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Proto:Crash Twinsanity (PlayStation 2, Xbox)/July 19th, 2004 build

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This is a sub-page of Proto:Crash Twinsanity (PlayStation 2, Xbox).

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

The July 19th, 2004 prototype of Crash Twinsanity is a preview version of the game dated two weeks before the final NTSC-U PS2 1.0 release version. It was released on March 20th, 2021.

Sub-Pages

Blank.png
Gem Gallery
A comparison of unfinished concept arts.

General Differences

Startup

  • Vivendi Universal and Traveller's Tales intros cannot be skipped.
    • Traveller's Tales intro also features a dark background.
  • The opening sequence before the title screen is incomplete - in particular, the water takes a moment to draw, and many of the trees located on the other side of N. Sanity Island are missing.
  • A version of the game's first trailer with no proper narration will play when idle on the title screen.

Gameplay

  • This version is extremely unstable, so random crashes or softlocks can happen at any point of the game.
  • The majority of the FMV cutscenes are unfinished.
  • Warning messages don't feature fading transitions when switching the menus.
  • Sometimes the chunks do not load in. This is random, but happens mostly often in the second hub.
Jul 19 Final
CrashTwinsanity-July19 LoadingScreenHumiliskate.png
CrashTwinsanity-July19 LoadingScreenRollerbrawl.png
CrashTwinsanity LoadingScreenHumiliskate.png
CrashTwinsanity LoadingScreenRollerbrawl.png
  • The loading screen images for Rollerbrawl and Humiliskate artworks feature different backgrounds.
Jul 19 Final
CrashTwinsanity-July19 AutosaveIcon.png CrashTwinsanity AutosaveIcon.png
  • The autosave indicator is represented by a disc, rather than a world in a sign pointing down.
  • Attempting to manually disable autosave will not work properly most of the time. The only consistent way to disable it is by accessing the Load Game screen, then going back.
  • Resuming the game won't make the HUD show up automatically.
  • The autosave enabled notice screen will only be displayed after overwriting an existing save file.
    • The screen will also show up in a completely plain background.
  • The autosave disabled notice does not appear when disabling it.
  • Crystals that are normally obtained during cutscenes are not counted by the game - that includes the crystal icon not showing up onscreen either.
  • The life counter is far off the right side of the screen.
  • Collecting 100 Wumpa fruits animates a life icon to fly across the screen, like in the previous games.
  • Respawning doesn't pause the game while the screen fades out.
    • When dying by falling from a high ledge and there is a solid surface below close enough, one can see Crash hit the ground before the fadeout - which instead of falling on his back, he will land frozen in his last animation he was performing before entering the death state. This behavior cannot be seen in the final game due to the screen freezing just as the death state is triggered.
  • The extra life pickup visual is Aku Aku.
  • The player blinks during the mask invincibility form, rather than a yellow aura effect glowing around the character.
  • Mask invincibility can protect the player from TNT and Nitro explosions.
    • The player is also invulnerable during the invincibility frames.
  • The color of the particles around the crystal icon that appears onscreen upon collecting it changes based on the last gem the player collected.
  • If you die while moving in a certain direction, the character will spin out in the same direction during the death animation.
  • If Cortex or any other character currently not controlled by the player dies, the player will also lose a life.
    • Furthermore, if both Crash and Cortex die at the same time and their death animations end before the fadeout, the game will take two lives instead.
  • Cortex retains the mask protection during Doc-Amok chases, so he won't instantly die upon being hit by a hazard once.
  • When respawning in a boss fight, the game will erroneously display the Wumpa and life counters as not being part of the boss HUD, and then proceed to hide both. In the final game, the life counter will reset fixed onscreen until the battle is over.
  • The Uka Uka object that appears during gameplay has major rendering issues - most notably, his eyes and lips being rendered on his back. Other issues include the ropes of the dangling bones not being attached to screws. His model is properly rendered during invincibility or when he goes away, though.
    • Uka Uka floats at the same speed as Aku Aku, rather than having a proper height and speed.
    • His mouth doesn't animate and the dangling bones don't swing.
  • Dying by a mantrap erroneously displays the explosion death animation instead.
  • Boss health bars are positioned lower on the HUD, more centered relative to the boss icons.
  • The life counter wobbles when you respawn after specific deaths, such as falling from a high place or getting caught in stealth sections - unless if the counter is already onscreen during the death fadeout.
  • If you die from a high place while on your last life, you will respawn and it won't be game over. Instead, the game will assume you have negative lives, and the next life you get won't increase the counter, only the one afterwards. That means you'll always have an extra chance every time you fall from a high place if you have zero lives.
    • Notably, this glitch only works if you are playing as Crash.
  • The life icon doesn't wobble in the pause menu.
    • The shine visual effect on the gem icons plays more often compared to the final game.
    • The crystal icon also shines, similarly to the gems.
    • Playing any movie from the Extras menu will resume the level's music while the game is still paused, once the video has ended or skipped.
  • Movies 14, 15 and 16 are unlocked as soon as their respective gems are collected. In the final game, these will not be available until the final boss is defeated as an anti-spoiler measure.
  • In many cutscenes across the game, the mask of a character currently not playable (in most cases, Cortex) will appear in the level after a cutscene ends.
  • If you enter a cutscene while invincible, the invincibility timer won't extend indefinitely until the cutscene ends.
  • In certain cutscenes where Crash has to move during the scene, entering them while sliding will cause Crash to get stuck in place, making him unable to proceed with the event, which softlocks the game.
  • If you lose your mask right before a cutscene plays, the mask will remain floating in mid-air once the custscene ends.
Jul 19 Final
come onto my boat furry man
i can take you to the other place.
come onto my boat furry man,
i can take you to the other place.
  • Capu Capu's message is missing a comma.
  • Seagulls feature hitboxes.
  • The jet pack of penguins that charge at the player and hover ant drones emit a green smoke.
  • The sound made by the burning-hot steam hazards is different.
  • Zombots are brighter and lack sound effects.
  • The sound the janitor enemies make are louder.
  • Even though the visibility of the masks is off during cutscenes, they can still be seen for a brief second every time the game is unpaused.
  • Approaching the portal will automatically warp the player.
  • When respawning after a Game Over, the player spawns with as many lives at they had when they opened the last world crate.
  • Respawning after a Game Over can be inconsistent and send the player to an entirely separate location to where they should be respawning. This can also carry over to new games - for example, should the player begin respawning part way through Jungle Bungle rather than at the beginning of the stage, starting an entirely new game may result in that game starting in the middle of Jungle Bungle instead of on N. Sanity Island.
  • After a respawn, cutscene triggers can reappear, even ones triggered prior to reaching the checkpoint. As a result, the player can go backwards through the game and re-watch a number of cutscenes that have already played out, with Crash notably standing in the wrong place.
    • Adding to this, the camera may occasionally not follow the characters in the cutscene as it's supposed to, and there are also ways to trigger previously watched cutscenes in a way that softlocks the game, as if waiting for something in the cutscene to play out.

Characters

Crash Bandicoot
  • You can jump again in the air regardless of how long it's been after your first jump. In the final game, it must be done in quick succession.
  • Crash has only two idle animations: scratching his belly and stretching.
Crash & Cortex
  • Cortex can perform idle animations while attached to Crash.
  • Crash doesn't automatically spin Cortex upon respawn. The crystal also gets invisible, but throwing Cortex and picking him up again will fix it.
  • 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 not going back to the player and accidentally dying. This often makes the crystal freeze in mid-air too.
Dr. Neo Cortex
  • Cortex has only one idle animation: stretching his back.
  • Cortex doesn't change his facial expressions when he falls down on his back and dies.
  • The ray gun icon in-game looks more squeezed and does not turn off during boss fights.
  • The animation of Cortex running in fear - which is primarily used in the Doc-Amok segments - features a different pose and facial expression, which the latter was re-used in Cortex's death animation.
Nina
  • Nina's life icon is bigger.
  • Nina has no idle animations at all.
  • There is a longer delay before you can move after using the robotic arm punch.
  • The robotic arm punch appearance is buggy.
  • Nina's spin, wall reel and robotic arm attacks lack sound effects.
  • Grappling hooks lack a sound effect.
Mecha Bandicoot
  • The white outline surrounding Mecha's life icon is smaller.
  • Crash is not present inside piloting Mecha.
  • Mecha features the chainsaw move by pressing Circle. This moveset was scrapped in the final game, but can still be seen in action in the cutscene after defeating Deathbot.
  • Mecha has a strafe functionality like Cortex that can be performed by pressing the shoulder buttons.
  • The chainsaw and rocket launcher hands are absent.
  • Mecha makes no sound effects besides jumping.
Rollerbrawl
  • Green particles show up when spawning/switching to it.
  • Falling off a great height will flatten Crash and Cortex and you will lose a life.
  • Rollerbrawl spawns on the ground instead of in the air.
  • Aku Aku will not physically appear beside the player when respawning in Rollerbrawl form.
Humiliskate
  • Green particles show up when spawning/switching to it.
  • There is no sound effect for sliding and grinding.
  • Snow particles are missing.
  • Physics are different - for example, when you lose momentum in a steep hill, it is harder to build up speed.
  • Holding left or right while grinding on rails will make the character turn.
  • Aku Aku will not physically appear beside the player when respawning in Humiliskate form.

Level Differences

N. Sanity Beach

  • Sand stepping particles are missing.
  • The level features a strange echo in sound effects and voices.

Section One

  • The title screen logo is still visible in the distance.
  • Missing details such as palmtrees in the inaccessible beach behind the rocks. It can be seen in the opening sequence.
  • The checkpoint has no activation trigger.
  • The cutscene leading to Jungle Bungle lacks the footsteps sound effect and fades out at the end.
  • The clear gem is not located on the island - instead, it's in the air above the sea and can be reached via the platform that takes Crash to the tiny island.
  • The tiny island instead holds a purple gem. Normally, the gem would be located in the second section of N. Sanity Island much later on (which is already present in the version, meaning there is two purple gems in the level).
  • A green gem is located atop the mountain that spews out fish. In the final game, the green gem is not obtainable until the second section of N. Sanity Island (which is already present in the version, meaning there is two green gems in the level).
  • A section with some extra lives also holds a yellow gem in this version. Normally, this gem would be located in the third return to N. Sanity Island (which is already present in the version, meaning there is two yellow gems in the level).
  • An unusual dialogue prompt exists outside Crash's house in this build:
wrestle bowler-monkeys to win a bonus.

This references a scrapped scenario where a blue monkey wearing a bowler hat would wrestle Crash in a similar manner to the Rollerbrawl mechanic used in Cavern Catastrophe, and Crash would have to pin the monkey down for long enough to escape its onslaught. The "bonus" referenced in this text would presumably be a gem. Leftovers of this event exist in the final game, with an unused animation for Crash being titled "CRASH_WRESTLE_CREATURE".

Section Two

CrashTwinsanity-July19 NSanityBeachFarmShortcut.png
  • Cortex will only show up in the farm when the player access the island from Totem Hokum, rather than always being present by default.
  • The Bandicoot Pursuit theme will play next to the Cavern Catastrophe's exit.
  • The music cue is set to spawn next to the shortcut exit - this means that if Crash dies and respawns at a checkpoint, the music won't play at all.
  • The worm that can be bounced on as a shortcut up to Farmer Ernest's farm is missing. Instead, there is a higher ground.
  • There is no checkpoint inside the tunnel leading to Totem Hokum.
  • Farmer Ernest starts talking immediately when the cutscene starts, rather than having an overview of the farm before the characters start talking.
    • Uka Uka appears after the cutscene ends.
Jul 19 Final
CrashTwinsanity-July19 ClockIcon.png CrashTwinsanity ClockIcon.png
  • The stopwatch icon used during the Whack-a-Worm minigame features a different angle.
  • Wumpa trees lack collision on the leaves.
    • There is no path of Wumpa fruits above them.
  • Backtracking from the Iceberg Lab will keep playing its theme in the area.
  • The second boat won't appear in the dock when backtracking. That means the only way to return to Iceberg Lab is taking the boat after Tikimon.
Tikimon
  • The game does not pause the gameplay during the fadeout when loading the FMV cutscene.
  • The boss HUD appears onscreen only after Tikimon closes his mouth for the first time.
    • This can be quickly fixed by pausing and resuming the game when the battle starts.
Jul 19 Final
press ✕ then ◯ to throw cortex in the monsters mouth press ✕ then ◯ to throw
cortex in the monsters mouth
  • The tutorial prompt lacks a line break.

Jungle Bungle

  • The level features a strange echo in sound effects and voices.
  • A number of cutscenes have small changes.
    • A number of sound effects are missing from most cutscenes, such as jumping, spinning, walking and sliding.
  • The Bandicoot Pursuit theme is used several times in Jungle Bungle - in the area with the purple and clear gems (which should play the N. Sanity Island theme, matching its surroundings) and in the boss battle (which should play an entirely different theme).
  • The bomb at the start of the level emits yellow particles when approaching it.
Jul 19 Final
collect aku-aku masks for extra protection! collect aku-aku masks
for extra protection!
  • The Aku Aku tutorial prompt lacks a line break.
  • The path of Wumpas in the purple gem section is missing.
  • The cave entrance has rock textures around the walls.
  • The first checkpoint has no activation trigger.
  • A life crate is missing next to the waterfall, before the body-slam tutorial.
  • Two crates are missing next to the small lake, before exploding the log.
  • The camera is unlocked in the crawling tutorial scene.
  • When Skunk stands with arms crossed and tapping his foot, he will be placed according to his position before the cutscene was triggered. In the final game, he will always spawn in the middle.
    • His standing animation is static.
  • A world crate and a life crate are missing before the boss arena.
Jul 19 Final
CrashTwinsanity-July19 JungleBunglePurpleGem.png CrashTwinsanity JungleBunglePurpleGem.png
  • The puzzle surrounding the (first) purple gem is a group of iron crates with locked crates in-between. Body-slamming it will break the locked crates to make the two iron crates bounce.
  • The blue gem is purple instead, meaning there is two purple gems in the level. Both purple gems unlock the same content in the Extras menu, and fill up the same slot in the gems list.

Cortex & Mecha Bandicoot

CrashTwinsanity-July19 CortexBossCutscene.png
  • The Bandicoot Pursuit theme starts playing when approaching the arena.
  • The boss arena is not surrounded by spikes.
  • The invisible checkpoint trigger of Cortex's battle is missing.
  • During the cutscene, the camera uses a different angle during the returning characters, which are also all placed differently. Tiny is misplaced out of the arena, Crunch is facing to the left, Koala Kong's head is off camera, Polar is placed after Koala Kong instead of before him, and he is not facing the camera, and Ripper Roo appears in the bottom.
  • Crash's position isn't fixed in the cutscene, which means he will appear in the cutscene in the same place he was before it started.
  • Crash keeps the cutscene pose even when the battle starts.
  • There is no boss health bar during either stage of the boss fight.
  • Cortex's plasma blast is smaller.
  • There is no tutorial prompt explaining how to defeat Cortex.
  • Cortex shoots rapid shots at a much quicker pace than in the final game when he has 1 health point left.
  • A piece of dialogue by Cortex ("Now be careful not to let him spin back the green plasma blast. Three fault hits and we're done for! If only he knew...") which goes unused in the final game is used during the Mecha Bandicoot phase of the fight in this version.
  • Destroying Mecha's chainsaw will start a fire on the rocket launcher.
  • Destroying Mecha's rocket launcher will start a fire on the back.
  • Destroying Mecha's nose will start a fire on the head.
  • A unused pew sound effect is heard when Mecha shoots the last two plasma blasts.
  • A scrapped sound effect is heard before Mecha falls down to the cavern.
  • There are no sound effects in the cutscene after the battle, and Ripper Roo does not nod when Dingodile asks if he wants lunch.
  • Dying in the second phase of the boss results in the music changing back to the N. Sanity Island theme used elsewhere in the level.

Cavern Catastrophe

CrashTwinsanity-July19 CavernRemovedCrates.png
  • The crashed hoverboard is missing from the scenery in the intro cutscene.
    • Uka Uka can be seen after the cutscene ends if you access the area where Mecha is located.
  • The camera paths in the Rollerbrawl tunnels are different.
  • Crystal clusters emit a small red light. A smoke effect will also appear if the first crystal stops shaking after hitting it.
  • Red cranks make a constant noise that does not happen in the final game.
  • Cortex falls down during Crash and Cortex's falling animation in mid-air.
  • 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.
  • In the Ant Drill cutscene, there are no sound effects for when Cortex shakes his head, grabs the crystal, or while the Ant Drill is being unburied.
  • The Ant Drill arena lacks Aku Aku crates. Two life crates are also missing behind the red crank.
  • The final Ant Drill cutscene also has a plenty number of changes:
    • The Ant Drill sound effect is missing.
    • A red smoke effect appears when the drill is returning to the ground.
    • Crash and Cortex lack facial expressions.
    • Cortex's head isn't facing properly while he is walking away from Crash.
    • Cortex slowly walks away from Crash during his speech.
Jul 19 Final
press ✕ then ◯ to throw cortex at the switch press ✕ then ◯ to throw
cortex at the switch
  • The switch tutorial prompt lacks a line break.
  • The game does not automatically join Crash and Cortex if they are separated when reaching the checkpoint after the blue gem.
  • The crate layout after the last Rollerbrawl section is different. On the left side, there is a tower of crates with a TNT and an Aku Aku crate on the top. On the right side, there are two Nitro crates on the ground and another but smaller tower of crates with a Nitro switch on the top.
  • There is no twin slam tutorial prompt near the barricade of locked crates.
  • The piles of locked crates for both barricades are more spaced apart.
  • A Wumpa fruit is misplaced inside the green crystal cluster before the drill chase.
Jul 19 Final
CrashTwinsanity-July19 CavernDrillChase.png CrashTwinsanity CavernDrillChase.png
  • There are two extra floors of wooden platforms under the hole in the drill chase.
  • The drill chase triggers a small cutscene showing a top-down view of the drill showing up that was scrapped in the final game.
CrashTwinsanity-July19 CavernDrillChaseCutscene.png
  • The wall of crates after the drill chase has less crates.
  • Respawning after a Game Over won't respawn Cortex in Rollerbrawl form. Cortex will be located right before the fourth checkpoint, but will keep dying since the gas pipe can hurt him.
    • In the second Game Over onwards, it won't trigger the Rollerbrawl form anymore. Crash will be able to walk alone throughout the level instead.

Totem Hokum

The level features a strange echo in sound effects and voices.

Doc-Amok

  • The world crate is placed next to Cortex.
  • The intro lacks Cortex's audio. An "error" sound effect is unused in the final game will play when the cutscene starts instead.
    • The bee buzz sound effect is much louder and plays earlier in the cutscene.
  • Uka Uka appears over Cortex's spawn position after the cutscenes.
  • This reversed variant of the tutorial string appears along with the correct prompt.
use cortex to clear a path for crash.
  • Checkpoints have no activation trigger, making it easy to skip them and continue without Cortex, since you need to activate them to trigger the cutscenes. When the crates aren't activated, Cortex won't be able to progress and will get stuck until the player triggers the cutscene.
  • A life crate is missing right before the green gem.
Jul 19 Final
CrashTwinsanity-July19 TotemHokumBearChase.png CrashTwinsanity TotemHokumBearChase.png
  • Trees are missing in the bear house area.
  • Cortex's screaming sound effects stop playing from the second phase onwards.
  • The beehive pops out of Cortex's head once the bear chase starts.
Jul 19 Final
CrashTwinsanity-July19 TotemHokumDocAmokEnding.png CrashTwinsanity TotemHokumDocAmokEnding.png
  • The last spike weight before the final cutscene is missing.
  • The final cutscene lacks any sound effects.
  • The checkpoint at the end of the section doesn't trigger automatically after the cutscene ends.
    • It's also placed further to the left.
  • The tunnel leading to the next section plays the Doc-Amok theme. Dying beforehand will prevent it from playing.
    • The camera inside is also unlocked.
  • There is no invisible wall at the end of the Doc-Amok path preventing the player from backtracking.

River Rollerbrawl

  • The music changes after the watchman cutscene.
  • If a watchman spots Crash while he is drowning, Crash will automatically stand on the water while being hit by the spears.
Jul 19 Final
CrashTwinsanity-July19 TotemHokumRiver.png CrashTwinsanity TotemHokumRiver.png
  • The last section uses a boatman. In the final game, he was replaced by two mantraps.
  • There are no crates behind the first set of wooden fences surrounding the boars.
  • Interestingly, if you get spotted by a watchman and then gets hit by a boar, Crash will die anyway. In the final game, the death state is cancelled.
Jul 19 Final
spin the rocks to skim them across the water. spin the rocks to skim them
across the water.
  • The red gem tutorial prompt lacks a line break.
  • There is no pile of basic crates next to the mantrap staircase.

Worm Chase

CrashTwinsanity-July19 TotemHokumPapuHut.png
  • The passage leading to the village entrance is shorter.
  • There are no pile of crates on each side of the gate entrance.
  • N. Sanity Beach theme is used.
  • On the left side of the entrance, part of the floor doesn't draw properly.
  • In the fifth worm hole on the higher ground, there is no invisible wall at the top of the scenery preventing the player from going out of bounds.
  • Papu Papu's hut has different textures and lacks a ceiling. He is also missing from the hut.
  • Cortex has rendering issues while in the totem - he disappears when the player is above him.
  • It's possible to stand on top of the totem.
  • In the totem cutscene, a piece of the totem floats in mid-air after the totem collapses, and all voices are missing.
Tribe Chase
  • Scenery details such as rocks and wooden stakes are missing at the beginning of the chase.
    • There is also no invisible wall behind the start preventing Crash from falling into the river.
  • The tribesmen won't move until Crash starts moving after the chase starts.
    • Furthermore, when respawning after dying, the tribesmen won't shown up until Crash starts moving around.
  • Several details in the scenery are either missing or moved around throughout the chase segment, such as trees, rocks, totems and vegetation.
  • The first collapsing platform backs up after stepping on it, while the second one respawns after the player dies.
Jul 19 Final
CrashTwinsanity-July19 TotemHokumTribeChase.png CrashTwinsanity TotemHokumTribeChase.png
  • Village huts where the tribesmen come from are missing.
  • There is no stake gate in the second checkpoint.
  • The music only changes after reaching the second checkpoint.
  • After the second checkpoint, the paths of Wumpas are missing throughout the rest of the segment.
  • The log bridge contains a gap.
  • The last wooden stake obstacle is misplaced inside the level's geometry.
  • A big rock is missing in the left side, at the end of the chase section.
  • The tunnel leading to Farmer Ernest is smaller.
    • At the start of the tunnel, there is an extra pair of basic crates in mid-air, while the path of Wumpas is missing.

Iceberg Lab

CrashTwinsanity-July19 IcebergLabShortcut.png
  • The level features a strange echo in sound effects and voices.
  • The world crate at the bottom has no activation trigger.
CrashTwinsanity-July19 IcebergLabTopDoor.png
  • Prior to the cutscene, Cortex can be seen floating in mid-air.
  • 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 clear gem is missing, although its puzzle is already present.
  • The shortcut leading to High Seas Hi-Jinks is made of a bridge of iron crates, with a ! switch in the other side.
  • The bottom platform leading to the middle floor rests at the top by default. The platform will automatically go down upon Crash approaches the pedestal after returning to the level for the second time.
  • The upper lab interior has the instant-open type door rather than the rotating logo one used everywhere else.
    • Loose wires make a buzz sound effect.
    • All three waves of ants spawn near the entrance, rather than dispersed around the room.
  • The path to the airship is always unlocked and has a checkpoint instead of a world crate, which means you can go straight to Academy of Evil after the ant fight.
  • The Psychetron room has no transparency on the floor.
    • The computer model is wider.
    • The chair is misplaced.
    • The airship painting is missing.
    • Some details are missing, such as the blinking lights on the walls.
  • The player has control of Crash during Cortex's teleport cutscene.
  • No checkpoint in the balcony leading to Slip Slide Icecapades.
  • In the crystal cutscene, a lot of sound effects are missing, such as when Coco kicks Cortex, and the Psychetron sounds. Since the airship painting is missing, the scene focus on an empty wall instead.
    • Coco is not properly frozen in place after the corresponding cutscene where the Psychetron immobilizes her - she will instead be in an otherwise unseen idle animation (though colliding with her still damages Crash).
  • The collapsing platforms are static.

Ice Climb

CrashTwinsanity-July19 IceClimbWaterfall.png
  • Ice platforms will sink each time you jump on them, eventually sinking completely. In the final game, they automatically sink once Crash gets closer to the next area, regardless of whether they have been stepped on or not.
  • Waterfalls lack particles and mist.
  • The metallic structures in the interior section have a darker texture.
  • The particles when spinning on icicles and ice formations are different.
CrashTwinsanity-July19 IceClimbDoorExterior.png
  • There is no metal door leading to the outdoor section of the level.
  • The penguin cutscene contains some differences:
    • Penguins don't make the grunt noises.
    • There are no sound effects at all.
    • The plasma blast around the penguin is missing.
    • The penguin doesn't despawn during the cutscene.
    • Uka Uka appears after the cutscene ends.
  • The checkpoint afterwards has no activation trigger.
  • Crash does not pick up Cortex after the cutscene automatically.
  • There is no death boundary in the pits of the outdoor section.
  • You can walk in the edges of the water in the outdoor section.
  • There is a ? crate behind the tree before the first breakable ice wall.
    • There is also two rocks instead of one.
  • The geometry around the second breakable ice wall is unfinished, with the wall not covering the bottom and lacking collision from the inside.
    • The checkpoint is also placed further behind.
  • Throwing Cortex next to Uka Uka's ice wall and not catching him in time, he will teleport himself into the battle arena, softlocking the game.

Uka Uka

  • The hidden world crate triggers before and after the battle are regular checkpoints in this version.
  • The cutscene lacks some sound effects, such as Crash's kiss and Uka Uka rotating.
  • Cortex freezes in his last frame of the cutscene animation when the battle starts after playing the cutscene, making Crash unable to pick him unless the player dies.
  • You can deflect Uka Uka's snowball attacks by spinning on them.
  • The player has control of Crash during Cortex's teleport cutscene.
  • Uka Uka remain in the boss arena after the cutscene.
  • Cortex will spawn in the arena when respawning in the cavern after the battle.
  • The connector tunnel leading to Iceberg Lab is way shorter and doesn't feature objects and puzzles on it.

Slip Slide Icecapades

  • The level features a strange echo in sound effects and voices.
  • Iceberg Lab theme is not muted during the intro cutscene.
  • Mines will instantly explode upon touching instead of flying off, then exploding. The final behavior is actually used in another mine variation with a stick underneath, which was scrapped in the final game in favor of just one type of mine.
  • A checkpoint is missing after the electric fences.
  • The chicken coop cutscene plays very slowly due to the slow camera transition, and lacks sound effects and voices.
    • The building lacks doors, so the interior can be seen.
  • The rail before the second hut cutscene cannot be ridden all the way.
  • There are more TNT crates covering the tunnel on the right after Moulin Cortex.
  • The final cutscene lacks Cortex's audio and his snow shape.
Jul 19 Final
CrashTwinsanity-July19 SlipSlideEnding.png CrashTwinsanity SlipSlideEnding.png
  • Once Crash and Cortex have become a snowball, a hole in the wall on the right not present in the final game holds the red gem. Normally, the gem would be located in the two parallel pipes coming up out of the snow right ahead, but here it contains a life box instead.
  • Falling icicles are missing at the final segment of the level.

High Seas Hi-Jinks

CrashTwinsanity-July19 HighSeasHijinksRocketRoom.png
  • The world crate has no activation trigger.
  • The music cue is set at end of Slip Slide Icecapades - this means that if Crash dies and respawns at the world crate, the music won't play at all.
  • The connector tunnel leading back to Iceberg Lab is way shorter.
  • Dingodile's house will be intact once the player respawns.
  • Sound effects don't feature the ambient echo when inside the ship.
  • The doors of each room are positioned outward.
  • The textures of the rockets are checkered in the nose cone.
CrashTwinsanity-July19 HighSeasHijinksPlatforms.png
  • Flying rockets have a proper collision, and jumping on them can make them stop in mid-air.
  • There is a static Wumpa in mid-air next to the ship entrance.
  • Walking out of the ship entrance makes the Rusty Walrus theme play when standing next to the entrance.
  • Some doorways have incredibly broken collision, lacking it entirely on the front side, and can teleport Crash to the area below in certain circumstances.
  • The first area of the interior has a checkpoint crate, which was moved to the following in the final game.
  • There is no checkpoint crate in the first rocket room.
  • The checkpoint crate is missing in the spinning palettes room.
    • The sacks lack a target texture on them.
      • The entire structure and its objects has reddish color.
    • Wumpa fruits in the right path is misplaced.
    • A Wumpa fruit at the end of the left path is misplaced.
  • The checkpoint crate is placed in the upper floor of the turning platforms room.
    • Square grid platforms are missing.
    • A portion of the platform is missing on the left side of the room, which holds the detonator.
    • The player is unable to move the camera.
    • The elevators don't go all the way down to the ground.
  • The alcove leading to the second rocket room is smaller.
  • In the second rocket room, there is a lot of crate and object placement differences:
    • Rats from the floating platforms always fall down into the pit as soon as you enter the room.
    • The checkpoint crate is sunk into the ground.
    • Rats do not work properly and most of them are misplaced or stuck into the level geometry.
    • In the floor entrance, the stack of locked crates on the left is missing Nitros and a TNT. The far one on the right is absent.
    • The ? crate on the third floating platform is sunk into the ground.
    • In the bottom left compartment, the Nitro crate is missing from the stack, the floating Aku Aku crate is placed higher, two extra bounce crates not aligned correctly are present, an extra basic crate is present next to it, and an extra checkpoint crate is placed on the edge. Three Wumpa fruits that are not present in the final game are here, and three rats are present, but they are all stuck in the same place and can't move.
    • In the top left compartment, two rats are stuck on top of the rocket decorations.
    • A lower floating platform is missing on the left side. The detonator is placed in the middle of the platform, and the group of Nitro crates is missing, making it pointless.
    • In the top right compartment, a rat is missing and the other one is stuck on top of the rocket decoration.
    • In the bottom right compartment, a rat is stuck on top of the rocket decoration, and the another one is stuck next to the elevator. There is also no crates.
  • There is no checkpoint in the rising platform room leading to the vent.
  • The Bandicoot Pursuit theme plays when getting closer to the rising platform.
Jul 19 Final
CrashTwinsanity-July19 HighSeasHijinksElevatorRoom.png CrashTwinsanity HighSeasHijinksElevatorRoom.png
  • The rising platform is smaller.
    • Pipes are missing from the room.
Jul 19 Final
CrashTwinsanity-July19 HighSeasHijinksShipExit.png CrashTwinsanity HighSeasHijinksShipExit.png
  • The floor textures of the vent hallway are different.
  • The crystal is missing.
  • A number of gems are different:
    • The blue gem is clear instead.
    • The clear gem is green instead.
    • The yellow gem is green instead, meaning there is three green gems in the level.
    • The red gem is purple instead, meaning there is two purple gems in the level.

N. Gin

  • Aku Aku can protect Crash from TNT explosions thrown by N. Gin during the fight.
  • The location shown on the pause screen while fighting N. Gin erroneously shows up as N. Sanity Island.
  • Overall it is harder to escape from the missiles, especially in the final phase.
  • There is a formation of iron arrow crates out of bounds under the scenery.

Rusty Walrus

CrashTwinsanity-July19 RustyWalrus.png
  • Normal footsteps sound effects are used rather than the wooden ones.
  • Rusty Walrus has a tendency to run off-path, occasionally moving backwards or even disappearing entirely.
  • Touching Rusty Walrus does not instantly kill Crash.
  • Doors lack a sound effect when destroyed.
  • The scenery around the start section has a different pattern on the walls.
  • The music cue is set to spawn when the chase scene itself begins - this means that if Crash dies and respawns at a checkpoint, the music won't play at all.
  • The music resets when reaching the final checkpoint before the cutscene.
  • The wall geometry of the final corridor is slightly unfinished, as small open holes can be seen.

Henchmania

  • Objects which are meant to be despawned can still be seen under the water during the N. Tropy phases of the battle - N. Brio's monster form can be seen t-posing, as well as the sinking platforms Crash has jumped on.
  • When dying during the boss fight, the player can briefly see N. Brio & N. Tropy t-posing on the platform before the cutscene plays.
  • The health bar will keep two points remaining in the final phase even if N. Tropy has 1 health left.

Academy of Evil

  • There are no tutorial prompts during the segment where the Evil Twins invade Cortex's airship en route to the Academy of Evil.
  • Crash spawns facing the opposite direction.
  • The world crate is placed very close to the fountain.
  • The fountain cutscene lacks sound effects, and the lip sync is unsynchronized.
  • The fountain makes sound effects, while it is completely silent in the final game.
  • Wumpa fruits are entirely missing.
  • There is an extra guard dog and rat in the back of the courtyard.
  • There are five guard dogs instead of three off to the right near the entrance.
  • Some trees in the scenery are either missing or removed.
  • There is a janitor enemy on the lower balcony.
  • The exit platform of Boiler Room Doom is darker.
  • The floating platform leading to the rooftop is always unlocked.
  • A world crate is missing on the rooftop.
  • Crates around the rooftop are missing.
  • The platform that takes to Cortex's airship is the same one used in Iceberg Lab. It is also always unlocked.
  • There is no door in the entrance of Boiler Room Doom.
Jul 19 Final
CrashTwinsanity-July19 AcademyYellowGem.png CrashTwinsanity AcademyYellowGem.png
  • The staircase near the car is blocked by a Nitro wall. Jump in the handrail to overcome it. Then you will find another wall of Nitros and a detonator on the top of some crates with a Nitro in the bottom. Activating it will provide an arrow crate to jump over the Nitro wall, and it will reveal a pile of TNTs surrounding the yellow gem, which is clipped inside an iron arrow crate. Jump on the TNTs to collect it. Normally, the gem would be located near the floating platform and could only be collected once the player had access to the rooftop.
Jul 19 Final
CrashTwinsanity-July19 AcademyPurpleGem.png CrashTwinsanity AcademyPurpleGem.png
  • A Nitro wall is holding the purple gem on the higher balcony. The player must jump on the two arrow crates in order to spin on the detonator placed in the ceiling. Normally, the gem would be located in the courtyard.
Jul 19 Final
CrashTwinsanity-July19 AcademyGreenGem.png CrashTwinsanity AcademyGreenGem.png
  • A giant wall of locked crates between arrow and iron crates is blocking the passage to the green gem on the lower balcony. A janitor enemy is protecting the gem area and will attack if the player approaches.
Jul 19 Final
CrashTwinsanity-July19 AcademyClearGem.png CrashTwinsanity AcademyClearGem.png
  • The clear gem is located on the edge of the buildings, behind two Nitro crates. Normally, the gem would be located in the staircase near the car.
Jul 19 Final
CrashTwinsanity-July19 AcademyRedGem.png CrashTwinsanity AcademyRedGem.png
  • The red gem is located at the rooftop of the building leading to the back of the courtyard. Normally, the gem would be located in the smaller courtyard.
Jul 19 Final
CrashTwinsanity-July19 AcademyBlueGem.png CrashTwinsanity AcademyBlueGem.png
  • Up the back of the courtyard, there is a group of iron crates with four more over them. Body-slamming it will break the wooden crates inside to make the top crates bounce. Bounce along the platforms of crates to reach the blue gem. Normally, the gem would be located above the car.

Boiler Room Doom

CrashTwinsanity-July19 BoilerEntrance.png
  • The transition from the Academy's basement to the level entrance is just the first tunnel. Rats are also missing.
  • The music already starts during the tunnel transition.
    • The wall textures and objects are different.
  • Crash can enter inside pipelines and machines.
  • Pipe machines feature a different texture.
  • The lighting of the wall textures is slightly brighter.
  • There are no ambience sounds, with the exception of the sound of a fan spinning, which plays in some sections.
  • Normal footsteps sounds are used rather than the metallic ones.
  • No sound is made when Pipe Cortex is rolling.
  • Cortex will make noises while rolling inside pipelines.
  • The machines that frees Cortex from the pipe don't emit orange particles.
  • There is no world crate at the beginning of the level - a regular checkpoint is used instead.
Jul 19 Final
CrashTwinsanity-July19 BoilerBridge.png CrashTwinsanity BoilerBridge.png
  • The extending bridge has different visuals.
  • Doors and blue valves are darker.
  • Sound effects are missing for pistons, pipe placement, and moving platforms.
    • Blue valves lack its sound effect when spun.
    • Blue valves and flipping platforms will stop making sounds halfway through the level.
CrashTwinsanity-July19 BoilerTurbineAcidPool.png
  • Sometimes Pipe Cortex doesn't make it to the other side of the funnel pipeline, causing him to fall into the acid pool and die.
    • Sometimes Pipe Cortex also won't automatically stop moving when dropped from a pipeline, which may cause him to fall off the level and die.
  • In some segments, the level has issues rendering some effects, such as Cortex's plasma blast, enemy despawn, and Aku Aku sparkles.
  • Scarabs don't work properly in this version - the first one spins in circles when away from the player, for example.
    • Usually the acid spit does not render correctly, while sometimes they cannot spit acid at the characters at all, as it gets stuck.
    • They feature a purple color instead of red, matching the in-game artwork.
    • The acid spit causes a small explosion of particles when touching the ground.
    • No sound effect is made when spinning on them.
CrashTwinsanity-July19 BoilerFinalPuzzleMachine.png
  • Cockroaches are not programmed to walk only on the platform, which results in them falling from the platform very often.
  • The camera rests at a different angle after the intro cutscene.
  • The first checkpoint is missing.
Jul 19 Final
press the red button to pull the flush. press the red button to activate the flush.
  • In the first pipe flush room, the tutorial prompt says "Pull" instead of "Activate".
  • In the second pipe flush room, the scenery details on the right has changed: the tube and fan switched places.
    • The pipeline exit is also placed higher up.
  • The fire visual effect on the furnace in the turbine room is less detailed.
  • At the end of the first floor of the turbine room, there is a misplaced acid pool texture in front of the door.
    • Due to a bug, the dark bats flying from side to side in the second floor will fly to the edge of the first floor whenever the room is loaded - they cannot move or interact with the player.
    • When approaching the door, Crash does not automatically pick up Cortex if they are separated.
  • The steam hazards afterwards have a different timing, where both activate at the same time.
  • Before the fourth checkpoint, another acid pool is misplaced in front of the room entrance.
    • In the same room, there is a spinning object next to the first switch.
    • There is a giant pipe in the left wall next to the second switch that was removed in the final game.
    • Cortex does not automatically walk to the center of the level after unblocking the passage.
  • Afterwards, the scarab is placed next to the door, rather than after the steam hazards.
  • The ceiling is missing in the turbine room, which can be seen in the second floor of the room.
  • Farmer Ernest's dialogue will erroneously start playing at the final pipe puzzle section of the level. The game thinks it's a "music" so it will loop. It will stop playing when going back to the previous section or when reaching Dingodile's room.
  • There is a pipe machine at the start of the final puzzle section.
    • Some tubes attached to the walls of the platforms were either changed or removed.
  • At the end of the puzzle section, two vents in the ceiling were removed in the final game.
  • Sometimes when Cortex is dropped from the pipe machine, he automatically teleports to the top of the tube exit again.
  • The final tunnel features different textures on the walls and floor.
  • The crystal is missing.
  • A scarab after the final checkpoint was removed in the final game.

Dingodile

  • A regular checkpoint trigger is used instead of a world crate.
Jul 19 Final
CrashTwinsanity-July19 Dingodile.png CrashTwinsanity Dingodile.png
  • The boss room has dark walls and lacks a lava pool around the platform. There is also acid under the platform floor, rather than lava.
  • There is no wall on the edges of the platform, making it float.
  • The structure in the ceiling is missing.
  • Dingodile has five health points. In the removed fifth phase, Dingodile will slowly follow your movements, alternating between spraying along the ground or higher up. He will then repeat the wall of fire attack three times, and finish off by repeating the fireball attack four times.
  • Respawning will make the small red platform that makes Cortex fly away reappear. It will fly off if Dingodile hits it with a charged up strong blast.
  • The tunnels leading back to Academy of Evil after the fight have no Wumpa fruits or rats, and the textures are different as well.
    • Just like the previous connector tunnels in the game, this one is also shorter.
    • The acid pool under the elevator is missing.

Classroom Chaos

  • A variation of the Academy of Evil theme without evil laughter is used throughout all segments. This theme went unused in the final game.
  • Purple rugs are missing from the round rooms. Instead, there is a yellow round rug that is part of the floor texture - which is still present in the final game under the new rug, but cannot be seen normally.
  • The default death animations are displayed when touching the acid pools.

Crash section

CrashTwinsanity-July19 ClassroomMonitorShadow.png
  • The stealth segments will trigger the River Rollerbrawl theme.
  • Gas pipes aren't triggered when Crash passes through them.
  • Most of the doors in the hallways segments reflect light through the small window.
  • The windows aren't blocked off, allowing you to see the level's skybox and other chunks of the level.
  • Hall Monitors have a large shadow.
    • There is no cooldown for the Hall Monitors before they start checking the halls after the cutscenes.
    • Hall Monitors take a longer time looking out for intruders. The animation is also different.
    • Furthermore, they look for intruders even when the player is out of range. In the final game, they will not play any animation until the stealth section actually starts or the player is in their range of vision.
    • Hall Monitors lack voice and flashlight sound effects, but make a tribesmen death sound upon dying.
CrashTwinsanity-July19 ClassroomChaosHiddenFloor.png
  • A static Wumpa fruit is placed under the floor at the beginning of the level.
  • There is a door before the first acid pool, which prevents the player from backtracking.
    • Additionally, it lacks proper collision when open.
  • The first checkpoint is missing.
  • The checkpoint crate after the first Hall Monitor is placed further behind.
  • The blackboard in the classroom has a smaller draw distance.
CrashTwinsanity-July19 ClassroomChaosCrashEnding.png
  • The checkpoint crate after the second Hall Monitor is also placed further behind.
  • The penguin statue at the end of the hallway was moved from the top of the locker to the left side of the scenery.
  • There is a door at the end of the hallway leading to the courtyard, which prevents the player from backtracking.
    • Additionally, it lacks proper collision when open.
  • The checkpoint crate after the courtyard is missing.
  • The rising acid pool doesn't instantly kill Crash. You can even stay alive under it, allowing Crash to access the hidden floor under the acid, which normally can't be reached in the final game.
    • It also starts at a lower level.
  • There are no lockers next to the final checkpoint.
  • The edge of the doors in the final classroom is made of iron crates.
  • The crates next to the crystal are missing.
  • Many objects and details are missing in the hallway leading to Cortex section, such as the big blockage of crates, clock, lockers, and gas pipes.

Cortex section

  • Crash's Aku Aku remains in the hallway after the cutscene ends.
  • Life crates have Crash's icon.
  • Vents are missing from the classrooms.
  • Two zombots are present in the first room.
  • Two static Wumpa fruits are placed mid-air in the first hallway containing locked crates.
  • Some crate layouts in the first scarab chase are different:
    • In the first hallway - the ammo crate is missing at the beginning. An Aku Aku crate is placed above the second iron crate. In the final game, this crate replaced the middle locked crate.
    • In the second hallway - an Aku Aku crate replaced the middle basic crate of the stack in the final game.
    • In the third long hallway - the ammo crate missing at the beginning. The ammo crate afterwards has a different rotation. At the end of the hallway, an Aku Aku crate replaced the middle basic crate of the stack, and a life crate replaced another one of the pair in the final game.
    • In the fourth hallway - an Aku Aku crate at the beginning was removed. A pair of Nitros on the right was also removed. At the end of the hallway, a stack of four Nitros was also removed.
    • In the final hallway - the ammo crate is missing at the beginning. An Aku Aku crate replaced the left locked crate in the final game.
Jul 19 Final
press ✕ + ◯ to perform a radial blast jump. press ✕ and ◯ to perform a
radial blast jump.
  • The radial blast jump tutorial prompt lacks the "and" word between the button icons. The message also lacks a line break.
    • It attempts to draw the "+" sign between the button icons, which is not rendered in-game.
  • A checkpoint crate in the first classroom is missing.
Jul 19 Final
CrashTwinsanity-July19 ClassroomCortexConnector.png CrashTwinsanity ClassroomCortexConnector.png
  • A small hallway with a zombot linking the first classroom to the first acid pool section is missing.
  • There are three zombots instead of two before the second acid pool.
  • The life crate at the end of the zigzag corridor is placed under the top crate.
  • Missing group of crates at the right after the third acid pool.
  • The TNT and Nitro crates covering the red gem have a dark shading.
  • In the second classroom, one of the books on the floor is placed behind a school desk.
Jul 19 Final
CrashTwinsanity-July19 ClassroomCortexConnector2.png CrashTwinsanity ClassroomCortexConnector2.png
  • A small hallway with two zombots linking the second classroom to the second world crate room is missing.
  • Crates are missing in the second world crate room.
  • Another two static Wumpa fruits are placed mid-air in the first hallway before the second scarab chase.
  • Some crate layouts in the second scarab chase are different:
    • In the first hallway - an Aku Aku crate is missing at the beginning. A life crate replaced the left locked crate of the stack in the final game.
    • In the second hallway - the ammo crate is missing at the beginning. A trio of TNTs on the right was removed.
    • In the third long hallway - the ammo crate is placed further to the right. An Aku Aku crate replaced the middle basic crate of the stack in the final game. The ammo crate is missing in the middle of the hallway.
    • In the fourth hallway - a par of Nitros on the right was removed. An Aku Aku crate replaced the right basic crate of the par in the final game.
    • In the final hallway - the ammo crate is missing at the beginning.
  • There is no door at the end of the final scarab chase segment.
  • The final janitor is misplaced, making it impossible to defeat him when ringing the bell.
  • The cutscene trigger range in Nina's dormitory is smaller.
  • Sound effects are missing in the dormitory cutscene.
  • The rug in Nina's dormitory features a bland design, rather than featuring Madame Amberley's face.

Rooftop Rampage

  • Cortex's Uka Uka remains in the dormitory after the cutscene ends.
  • The mist effect is more abundant.
  • The death boundary is missing throughout the level. As such, falling into the pit will result in Nina falling for a bit longer until she dies of fall damage.
  • Overall the level is mostly empty - almost all crates and Wumpas throughout the level are entirely missing.
Jul 19 Final
CrashTwinsanity-July19 RooftopRampageConnector.png CrashTwinsanity RooftopRampageConnector.png
  • The small hallway with a zombot linking Nina's dormitory to the level is missing. Instead, the exit leads straight to the level itself.
  • Due to a bug, if the player dies next to the second outdoor section but before reaching it, the door leading to it won't open anymore.
  • The camera during wall jump sections isn't locked.
  • Life crates have Crash's icon.
  • Like the previous level, purple rugs are missing from the round rooms.
  • Zombots are missing on the hallways.
  • Missing path of Wumpas at the beginning of the level.
  • There are no stacks of Nitros and boxes at the beginning.
Jul 19 Final
use ✕ + ◯ to jump, grab and reel in. use ✕ and ◯ to jump, grab and reel in.
  • The first tutorial prompt lacks the "and" word between the buttons icons.
    • It attempts to draw the "+" sign between the button icons, which is not rendered in-game.
  • There are no stacks of crates and TNTs in the first wall jump section.
  • Missing path of Wumpas before the bus cutscene.
  • A platform was removed in the weathervane with gargoyle rooftop.
  • There is no path of Wumpas in gargoyles jump two and three.
  • There is no stack of boxes in the second checkpoint area.
  • There is no path of Wumpas in the second wall jump.
  • There is no path of Wumpas in the gargoyle jump afterwards.
  • There is no row of iron crates with an iron arrow crate leading to a life crate before the blue gem.
  • There is no stack of Nitros and crates before the first chimney section.
  • There is no path of Wumpas in the chimney section.
  • In the first indoor hall, two sword ant drones appear instead of one, and the stack of crates on the right side are missing.
    • Another stack of crates is missing at the end of the hallway, and the furniture placement is different: there is a cabinet in the back wall, instead of a big bookshelf on the right wall and a small bookshelf in the back wall.
    • On the left turn leading to the round room, stacks of Nitros and crates with a wall clock in the middle are missing on the left side.
    • The round room is completely empty - no path of Wumpas, wall clocks, statues, lanterns, bookshelf, zombots or TNTs. In the hallway ahead, missing stack of explosives and zombots, plus the big empty cabinet was replaced by a small bookshelf.
    • In the final hallway, there are no ant drones in the path.
  • The checkpoint crate was moved down. Plus there is no path of Wumpas in the fifth gargoyle jump.
  • In the third wall jump, missing stack of crates on the right and path of Wumpas during the climb.
  • Missing checkpoint crate before the second chimney section - plus no path of Wumpas either to gargoyle jump.
  • Missing path of Wumpas in the seventh gargoyle jump.
  • No path of Wumpas in the third chimney section.
  • No stacks of crates in the second weathervane area. No path of Wumpas in the gargoyle jump afterwards.
  • A world crate in the second outdoor section is missing. An ant drone is present instead.
  • Inside the door, no crates at the beginning.
    • At the end of the hallway, there is a cabinet in the back wall, instead of a small bookshelf on the right wall and a big bookshelf in the back wall.
    • The round room is completely empty - no zombots, path of Wumpas, wall clocks, statues, bookshelves, or lantern.
    • Afterwards, there are no locker on the right side, and no stack of crates right ahead. The big bookshelf was also repaced by another two locker.
    • In the final hallway, no crates and ant drones in the path.
  • No path of Wumpas in gargoyle jump before the fourth wall jump. In the fourth wall jump, no crates and path of Wumpas during the climb.
  • Some buildings in the scenery were added/moved in the final game to prevent the previous chunk of the level from rendering in the distance.
Jul 19 Final
CrashTwinsanity-July19 RooftopRampageLongPlatform.png CrashTwinsanity RooftopRampageCratesPlatform.png
  • Checkpoint, crates and ! switch after the green gem are missing. Instead of having to activate crates to proceed, a longer platform is used here.
  • There are no crates in the ant spawn area before the fourth chimney section.
  • There is no path of Wumpas in the fourth chimney section.
  • There is no path of Wumpas in the gargoyle jump before fifth wall jump.
  • There is no path of Wumpas in the fifth wall jump climb.
CrashTwinsanity-July19 RooftopRampageMissingBuildings.png
  • There is no path of Wumpas in the fifth chimney section and gargoyle jump afterwards.
  • Checkpoint and stacks of Nitros and crates are missing.
  • There are four ant drones instead of three before the sixth chimney section.
  • A building is missing also in the background before the chimneys.
  • No path of Wumpas in the sixth chimney section.
  • No stack of crates afterwards.
  • No path of Wumpas in the following gargoyles jumps.
  • The world crate room is again completely empty just like the previous ones - no zombots, wall clock, lantern or bookshelf.
    • In the final hallway, there are no boxes.
  • The checkpoint before the bus chase was moved a bit further in the final game.
  • The camera when Nina falls into the pit in the bus chase segment and the short area afterwards is unlocked.
  • Some crate layouts in the bus chase are different:
    • The first stack of locked crates is full of Nitros at the edges. It was changed to an Aku Aku crate and basic crates in the final game.
    • There is a lot of TNTs and Nitros after the first detonator that were removed in the final game.
    • Right after the first bridge of crates, the small blockage of crates is filled of Nitros on the bottom, and two crates on the top left, one of them being an Aku Aku crate. In the final game, four Nitros in the bottom were replaced by basic crates, and the two crates on the top left were removed.
    • A life crate was replaced by an Aku Aku in the final game.
    • The second blockage is full of Nitros.
  • The checkpoint after the bus chase is missing.
  • The crates next to the outline iron arrow crates are missing.
  • No path of Wumpas in the following gargoyles jumps.
  • On the left turn leading to the round room, the lockers are missing.
  • The round room is completely empty - no wall clock, statues or bookshelf.
  • Uka Uka is present above Cortex's head before the ant cutscene.

Madame Amberley

  • Nina's Uka Uka remains in the room after the ant cutscene ends.
  • Ant drones' AI is broken and will not chase Cortex.
  • The wall clock is missing, the cabinet was replaced by two lockers, and a small bookshelf is missing.
  • Madame Amberley can be seen t-posing before entering the boss room.
  • A world crate is present before the boss arena. In the final game, the crate was moved to the rooftop of the Academy of Evil.
  • The camera is not set properly in this part, so it will erroneously face the opposite direction after reaching the world crate.
  • Two static hanging platforms are present on each side of the room. In the final game, there is only one each side, and both can move back and forward.
  • The music doesn't change when the battle starts.
  • Madame Amberley lacks a health bar.
  • There is an untextured shuttle object placed above the boss area, which is invisible in the final game.
  • The organ pipes make a different sound effect.
  • The electrical blasts play the unused pew sound effect.
  • Madame Amberley makes the chicken cluck sound effect when the player shoots the flying bells.
  • Madame Amberley won't scream after hitting the control box on her back.
  • When she falls after being defeated, a weird scream sound effect is used, most likely a placeholder.
  • The small corridor leading to the round room after the boss is empty.
  • The round room where Crash is located is also empty.
    • Cortex's Uka Uka remains in the room after the teleport cutscene ends.
  • A small hallway linking to the rooftop of the Academy of Evil is missing.

Twinsanity Island Hub

CrashTwinsanity-July19 TwinsanityIslandAirship.png
  • Iceberg Lab theme will keep playing.
  • There is no volcano ambience sound effect.
  • The audio is not synchronized in the Evil Crash cutscene.
    • The player has control of Crash during Cortex's teleport cutscene.
    • Uka Uka appears in the room after the cutscene ends.
  • The location shown on the pause screen erroneously shows up as the last level the player was, which normally is Iceberg Lab.
  • A world crate is missing in the balcony leading to Rock-Slide Rumble.
  • The platform is present, meaning it is possible to access the ground floor.
  • The boat is present at the bottom of the level, although it's not functional.
    • Additionally, the boat has a trigger far out of bounds, likely a leftover.
  • The platform leading to the upper lab interior will descend if the player approaches, allowing the player to enter the portal and skip straight to Ant Agony.
  • The chair is missing in the upper lab interior, and two more doors are present inside the room, although they do not open.
    • Behind these doors are leftovers of the warp rooms from the demo version, although the teleporters are not functional.
    • Normal footsteps sound effects are used rather than the metallic ones.
    • Behind the portal there is an open area leading to an unloaded chunk - getting close to it will attempt to load the outdoor section, which is inaccessible in the final game.
  • Cortex's airship is attached to the back balcony. Approaching it will trigger a teleportation, but it won't take you anywhere as there is no chunk link to teleport, softlocking the game. It's likely the airship was planned to take the player back to Iceberg Lab.
  • Going back from the balcony to the Psychetron room will reset the chunk, respawning Cortex and Nina actors as well.
    • It is possible to pick up Cortex if successfully avoiding the cutscene trigger.

Rock-Slide Rumble

  • The location shown on the pause screen erroneously shows up as Twinsanity Island, so all gems collected will not fill the Rock-Slide Rumble's gem slots.
  • Evil Crash has a different trail, similar to the particles worms make when moving through the dirt.
  • Evil Crash's path is not set properly, resulting in him teleporting in mid-air in specific sections.
  • The level music starts before entering the cutscene.
    • The music is also not muted during the intro cutscene.
  • Bandicoot Pursuit theme will start playing during the intro cutscene instead of N. Sanity Island's.
    • It continues to play throughout the game until the player dies.
  • The balcony fence is misplaced.
  • Checkpoints have no activation trigger.
  • The piles of crates throughout the level - especially the Nitro ones - are one crate short.
  • The tunnels blocked by TNT walls have more TNT crates.
  • The first checkpoint is placed further ahead.
  • The second checkpoint is missing.
  • A giant rock is missing at the of the long rail section.
  • A checkpoint crate is placed after the long rail, which was moved further ahead in the final game.
  • The crystal is missing.
  • The final cave leading to Twinsanity Island contains both a world crate and a checkpoint crate next to each other.
    • Respawning in any of these crates won't play any music at all.
    • Oftentimes, the game will assume Cortex is still paired to Crash, which means that if you die from any point onwards, Crash will always respawn teamed up - although since Cortex will not be loaded in certain levels such as Ant Agony, Crash will not be able to drop him, which results on his moves being limited, making him unable to complete the level.
  • The cutscene does not play as soon as you reach the cave - the trigger zone is further ahead instead. That means Cortex won't immediately detach from Crash and go away once the Humiliskate section ends, allowing you to pick him up and carry him for a bit until he teleports away.
    • Uka Uka will appear after the cutscene ends.
  • There are nine ant drones, including hover drones. Bore drones are missing, though.
  • The object placement is vastly different: there are less Nitros on each side, the pile of crates is placed in the right side, there is a stack of bounce crates in the first climb, and ant drones in the second and fifth climbs.
  • Respawning after a Game Over won't spawn Cortex in Humiliskate.
Jul 19 Final
CrashTwinsanity-July19 RockSlideGreenGem.png CrashTwinsanity RockSlideGreenGem.png
  • The green gem is placed mid-air on the first cliff.
Jul 19 Final
CrashTwinsanity-July19 RockSlideBlueGem.png CrashTwinsanity RockSlideBlueGem.png
  • The blue gem is also placed mid-air on the slope section.

Twinsanity Island

CrashTwinsanity-July19 TwinsanityIslandTunnel.png
  • The level features a strange echo in sound effects and voices.
  • Sand stepping particles are missing.
  • The Evil Twins fountain lacks a sound effect.
  • Bandicoot Pursuit chunk doesn't render properly in the background.
  • The path between Evil Crash's house and the tunnel is not blocked by rocks.
  • The tunnel linking to Ant Agony's entrance is shorter and has no crates.

Bandicoot Pursuit

CrashTwinsanity-July19 BandicootPursuitStart.png
  • The level features a strange echo in sound effects and voices.
  • The location shown on the pause screen erroneously shows up as Rock-Slide Rumble, so all gems collected will not fill the Bandicoot Pursuit's gem slots.
  • Amusingly, the level's theme that randomly plays in various sections of the other levels in this build does not play here.
  • The world crate is placed further ahead.
  • Checkpoints have no activation trigger.
  • You need to keep Cortex visible onscreen, otherwise he may die even if the path is clear at certain segments - such as landing ahead of the iron arrow crates.
  • Evil Crash is completely silent.
    • Evil Crash does not stop running and beat his chest when Cortex dies.
    • Evil Crash usually only swing his arms while running, while in the final game he also chases with his arms outstretched.
  • Arrow crates emit particles when Cortex lands on them.
CrashTwinsanity-July19 BandicootPursuitPlatform.png
  • A giant rock hiding the characters at the beginning of the level is missing.
    • The spawn positions of the characters are further to the left.
    • The rocks and tree trunk were moved.
  • The last row of activatable crates in the third chase segment are life crates instead.
  • The battleship is missing in the background in the third chase section.
  • The crystal and checkpoint crates at the end of the Doc-Amok sequence are missing.
  • The iron crate platform in the clear gem puzzle is made of ! switches. Triggering them won't activate anything, though.
  • The platform holding the energon sphere uses placeholder textures.
  • The level's geometry near the portal lacks proper collision.

Ant Agony

  • The camera shot on the stronghold entrance cutscene is zoomed out compared to the final game.
  • Crash and the objects such as crates use the default shading coloration.
  • The default death animation is used when touching the lava pool.
  • The level theme starts when inside of the level, rather than when approaching the gate.
  • Pink platforms are transparent purple.
    • Stationary ones also make a very quiet sound effect when stepped on.
  • Sequence platforms make a different sound effect as well.
  • The world crate is sunk into the ground.
  • Bore drones can pass through the active pink electric fence.
  • Crates and Wumpa fruits are missing in the volcanic corridor section.
  • The corridor after the lava pool section is missing a door.
  • The platform behind the fire drone is missing crates.
  • The piles of Nitro crates in the top path after the second moving pink platforms section are missing.
  • The structure on the left afterwards also lacks crates.
  • The force-field switch of the first ant drone horde is placed on the left side of the scenery.
  • The crystal is placed at the end of the last sequence platforms segment, rather than inside the hallway.
  • The segment afterwards is just a long empty corridor with a bunch of doors leading to the treasure room, followed by another small segment leading to the final boss area. The final puzzle is entirely missing instead.
    • The Bandicoot Pursuit theme will start playing afterwards until entering the final boss.
  • The treasure room lacks some details, such as pillars and red banners.
    • There is no invisible wall around the treasure objects.
    • Two Uka Uka masks appear in the room once the cutscene ends.

Evil Twins

  • There is no world crate before the boss battle - a regular checkpoint is used instead.
  • Deathbot lacks most sound effects.
  • The health bar during Cortex's phase is not set properly - a point will be taken for each plasma shoot.
  • Deathbot has three hit points intead of four in the third phase.
  • Also in the third phase, the forcefield covering Deathbot is absent - instead, a small shield briefly appears after Deathbot's sword attacks.
  • Mecha is immune to Deathbot's attacks.
    • Mecha can automatically hit Deathbot by simply standing next to it.
  • Mecha's ammo does not reload constantly unlike Cortex's, thus it is limited to the default 15 shoots.
  • There is no cutscene of Mecha finishing up the work and the Evil Twins running away.
  • Defeating the Evil Twins will always result in a Game Over, regardless how many lives you have. A fitting end.
    • Selecting Continue will return to the beginning of Ant Agony.

Scripts

There are some scripts that are not present in the final game. Most of the unique ones are used in this build.

CRASH_SPECIAL_EFFECTS

The punch attack from the demo version.

COOPCHECKPOINTCRATE

A leftover crate for the scrapped co-op mode.

CORTEX_HOVER_SHOT

It uses the same script pack as Mecha's rockets in the boss fight.

COM_MECHA_BOSS_INTRO_CS_SKIP

A leftover of the cutscene skipping feature.

RHINO_PIRATE_SHOT

The bombs dropped into the waterwheels in Cavern Catastrophe.

COM_ICE_PLATFORM_JUMPED_ON

A script found in Ice Climb, most likely related to the behavior of the ice platforms, which will sink the more the player jumps in this version.

COM_UKA_ICE_MONSTER_SNOWBALL_SPUN

The scrapped feature where you can deflect Uka Uka's snowball attacks.

COM_MANHOLE_COVER_DEFAULT

A script found in the transition chunk after Dingodile battle - the functionality is currently unknown.

COM_CORTEX_FOLLOW_MANAGER_SKIP

A script found in Bandicoot Pursuit - the functionality is currently unknown.

COM_CORTEX_SHOW_PROGRESSION_SKIP

A script found in the final boss fight - the functionality is currently unknown.

COM_MECHABANDICOOT_DEFAULT
COM_MECHAB_SPIN_PHASE
COM_MECHAB_SLIDE_PHASE
COM_MECHAB_SLAM_PHASE
COM_MECHAB_SPIN_CYCLE
COM_MECHAB_SHAKE_GROUND
COM_MECHAB_FLYBY
COM_MECHAB_ADD_FX
COM_MECHAB_APPEAR
COM_MECHAB_STRAFE_CYCLE

The Mecha Bandicoot's scripts for the final boss fight, which includes the scrapped chainsaw and strafe moves.

Unused Content

Developer Texture

CrashTwinsanity-July19 KnowWhatIMeanTexture.png

An image of a man's head with an interrogation mark over his forehead with the description "Know what I mean".

Level Select

CrashTwinsanity-July19 LevelSelect.png

Through hacks, the level select option can be re-enabled in the main menu. The final game still contains the strings in the Startup directory, although the menu functionality is absent. The available options are:

nsanity isle and jungle bungle
mechabandicoot miniboss
cavern catastrophe
totem hokum
tiki-head boss
earth to ice transition
iceberg lab and ice climb
uka uka miniboss
slip-slide icecapades
high-seas hi-jinks
henchmania boss
ice to school transition
academy of evil
boiler room doom
dingodile miniboss
crash classroom chaos
cortex classroom chaos
rooftop rampage
madame amberley boss
twinsanity island hub
rock slide rumble
bandicoot pursuit
ant agony
final boss

Earlier Rooftop Rampage

An unused chunk file inside the level directory titled GPA01 is an earlier version of Rooftop Rampage featuring the first three outdoors areas before they got cut into 3 chunks and split with connector tunnels. It is mostly similar to the current version, although it does contain even more differences.

  • Due to the chunk being too big to place objects, this layout is even more empty, with barely no crates, Wumpa fruits, rats or ant drones.
  • Uka Uka's object is missing, thus he will not appear physically throughout the level.
  • The world crate is placed in front of Nina's dormitory.
  • The first checkpoint is placed together with the first detonator.
  • The ! crate activates an Aku Aku crate instead of a detonator.
  • The purple gem is placed under a gargoyle, instead of jumping on the iron arrow crate underneath it straight up ahead. It is also switched with the green gem.

Credits

Even though there is still no credits at this point, a very primitive list can already be found in the Credits directory.

travellers tales Oxford studio is:
 
chris abedelmassieh
richard baxter
jaqui bursnall
nicola cavalla
james clark
scott evans
jon evripiotis
simon forster
juan vicente ramirez garcia
paul gardner
nic ho chee
simon jaques
neall jones
matt lewis
john mccann
girish mekwan
jason millson
ian moir
steve oldacre
kevin pimm
dave pollard
steve riding
david robinson
parvinder singh
kingsley stephens
andy tate
daniel tonkin
kaz wanelik
alex waterston
keith webb
 
 
 
 
 
 
 
 
 
 
vu games:
 
kirk scott
chris wilson
 
 
 
 
 
 
 
 
 
 
special thanks:
dax - we'd have never done~it with him.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
crash bandicoot will return...