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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.

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.

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 as part of Project Deluge, a big prototype release hosted by the folks over at Hidden Palace. If you thought the final game was unstable enough, this build reaches another level of instability.

General Differences

  • Most of the FMV cutscenes are unfinished.
  • Vivendi Universal and Traveller's Tales screens can't be skipped.
  • Traveller's Tales screen has a dark background.
  • The intro sequence before the title screen is incomplete - in particular, the water takes a moment to appear, and many of the trees in the distance are missing.
  • An old game trailer will play instead of the attract demo. The trailer is identical to the first one, except there is no narration.
  • Wrning messages don't feature fading transitions in the menus.
  • The autosave indicator shows a disc icon instead of a world in a sign pointing down.
  • The timer icon is different.
  • Most of the checkpoints have no activation triggers.
  • Playing any video in the Extras menu will resume the level's theme inside the pause menu after it ends.
  • 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.
  • Cortex has only one idle animation: stretching his back.
  • Nina has no idle animations at all.
  • The life pickup visual is Aku Aku.
  • The life icon doesn't wobble in the pause menu.
  • Collecting 100 Wumpas animates a life icon to fly from one side to another, similar to the previous games.
  • The life counter is fixed to the right side of the screen.
  • The life counter also animates when you respawn after dying from a high place, except if the counter is on-screen during the fadeout.
  • The particles around the crystal icon that appears on-screen upon collecting it are different.
  • 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 consider you have "negative" lives, as the next life you get won't increase the counter, only the following one. That means you always have an extra attempt everytime you fall from a high place if the life counter is zero.
  • The player blinks during the mask invincibility form.
  • Mask invincibility can protect the player from TNT and Nitro explosions.
  • The player is invulnerable to TNT and Nitros explosions during the invincibility frames.
  • Bombs emit a weird particle when approaching them.
  • Respawning doesn't pause the game while the game fades out.
  • Cortex can perform idle animations while linked to Crash.
  • Cortex has a mask protection during Doc-Amok chases, so he won't instantly die if touching a hazard once, unless if it's a Nitro.
  • Dying by a mantrap erroneously displays the explosion death animation instead.
  • Cortex doesn't change his facial expressions when he falls down on his back and dies.
  • Rollerbrawl - green particles spawn when spawning/switching to it.
  • Humiliskate - green particles spawn when spawning/switching to it. No sound effects for sliding or grinding, and no snow particle effects.
  • Aku Aku won't physically appear when respawning in Rollerbrawl or Humiliskate forms.
  • Dying by TNT or Nitros explosions during Humiliskate form will take two lives.
  • If Cortex dies while he isn't controlled by the player, the player will also lose a life. That means if both Crash and Cortex die at the same time and their death animations finish before the fadeout, the game will take two lives instead.
  • The Crash + Cortex pair doesn't automatically spin 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.
  • Cortex's and Nina's Uka Uka eyes and lips are erroneously rendered on his back.
  • Cortex's ammo is visible during boss fights.
  • Cortex's running away animation is different.
  • There is a longer delay before you can move after using Nina's robotic arm punch.
  • Nina's robotic arm punch appearance is buggy.
  • Nina's spin and robotic arm lack sound effects.
  • If the player or another character has a mask and you unpause the game during a cutscene, their masks will be visible for a brief second.
  • The mask of a player character that is not currently playable will sometimes be visible after a cutscene ends.
  • When respawning after a Game Over, the player spawns with as many lives at they had when they opened the last world crate.
  • Zombots are brighter.
  • 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 soft-locks the game, as if waiting for something in the cutscene to play out.

Level Differences

N. Sanity Beach

  • Sand stepping particles are missing.
  • Seagulls feature hitboxes.

Section One

  • The title screen logo is still visible in the distance.
  • The checkpoint has no activation trigger.
  • The cutscene leading to Jungle Bungle lacks the footsteps sound effect and fades out at the end.
  • A number of gems are in different locations:
    • 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.
    • 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.
    • 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.
  • 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

  • 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 Bandicoot Pursuit theme will play next to the Cavern Catastrophe's exit.
  • Green and purple gems reappear, even though they were also present in the Section One.
  • The worm that can be bounced on as a shortcut up to Farmer Ernest's farm is missing. Instead, there is a higher ground.
  • Farmer Ernest starts talking immediately when the cutscene starts instead of having an overview of the farm before the characters start talking.
    • The crystal icon does not show up on-screen and isn't added to the inventory.
  • Wumpa trees lack collision on the leaves.
  • Backtracking from the Iceberg Lab will keep playing its theme in the area.
  • The boat won't appear in the dock when backtracking. It's actually placed inside the water, but even if reaching it, it's not functional. That means the only way to return to Iceberg Lab is taking the other boat at the end of the hub after Tikimon's boss fight.
Tikimon
  • The healthbar appears on-screen only after Cortex is thrown into Tiki's mouth.
  • The tutorial prompt lacks a line break.

Section Three

  • The yellow gem reappears, even though it's present in the Section One.

Jungle Bungle

  • A number of cutscenes have small changes.
    • Cortex seems to have a strange echo in his voice in N. Sanity Island and Jungle Bungle.
    • 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 red 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 tunnel entrance has extra 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 stand animation is static.
  • A world crate and a life crate are missing before the boss arena.
  • A number of gems are in different locations:
    • The yellow gem near Crash's house would normally count towards the Jungle Bungle gems, but in this version it's included within the N. Sanity Island gems instead, meaning the level has two yellow gems. Both yellow gems unlock the same content in the extras menu, and light up the same symbol in the gems list.
    • 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 light up the same symbol in the gems list.

Cortex & Mecha Bandicoot

  • The Bandicoot Pursuit theme is used.
  • The boss arena is not surrounded by spikes.
  • The invisible checkpoint 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 when the battle starts.
  • There is no boss healthbar 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 retail build when he has 1 health unit 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 build is used during the Mecha Bandicoot phase of the fight in this build.
  • Destroying Mecha's chainsaw will show a fire on the missile.
  • Destroying Mecha's rocket launcher will show a fire on the back.
  • Destroying Mecha's nose will show a fire on the head.
  • A scrapped sound effect is heard in the final cutscene before it falls down to the cavern.
  • The hoverboard cutscene lacks sound effects.
  • In the cutscene after the battle, 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

  • The crashed hoverboard is missing from the intro cutscene.
  • The camera paths in 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.
  • Cortex falls down during Crash and Cortex's falling animation.
  • Red cranks emit a noise sound effect that doesn't happen in the final game.
  • Falling off a great height while in Rollerbrawl form will flatten Crash and Cortex and you will lose a life.
  • 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, and while the Ant Drill is being unburied.
  • The crystal icon does not show up on-screen and isn't added to the inventory.
  • The Ant's Drill section lacks Aku Aku crates. Two life crates are also missing behind the red crank.
  • In the final Ant Drill cutscene, the Ant Drill sound effect is missing again, a red smoke effect appears when the drill is returning to the ground, and Crash and Cortex are lacking facial expressions. Cortex's head also isn't facing properly while he is walking away from Crash.
  • The "Spin into Cortex to steal the crystal." prompt appears during the cutscene.
  • The player doesn't automatically turn into Crash + Cortex when reaching the checkpoint.
  • Different crate layout after the last Rollerbrawl section. 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 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.
  • The crate wall 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 through the level instead.

Totem Hokum

Doc-Amok

  • The world crate is placed next to Cortex.
  • The intro lacks Cortex's audio. An error sound effect also present in the final build will play when the cutscene starts instead.
  • The bee's buzzing sound effect is much louder and plays earlier in the cutscene.
  • 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 box is missing, right before the green gem.
  • Some trees are missing in the bear house area.
  • Various sound effects are missing, including when Cortex runs into Papu Papu's stomach following the Doc Amok segment.
  • Touching Cortex with the beehive on his head won't hurt Crash.
  • Cortex's screaming sound effects play until the second phase.
  • The beehive pops out once the bear shows up.
  • Bees and beehive stay behind after cutscenes of second and third phases are triggered.
  • The last spike weight before the final cutscene is missing.
  • The final cutscene lacks any sound effects.
  • The tunnel leading to the next section plays the Doc-Amok theme. Dying will fix it.

River Rollerbrawl

  • The music changes after the cutscene.
  • If a watchman spot Crash while drowning, Crash will stand on water while being hit by the spears.
  • The last section uses a boatman. In the final game, he was replaced by two mantraps.
  • Interestingly, if you get spotted by a watchman and then gets hit by a boar, Crash will die anyway. In the final game, Crash can escape the death barrier.

Worm Chase

  • The hall leading to the village entrance is shorter.
  • There are no crates before the village entrance.
  • N. Sanity Beach theme is used.
  • Papu is 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 were missing.
  • In the chase section, the huts where spear tribesmen come from and stake gates in checkpoints are missing.
  • The music changes to River Rollerbrawl after the second checkpoint.
  • A big rock is missing in the left side, at the end of the chase section.
  • The tunnel leading to Farmer Ernest is smaller.

Iceberg Lab

  • The world crate at the bottom has no activation trigger.
  • The shortcut leading to High Seas Hi-Jinks is made of a bridge of iron crates, with a ! switch in the other side.
  • The upper lab interior has the instant-open type door instead of the streaming one like the lower lab.
  • The path to the airship is always unlocked and has a checkpoint.
  • There is no floor transparency inside the Psychetron room.
  • The chair is misplaced, and the dirigible painting is missing.
  • No checkpoint in the balcony leading to Slip Slide Icecapades.
  • The bottom platform leading to the balcony is placed at the top by default. The platform will automatically go down upon Crash approaches the stand after returning to the level for the second time.
  • In the crystal cutscene, a lot of sound effects are missing, such as when Coco kicks Cortex, and the Psychetron sounds. Since the dirigible painting is missing, it shows 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 location on the pause screen during the segment where the Evil Twins invade Cortex's airship en route to the Academy of Evil erroneously displays as N. Sanity Island.
  • The clear gem is missing, although its puzzle is already present, but it's empty.

Ice Climb

  • There is no metal door before the penguin cutscene.
  • During the penguin cutscene, the penguins are silent, there is no Cortex's ammo sound effect, the plasma blast around the penguin is missing, the penguin doesn't despawn during the cutscene, and the sound effect of the penguins going away are also absent.
  • The checkpoint has no activation trigger.
  • Crash doesn't pick up Cortex after the penguin cutscene automatically.
  • The wall behind the last checkpoint before the boss battle isn't covering the bottom and lacks collision.
  • Throwing Cortex next to Uka Uka's ice and not picking him, he will teleport to inside the battle arena, softlocking the game.

Uka Uka

  • Missing kissing and Uka Uka rotating sound effects in the cutscene.
  • You can deflect Uka Uka's snowball attacks by spinning on them.
  • You can move Crash during Cortex's cutscene.
  • The connector tunnel leading to Iceberg Lab is way shorter and doesn't feature objects and puzzles on it.

Slip Slide Icecapades

  • Iceberg Lab theme is not muted during the intro cutscene.
  • There is no sound for sliding and grinding while Humiliskating.
  • 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 electrical fences section.
  • The chicken coop cutscene takes way long to end due to the slow camera transition, and lacks sound effects and voices.
    • The building lacks doors, so the house interior is also visible.
  • The rail before the second hut cutscene cannot be ridden all the way.
  • The final cutscene lacks Cortex's audio and his snow shape.
  • A number of gems are in different locations:
    • 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.

High Seas Hi-Jinks

  • The world crate has no activation trigger.
  • The connector tunnel leading back to Iceberg Lab is way shorter.
  • Dingodile's house will be intact if the player respawns.
  • The music cue is set at end of Humiliskate - this means that if Crash dies and respawns at the world crate, the music won't play at all.
  • 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.
  • A checkpoint crate is missing in the first large rocket room.
  • Another checkpoint crate is missing in the spinning palettes room.
  • The spinning palettes lack a target texture on them.
  • In the large turning platforms room, the checkpoint crate is placed in the upper floor, the small square platforms are missing, and the elevator platform at the end of the section doesn't go down until the ground.
  • In the second large rocket room, there is a lot of box and object placement differences:
    • The checkpoint crate is sunk into the ground.
    • In first floor, 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
    • On the bottom left room, the Nitro crate is missing from the stack, the floating Aku Aku crate is placed higher, two extra bounce boxes 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 room, two rats are stuck on top of the rocket decoration.
    • 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 useless.
    • Rats from floating platforms always fall down into the hole.
    • In the top right room, a rat is missing and the other one is stuck on top of the rocket decoration.
    • In the bottom right room, 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.
  • The Bandicoot Pursuit theme plays in the rising platform before fighting N. Gin.
  • The rising platform is smaller.
  • The crystal is missing.
  • Aku Aku can protect Crash from TNT explosions throw by N. Gin during the fight.
  • The location shown on the pause screen when fighting N. Gin erroneously shows up as N. Sanity Island.
  • Rusty Walrus has a tendency to run off-path, occasionally moving backwards or even disappearing entirely.
  • The music cue during the Rusty Walrus chase sequence 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.
  • Touching Rusty Walrus won't instantly kill Crash.
  • The doorways broken during the chase lack a sound effect.
  • A number of gems are in different locations:
    • 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.

Henchmania

  • The camera shots on the cutscene where N. Gin lands on a series of TNT crates are zoomed out compared to the final build, and aren't configured correctly as they initially zoom in on Crash's back.
  • 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.
  • Dying during the boss fight, players can briefly see N. Brio & N. Tropy t-posing on the platform before the cutscene plays.
  • The healthbar will keep two points remaining even if N. Tropy has 1 health left.

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. The lip sync is also unsynchronized.
  • Wumpa fruits are missing.
  • There is a janitor enemy on the lower balcony.
  • A world crate is missing on the rooftop.
  • The floating platform leading to the rooftop is always unlocked.
  • Crates around the rooftop are missing.
  • The platform leading to Cortex's airship is the same one used on Iceberg Lab. It's also always unlocked.
  • A number of gems are in different locations:
    • 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. Jump on the TNTs to collect it. Normally, the gem would be located near the floating platform.
    • 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.
    • 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 enemey is protecting the gem area and will attack if the player approaches.
    • 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.
    • 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.
    • 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

  • The transition from the Academy's basement to the level itself is just the first corridor. Rats are also missing.
    • The wall textures and objects are different.
  • There is no world crate, a normal checkpoint is used instead.
  • The extending bridge has different visuals.
  • The turning platforms lack sound effect.
  • Crash can enter inside pipes and machines.
  • In some segments, the level has issues rendering some effects, like Cortex's plasma blast, enemy despawn, and Aku Aku sparkles.
  • At the end of the first segment of the rotating platforms room, there is a misplaced acid pool texture before the door.
  • Two dark bats are present on the right, but they don't interact with the player.
  • Crash doesn't automatically pick up Cortex regardless where he is at this section.
  • Before the fourth checkpoint, another acid pool is misplaced.
  • Farmer Ernest's dialogue will erroneously start playing at the final pipe puzzle section of the level. The game thinks it's "Music" so it will loop. It will stop playing when going back to the previous section or when reaching Dingodile.
  • The crystal is missing.

Dingodile

  • A checkpoint crate is used instead of a world crate.
  • The boss room has dark walls and lacks a lava pool around the platform. There is also acid under the platform floor, instead of lava.
  • There is no wall on the edges covering the platform, making it float.
  • 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'll then repeat the wall of fire attack three times. He'll finish off the attack pattern 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 final section after defeating the boss has different wall textures and lacks crates, Wumpa fruits and rats.
  • If you enter the boss intro or defeat cutscenes while sliding, Crash will softlock. The acid pool under the elevator is also missing.

Classroom Chaos

  • A variation of the Academy of Evil theme without evil laughter is used in all sections. The theme went unused in the final game.
  • The normal death animations are used when touching the green acid pools.

Crash section

  • A static Wumpa fruit is placed under the floor at the beginning of the level.
  • Gas pipes aren't triggered when Crash passes through them.
  • Hall Monitors have a large shadow.
  • The stealth segments will trigger the River Rollerbrawl theme.
  • Hall Monitors take a longer time looking out for intruders. Their animation is also different.
  • Hall Monitors lack voice and flashlight sound effects, but make a tribesmen death sound upon dying.
  • A checkpoint crate is missing right after the second Hall Monitor section.
  • The rising acid pool doesn't instantly kill Crash. You can even stay alive under it.
  • The edge of the doors in the crystal room is made of iron crates.
  • The blockage of crates and gas pipes before Cortex's cutscene is missing.

Cortex section

  • Carpet textures are missing in round rooms.
  • Life crates have Crash's icon.
  • Two zombots are present at the beginning of Cortex's section.
  • Two static Wumpas are placed mid-air in the first hallway containing locked crates, and in the first hallway before the second scarab chase.
  • 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, the 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. 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 par in the final game.
    • In the fourth hallway - an Aku Aku crate at the beginning was removed. A par 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.
  • The radial blast jump tutorial prompt lacks the "and" word between the X and Circle button icons. The message also lacks a line break.
  • A checkpoint crate in the first classroom is missing.
  • Vents are missing from the classrooms.
  • 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.
  • 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.
  • 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.
  • The final janitor is misplaced, making it impossible to defeat him when ringing the bell.
  • The cutscene trigger range in Nina's bedroom is smaller.
  • Sound effects are missing in the cutscene.

Rooftop Rampage

  • The small hallway with a zombot linking Nina's bedroom to the level is missing. Instead, the exit leads straight to the level itself.
  • It's the most barebones level so far. Almost all boxes and Wumpas through the level are entirely missing.
  • 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.
  • Zombots are missing on the hallways.
  • The camera during wall jump sections isn't locked.
  • Grappling hooks lack a sound effect.
  • Carpet textures are missing in round rooms.
  • Life crates have Crash's icon.
  • Missing wumpa paths at the beginning of the level.
  • There are no stacks of Nitros and boxes at the beginning.
  • The first tutorial prompt lacks the "and" word between the X and Circle buttons icons.
  • There are no stacks of boxes 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.
  • Missing path of Wumpas in gargoyles jump two and three.
  • Missing stack of boxes in the second checkpoint area.
  • Missing path of Wumpas in the second wall jump.
  • Missing path of Wumpas in the gargoyle jump afterwards.
  • Missing stack of iron boxes with an iron arrow crate leading to a life box before the blue gem.
  • Missing stack of Nitros and boxes before the first chimney section.
  • Missing path of Wumpas in the chimney section.
  • In the first indoor hall, two sword ants appear instead of one, plus missing stack of boxes on the right side.
  • Another stack of boxes is missing at the end of the hallway, and the object 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 a room, stacks of Nitros and crates with a wall clock in the middle are missing on the left side. The main room is completely empty, no Wumpa paths, wall clocks, statues, lanterns, bookshelf, zombots or TNTs. In the hallway aheawayd, missing stack of explosives and zombots, plus the big empty cabinet was replaced by a small bookshelf. In the final hallway, there are no ants 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 boxes 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 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 main room is completely empty, no zombots, wumpa paths, wall clocks, status, bookshelves, 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 ants 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.
  • Checkpoint, crates and ! switch after the green gem are missing. Instead of having to activate crates to proceed, a longer platform is used here.
  • Missing boxes in the ant area before the fourth chimney section.
  • Missing path of Wumpas in the fourth chimney section.
  • Missing path of Wumpas in the gargoyle jump befhe fifth wall jump.
  • Missing path of Wumpas in the fifth wall jump climb.
  • Missing path of Wumpas in the fifth chimney section and gargoyle jump afterwards.
  • Checkpoint and stacks of Nitros and crates are missing.
  • There are four ants instead of three.
  • A building is missing in the background, before the sixth chimney section.
  • 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 emprty just like the previous ones - no zombots, wall clock, lantern and bookshelf.
  • In the final hallway, there are no boxes.
  • The checkpoint before the bus chase was moved a bit further in the final game.
  • 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 boxes in the final game.
    • There is a lot of TNTs and Nitros after the detonator that were removed in the final game.
    • Right after the first bridge of crates, the small blockage of boxes 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 boxes, 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 with the activable iron arrow crates are missing.
  • No path of Wumpas in the following gargoyles jumps.
  • On the left turn leading to the main room, the lockers are missing.
  • The main room is completely empty - no wall clock, statues and bookshelf.

Madame Amberley

  • After the cutscene, Cortex doesn't spawn facing the ants.
  • The wall clock is missing, the cabinet was replaced by two lockers, and a small bookshelf is missing.
  • A world crate is present before the battle 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.
  • Madame Amberley lacks a healthbar.
  • The organ pipes have a different sound effect.
  • The electrical blasts use a placeholder sound effect.
  • Shooting the flying bells will play a chicken sound effect.
  • 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.

Twinsanity Island Hub

  • The location shown on the pause screen erroneously shows up as the last level the player was, which normally is Iceberg Lab.
  • You can move Crash during Cortex's cutscene.
  • Iceberg Lab theme will keep playing.
  • A world crate is missing in the balcony leading to Rock-Slide Rumble.
  • The elevator is present, so it's possible to access the ground floor.
  • The boat is present at the bottom of the level, but it's not functional.
  • The platform leading to the upper lab interior will descend if the player approaches.
  • The chair is missing in the upper lab interior, and two more doors are present inside the room, although inaccessible. Behind these doors are leftovers of the warp rooms from the demo version, although the teleporters aren't functional.
  • Approaching the teleporter will automatically transport the player.
  • Cortex's airship is also present. Approaching it will trigger a teleportation, but it won't take you anywhere, instead it shows a black screen but pausing and unpausing the game will show you to the end of the water and keep you stuck on there, where you can move the camera too. It's believed the airship was planned to backtrack to Iceberg Lab.

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.
  • Bandicoot Pursuit theme will start playing during the intro cutscene instead of N. Sanity Island's.
  • The level music is not muted during the intro cutscene.
  • The world crate has no activation trigger.
  • The tunnels blocked by TNT walls have more TNT crates.
  • The final cave leading to Twinsanity Island contains both a world crate and a checkpoint crate next to each other.
  • If Crash dies and respawns at one of these crates, the music won't play at all.
  • Cortex won't immediately detach from Crash and go away once the Humiliskate section ends. Instead, you can pick up Cortex and carry him for a bit until he goes away.
  • There are way more ant drones, including ant soldiers. Ant drillers are missing, though.
  • Respawning after a Game Over won't spawn Cortex in Humiliskate.
  • A number of gems are in different locations:
    • The green gem is placed mid-air on the first cliff.
    • The blue gem is also placed mid-air on the slope section.

Twinsanity Island

  • The path between Evil Crash's house and the tunnel isn't blocked by rocks.
  • The tunnel linking Ant Agony's entrance to the level is very short.

Bandicoot Pursuit

  • 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.
  • Ironically, the level's theme that randomly plays in other levels in this build doesn't play here.
  • You need to keep Cortex on-screen, otherwise he may die even if the path is clear.
  • Evil Crash is silent.
  • Evil Crash doesn't taunt when Cortex dies.
  • There is no checkpoint crate at the end of the chase section.
  • The iron crate platform in the clear gem puzzle is made of ! switches. Triggering them won't activate anything, though.
  • The platform holding the explosive ball uses placeholder textures.

Ant Agony

  • The world crate is sunk into the ground.
  • 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 Flamer is missing crates.
  • The normal death animation is used when touching the lava pool.
  • The temporarily pink platforms are transparent purple.
  • The pile of Nitros are missing.
  • The force-field switch is placed on the left side of the scenario.

Evil Twins

  • There is no world crate before the boss battle, a normal checkpoint is used instead.
  • Deathbot lacks most sound effects.
  • The healthbar during Cortex's phase doesn't work properly. A point will be taken for each plasma shoot.
  • Crash is not present inside Mecha Bandicoot.
  • Mecha Bandicoot 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 the robot.
  • Mecha's weapons are not present.
  • Deathbot's attack can't hurt Mecha.
  • Mecha's ammo is limited to 15 shoots.
  • There is no cutscene of Mecha finishing up the work and the Evil Twins running away.
  • Defeating the Evil Twins will always lead to a Game Over screen, no matter how many lives you have.
    • Selecting Continue will return to the beginning of Ant Agony.

Gem Galleries

Blue Gem Extras

  • The 3D artworks of the bosses are missing, so duplicates of drawings are used as placeholders.
  • Most of the drawings are unfinished.

Clear Gem Extras

The content is switched with the purple gem. It holds concept arts instead of movies.

Green Gem Extras

  • Some galleries are missing the sketches.
  • The 16th gallery features a scrapped concept art of an ice-themed version of the ant enemy.

Purple Gem Extras

The content is switched with the clear gem. It holds movies instead of concept arts.

Red Gem Extras

Iceberg Lab and Ice Climb storyboards are switched.

Yellow Gem Extras

The box art mock-up on the 5th Unseen contains the PlayStation 2 text on the top.

Unused Content

Level Select

Through hacks, the level select option can be re-enabled in the main menu. 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 folder called GPA01 is an earlier version of Rooftop Rampage containing the first three outdoors areas before they got cut into 3 chunks and split with connector tunnels. This version is mostly similar to the final level, although it does contain some extra differences.

  • Just like the current level in this build, this version also lacks even more objects, such as crates, wumpas, plus rats and ants.
  • The world crate is placed in front of Nina's bedroom.
  • Uka Uka won't appear physically during the level, but it can still protect Nina.
  • The first checkpoint is placed together with the first detonator.
  • The ! crate activates a mask 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's also switched with the green gem.