magazine Issue 50.

The demo features three playable levels: Jungle Bungle, Cavern Catastrophe, and Totem Hokum.

General Differences

  • When the demo starts, you see some doors opening and the old logo appearing. This logo is different from Unlimited logo released in magazines and websites, in that the word "Unlimited" is in all caps.
  • The Iceberg Lab acts as a Warp Room in the demo, which makes things reminiscent of the classic games. You can walk around in the 2nd floor of the lab (the place where you fight the Ants in the final game). The difference is that all of the doors open in the demo and lead to different levels.
    • Entering a door reveals a humorous audio description of the level, narrated by Lex Lang (Cortex's voice actor). At the center of the lab, Cortex stands in his chair, surrounded by a force field (so you can't interact with him). The NTSC-U demo, however, has Cortex lying down.
    • You can hear a little humming tune inside the Lab. It isn't present in the final version or in the official soundtrack.
    • The warp feature was only intended for the demo. Worth mentioning is that the levels load very quickly in the demo, much more than in the final version.
  • Crash originally had an extra attack. If you spun and pressed the crouch button, Crash would perform a super punch that slid him forward. The punch was powerful enough to break locked crates and a few objects that you shouldn't be able to destroy.
  • The double jump is a bit different in the demo. You can jump again in the air regardless of how long it's been after your first jump. In the final version, it must be done in quick succession.
  • Crash has a wide variety of idle animations in the final game, but he only had two in the demo: scratching his belly and stretching.
  • The HUD uses Crash Nitro Kart's font as placeholder.
  • The pause menu shows a relic icon instead of crystals. The relics' role in the game and how they were going to work is unknown.
    • The gem order is different.
    • The icons don't wobble.
    • The menu has an extra option to get back to the Warp Room (Return to hub).
  • The life pickup visual is Aku Aku at this point.
  • You can skip any cutscene in the levels.
  • Aku Aku doesn't automatically appear when you start a level or respawn.
    • When you jump, he'll face up (parallel to the ground), and when you get hit, he deflates like a balloon.
    • He has a blue feather, like in most of the previous games, instead of a second red feather like in the final game.
    • He protects you from TNT and Nitro explosions.
  • If you spin into Cortex and immediately press the crouch button, Crash will throw Cortex too soon and get carried forward, which can result in him accidentally falling into a pit. This often makes the crystal freeze in mid-air too.
  • A lot of gems are misplaced or missing.
  • Whenever you get a gem or a crystal, the respective icon won't show up on-screen.
  • While 100 Wumpa fruits give you an extra life as usual, there is no sound confirmation for it, and the counter doesn't pop up.
  • If Cortex dies, the player will also lose a life.
  • The game doesn't pause on the death fadeout.
  • The Uka Uka object is present in the demo, despite the fact that you don't get to control Cortex.
    • His model doesn't have eyes.

Level Differences

Jungle Bungle

  • This level includes the entirety of N. Sanity Island's first portion, along with most of Jungle Bungle, lacking only the boss fights. There are quite a few differences.
  • Crash starts on top of the Checkpoint, instead of a few feet away.
  • There is no hole in the sand near the loin chairs.
  • The bird flock in the sky isn't present.
  • Aku Aku doesn't talk to you like he does in the game (his crate is missing as well).
  • There are no ambient sounds of birds singing.
  • The 3 monkeys in the demo are much more aggressive. Though they still harmlessly throw fruit at Crash, they will also attack him if he stands close to them.
  • The worms don't grunt when they bite or get jumped on.
  • Cortex only appears in Jungle Bungle itself, instead of in the grassy area of N. Sanity Island. A fallen log divides N. Sanity Island from Jungle Bungle, and a few chickens are found on the other side.
  • After Cortex spins the skunk, he just keeps running against the log until you get there (at which point he walks over it without a jumping animation).
  • When jumping over the first hole, Cortex says "alley oop" like he does after jumping on the worm, but in a different way.
  • In the worm jumping part, Cortex also doesn't say the blonde joke.
  • In the crawl-under-the-log part, Cortex gets smacked by the log from the other side, and will fall into the left hole. You can also move the camera around, so you can see an empty hole where Cortex falls into. In the game, the camera is fixed in this point.
  • The skunk near the Nitros isn't present. Instead, there is a large turtle with a spike-covered shell. This enemy doesn't appear in the full game at all, though a non-spiky version can be seen in the unlockable concept art. There's no cutscene with the turtle, and the only way to attack it is by sliding into it or using the super punch. The turtle seems complete, having its own voice and finished animations. No other turtles are seen in the demo.
  • When Cortex takes off his disguise, he'll animate differently and say "Surprised to see me, Crash?" (this line was redone for the final version). After that, he'll jump onto his Rocketsled and Mecha Bandicoot immediately appears, with no cameos, dialog, or fight against Cortex. Mecha Bandicoot roars before entering the arena, and the demo ends as soon as he steps in.
  • The spikes around the battle arena's outer ring are absent.
  • Due to a bug, doing a very precise long jump to reach the other side of the N. Sanity Beach's section won't drown Crash, making possible to discover more hidden things:
    • Farmer Ernest's barn was originally placed near the beach. This placement is present not only in the demo, but also in one of the game's FMV cutscenes, therefore suggesting that this was a late change.
    • There was an odd patch of Nitro crates near the farm for some reason.
    • The location above the worms mini-game leads to Totem Hokum instead of Tikimon. That means you'd have to play the mini-game before entering that level. ** Since you need Cortex to whack the worms, it isn't clear if he would have run away from The Evil Twins at this point in development.
    • There was no clock icon for the timer in the worms mini-game. It uses "TIME:" and "WORMS:".
    • Tikimon's area was accessed through a hole in the mountain.

Cavern Catastrophe

  • Cavern Catastrophe is the first level in the demo. It differs quite a lot in this early build, especially right after the initial slope you go down.
  • Cortex's Rocketsled is missing from the cave entrance.
  • Colorful particles appear when the Rollerbrawl spawns.
  • Instead of rollerbrawling up to the crystal, you get a little break after you go down the first slope. It triggers the cutscene with Cortex telling Crash to throw him. From there, you can drag and throw Cortex just like in the final game. This doesn't make sense because the characters are joined by a crystal they have yet to find. After that, you rollerbrawl into another cave. It's the same as in the game, but when the path splits up, the skull sign is on the right instead of on the left.
  • When you throw Cortex, his scream will stop when he hits the floor, rather than continue screaming after he's landed.
  • The crystals you have to hit in a sequence are missing from the demo, so the ceiling collapses by itself.
  • Before the bit with all the waterwheels, several bats will attack Crash and Cortex if they stay in the same place for too long.
  • Several bombs are constantly being dropped into the waterwheels. If you enter the first waterwheel close to a bomb, it will eventually explode Crash and Cortex. It doesn't even have to be too close to them.
  • The Ant drill cutscene is animated differently, and the way Cortex says his line isn't the same as in the final game. There is no sound for when he grabs the crystal.
  • The green buttons on the Ant drill are smaller.
  • The demo ends as soon as the Ant drill opens its doors.

Totem Hokum

  • Only the Doc-Amok segment of Totem Hokum is playable. It's the level with the least differences in the demo.
  • Cortex's voice in this level's cutscenes use a provisory voice actor instead of Lex Lang. He sounds more like Clancy Brown's take on the character, but all of these lines sound kind of muffled.
  • The bee-hive is huge in the demo. In fact, it overlaps the mantraps instead of passing under them. Bees are also missing around the hive.
  • There aren't any mid-chase cutscenes, which means the beehive simply pops up around Cortex's head. Worse yet, it also pops out once the bear shows up, which means there is no real reason for him to chase Cortex to begin with.
  • Dropping a weight on the bear causes him to maul Cortex, making you lose a life. In the final game, the weight just clips right through the bear.
  • When you get to the end, Cortex simply shouts and the demo ends. Papu Papu and the tribesmen aren't there, so it's a bit less ceremonious and jiggly.