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User talk:ManDude
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Hang 'Em High
You say there's no NTSC-J Hang 'Em High demo? I didn't mean the Preview Disc with Warp Room 1, there's NTSC-J demo disc containing playable demos of Orient Express[1] and Hang 'Em High[2]. --Psxdriverplayer (talk) 09:32, 28 December 2016 (EST)
Bounce crates
So I noticed your edit summary here, but this thing here started to bother me: "break on the 9th bounce". I recall only one crate that didn't require 10 bounces for it to break (thus it won't leave the last fruit in the air when broken) and that's the one under the "!" crate in The Lost City, taking 8 bounces if I recall. I recall pretty much all of them taking 10 bounces. And I recently played all three versions of the game to 100%. There's something going on. (And in this E3 beta, all of them give 9 Wumpas but need 10 bounces to break them (I recall this being in the older prototype too). Odd.)--Psxdriverplayer (talk) 05:46, 28 July 2017 (EDT)
Re: re Bounce crates
You play mainly PAL versions too? I have the PAL version myself, and when I feel like bouncing on those crates, they take the usual 10 bounces. Something must be going on here. (I bothered to boot the game to N. Sanity Beach just to notice that 10 bounces happened.) (I must admit that I own the Platinum disc, but the disc is still dated 1996-02-29.) --Psxdriverplayer (talk) 15:09, 1 August 2017 (EDT)
Making Crash 1's palette not look like clown barf
Hey, I just got started using PVV, and there seems to be no escape from the dreaded clown barf palette. However, I noticed there is a feature in PVV that allows you to use a .pal file to correct the palettes. Any idea where I can find said palettes? --Ernesdo (talk) 19:26, 9 August 2017 (EDT)
Stabika here. Relatively new. Don't know how to talk, so I'm editing your page Understandable about that orange gem thing. Sent Aversatrix on a quest to see if he can find it in the beta or any other prototypes. Figured it would be correct, considering a mysterious 6th colour gem that appears at the end of the Extra items glitch. Plus there are two clear gem boards, so I thought that one of them could be orange. Since both of those appear to be related to a missing file, I decided to add it to the wiki, also considering that Bear Down slot with bad lighting. Lighting does look fishy, but it had the other five as well, with bad lighting. Regards Stabika.
Crash 3 Demo Time Trial
Hello. I saw that you put some infos regarding the Crash 3 demo inside Spyro 1 a few years ago. I would like to know how you managed to access the time trial mode? --GDias (talk) 17:58, 9 March 2019 (EST)
- Actually, I saw that you loaded it in the final version by replacing the data. I have a modified ISO too, however I would like to know how to do it without loading it via Crash 3 ISO. --GDias (talk) 21:04, 9 March 2019 (EST)
Crash map
Hi with File:Crash1-UnusedMap-3MapP.png, if you are assembling this with screenshots, you should be able hack memory coordinates to get the entire image. This is true for almost any game, such as what I did with Golden_Axe_II_(Genesis)#Unused_textures.--Robossnik (talk) 00:08, 28 September 2020 (UTC)
re: Sourcing information
Hello, Most of my information (the Crash Bandicoot 1 prototype pages) comes from the reproduction of the May 1995 prod. bible (Crash Bandicoot: How Willy the Wombat Sparked Marsupial Mania) that includes some bonus things made after it like the level lists. I have the physical book - not a PDF - so if you would like to see screenshots of it then please add me on Discord or the like and ask me for what pages you want to see so that I can send them. Also if you want to see where I got information like "Rings of Power"'s theme originally being a jet-ski level demo track in Crash Warped then ask me for that on Discord aswell. --PHlL_EGGTREE (talk) 13:14, 1 September 2024 (MST)
Crash Bandicoot Warped - Bye Bye Blimps playable demo feature
You commented that section out because it's conjecture. I'm here to present some evidences that may help shed some light on this topic.
We can rule out the possibility of it being a bug, as that feature is enabled in "SCUS 942.44" (1998 10 9), disabled in "PAPX 900.70" (1998 10 21) and enabled again in "SCPS 100.73" (1998 12 17). This most likely means the developers wrote that as a feature rather than a bug. It's probable that they tested that feature only while in debug mode, also because it takes a long time to reach that demo even by pressing R2 to skip the demo wait time, so testing if that feature could only work in debug mode would've taken a long time and they knew players wouldn't have found it out that easily either way.