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Proto:Crash Twinsanity (PlayStation 2, Xbox)/August 3rd, 2004 build
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This is a sub-page of Proto:Crash Twinsanity (PlayStation 2, Xbox).
This prototype is documented on Hidden Palace.
The August 3rd, 2004 prototype of Crash Twinsanity is a review version of the game dated two days before the final North American PS2 v1.0 release version. It was released on August 3rd, 2024.
Output File
- The root directory contains a small output file called CrashEvo.log, which logs a failed attempt from a few days prior to compile a debug build numbered 9.279, dated July 30th, 2004.
- The filename is a leftover of the name Crash Bandicoot Evolution, which was the original project idea before being completely reworked from scratch into Twinsanity.
Opening log-file "host0:CrashEvo.log"... -------------------------------------------------------------------------------- Beginning application... -------------------------------------------------------------------------------- crash twinsanity -------------------------------------------------------------------------------- PS2 Debug Build - Version 9.279 Compiled - Jul 30 2004 19:09:53 -------------------------------------------------------------------------------- - Parameter 1 = "levels\earth\hub\highpath"; -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- Initialising IRX files... -------------------------------------------------------------------------------- - "host0:CRASH6\SYS\SIO2MAN.IRX" loaded successfully; - "host0:CRASH6\SYS\PADMAN.IRX" loaded successfully; - "host0:CRASH6\SYS\MCMAN.IRX" loaded successfully; - "host0:CRASH6\SYS\MCSERV.IRX" loaded successfully; - "host0:CRASH6\SYS\LIBSD.IRX" loaded successfully; - "host0:CRASH6\SYS\SDRDRV.IRX" loaded successfully; - "host0:CRASH6\SYS\STREAM.IRX" loaded successfully; - "host0:CRASH6\SYS\CDVDSTM.IRX" loaded successfully; -------------------------------------------------------------------------------- Running in NTSC mode... PRINT OUT s_bExternallyAllocedMem 0x004CBE90 PRINT OUT s_aDMAChannels 0x004E1320 PRINT OUT s_uiCurrentBufferUsage 0x004CE814 PRINT OUT s_uiCurrentMinimisedBufferUsage 0x004CE810 PRINT OUT s_puiTADR 0x00598190 PRINT OUT TEST: 0x004CBE94 FREE MEMORY FROM HARDWARE RENDERER ALLOCATION IS: 301824 bytes... HardwareTiming::HardwareTiming(): ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ siBusClocksPerSecond = 9000 m_BusClocksPerSecond = 576000 m_BusClocksConservativeValue = 78 m_uiBusClocksToPTimeClocksBitshift = 6 ***** HardwareControllers : Rumble = 1 ******* Total available IOP RAM: 1135360 Total available IOP RAM: 1004288 Cannot open : Language\Code\American.txt ******************************************************************************** *** Error Reported: c:/projects/Code/Libraries/Shared/Source/DataManagement/MemoryStream.cpp, 173: 'Cannot open "Language\Code\American.txt".'. ********************************************************************************
General Differences
Gameplay
- Aku Aku will not physically appear beside the player when respawning in Rollerbrawl or Humiliskate forms.
- Dying by a mantrap will erroneously play the explosion death animation instead.
- Crash has a stretchy animation of being sucked into the portal whenever he enters it.
- Moves that require pressing two buttons in succession lack the word "and" between the button icons in the tutorial prompts. The code reveals that there is a "+" sign placed between them, but as the font does not support this character, nothing is rendered in-game.
- This is particularly noticeable in the Radial Blast jump and grappling hook tutorials.
- The game seems to consistently crash after the Madame Amberley boss fight, which prevents the player from beating the game.
- You can work around this by saving the game in the next world crate using the final game and then loading the save file in this prototype.
- Sometimes Crash's walking animation will stop playing and he will become static while moving. This is more noticeable around the cave shortcut in the second section of N. Sanity Island.
- Crash may become invisible if he enters a cutscene while flashing after taking damage.
- Even though the visibility of the player's mask is off during cutscenes, they can still be seen for a brief second every time the game is unpaused.
- The camera angle upon respawn is often turned in the opposite direction to the character's viewpoint.
Level Differences
N. Sanity Beach
- The checkpoint at the starting area of N. Sanity Island is placed next to the dug hole and has no activation trigger.
- The worm that can be bounced on as a shortcut up to Farmer Ernest's farm never shows up after returning to N. Sanity Island.
- Similarly, the second boat also won't appear in the dock when backtracking. That means the only way to return to Iceberg Lab is taking the boat after Tikimon.
Cavern Catastrophe
- A red dust effect appears in the ant drill cutscene when the drill is returning to the ground.
- The Cortex's AI when he attempts to run away from Crash is cruder.
- The camera angle when Crash leaves the final rollerbrawling section is facing in the opposite direction.
- The wall of locked crates afterwards has a small gap between the stacks and is placed closer to the checkpoint crate.
- The wall of crates after the drill chase has less crates.
Iceberg Lab
- Near the entrance to Ice Climb, off to the right there is an iceberg in the ocean that was removed in the final game.
- The cave entrance leading to Slip Slide Icecapades has no metal door.
Ice Climb
- The tunnel after the Uka Uka boss fight has more Aku Aku crates than usual.
- There is an extra Aku Aku crate in the stack of crates next to the detonator crate.
- Another Aku Aku crate in the stack afterwards was replaced by a basic one.
High Seas Hi-Jinks
- The cutscene where you encounter N. Gin in the first rocket room will act as a proper cutscene whenever the player dies and respawns in that room. In the final game, the game will not enter the cutscene state, allowing the player to move around while the scene plays.
- In the Rusty Walrus chase, an audio glitch causes the door closing sound effect to play when the player respawns.
Henchmania
- The screen does not fade to black before the cutscene begins, allowing the player to briefly see N. Brio and N. Tropy t-posing on the platform.
Academy of Evil
- The world crate has no activation trigger.
Classroom Chaos
- The Radial Blast jump tutorial prompt lacks a line break.
- Some ammo crates are rotated differently.
Rooftop Rampage
- There is no set of iron crates and a hanging life crate before the blue gem.
Madame Amberley
- A world crate is present before the Madame Amberley boss room.
Twinsanity Island Hub
- The wall geometry around the Psychetron room entrance is missing on both sides.
- Going to the balconies and attempting to return to the Psychetron room will cause the FMV cutscene to play again upon approaching the lab doors, resulting in Crash being teleported out of bounds afterwards and getting stuck, softlocking the game.
- A world crate is missing in the balcony leading to Rock-Slide Rumble.
Ant Agony
- The crate placement in the second ant drone fight section is different - the large pillar in the center features a pile of crates with a life crate on top instead of two hanging Aku Aku crates, and a single Aku Aku crate is present on one of the lower platforms.
- The checkpoint after the treasure room is placed further back, and there is an ant drone next to it.