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Crash Twinsanity (PlayStation 2, Xbox)

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Title Screen

Crash Twinsanity

Developer: Traveller's Tales
Publisher: Vivendi Universal Games
Platform: PlayStation 2
Released in JP: November 9, 2004
Released in US: August 30, 2004
Released in EU: October 8, 2004


CharacterIcon.png This game has unused playable characters.
GraphicsIcon.png This game has unused graphics.
Sgf2-unusedicon1.png This game has unused abilities.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.


ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article

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.

In Crash Twinsanity, Crash Bandicoot and Dr. Neo Cortex have become glued to each other due to a common enemy, and have to work together to solve puzzles and navigate the open world.

And by "work together", I mean "beat enemies by using each other as a weapon". It's...a very unusual game, considered one of the last good entries before the Crash franchise was run into the ground.

On the other hand, it's also a very unfinished game, having been rushed with a lot of unused stuff in files and in concept art. Unlike some other rushed games (the 2006 Sonic the Hedgehog being the go-to example), this one manages to hold together. Just.

Hmmm...
To do:
Figure out the model format. This needs a prototype page too, since a demo of the game was included with OPSM UK Issue 50.

Unused Text

Present in \Language\AgentLab\English.txt:

Crash6

Many similar strings to this can be found on the disc, and even one of the directory names is "CRASH6". However, Twinsanity is most certainly not the 6th Crash game (That would be Wrath of Cortex), and even Japan gave the game the subtitle of "Crash Bandicoot 5" in note of it being the 5th console platformer, making the presence of the number 6 rather mysterious.

you gotta help me crash!!
they want to dress me in drag!
with pig tails! pig tails dammit!
what did i do to deserve this?
how i envy the simple life of the tribesfolk...
hoog-ga-ba-do-da!! ( ...clap...clap...clap... )
living in harmony with mother nature...
the noble boar,
the humble bee...
arghhhhhh!!!!!
argghh!!! the stinging....the pain!!!!!
this...is not good...

This collection of dialogue is very similar to that within the in-game cutscene played before the Doc Amok segment of Totem Hokum, though with a few minor changes. For one, Cortex doesn't mention the tribesfolk forcing him to crossdress, likely because he willingly stole Coco's clothes to fool Crash at the beginning of the game, and he instead mentions the antics of the Evil Twins seen in prior cutscenes. The last three lines are entirely unused in the final game, as the cutscene ends following Cortex's first scream and cuts to the Doc Amok segment.

welcome to my secret hideout...
crash bandicoot!!!!
this time you will not escape me!!!
muwhahahaha..te-hehehe...*snort*

It is unknown who this text would be assigned to. The most likely candidate is N-Gin, the only character in the final game with a "secret hideout", but no clarification of this exists.

solve puzzles to earn gems. crash like gems.

On-screen instructions for obtaining gems, likely removed because not all gems require puzzles to be solved to obtain them.

give him something to chew on.
use cortex to clear a path for crash.

Whilst this string is commonly used in Doc-Amok sections (only with Crash clearing a path for Cortex), this reversed variant interestingly goes unused at any point in the game.

race to get to ngin's battleship before it sets sail.

Clearly intended for Slip-Slide Icecapades, but there is no timer for this instruction to correspond to during gameplay.

shoot mme. amberley in the back, like a dog.
use ] to punch.

An interesting command which is present in the demo of the game but removed from the final. It could move Crash forward in addition to serving as an attack, and has the same command as sliding in the final, implying that it was a new spin (pun intended) on the trademark slide.

use spin and ] to super-punch.

A command which was removed fairly early in development, allegedly due to it being too powerful, to the extent where it could break locked crates on its own and cause the ground in the Cortex battle to crumble, akin to one of Cortex's bombs.

use shoulder buttons to strafe sideways.

While strafing is present, this command prompt does not.

use the left analog stick to drive the ufo
use tractor beam to get 10 energy balls in the hopper
press ] over an energy ball to use trator beam~to pick it up or drop it 

Controls for a vehicle which was removed during development, and was to be used by Cortex in a race against ants, as well as for a few puzzles involving energy balls if the text is any indication.

use the left analogue stick to steer the hoverboard~hold r1 to hover higher and slower
tap [ to shoot laser bolts~hold [ for a charged shot
chase and shoot down all the flying saucers~before the blast door opens!

More controls for vehicles that aren't present at all in the final game, this time for a hoverboard (presumably Cortex's). It would have the same shooting capabilities as Cortex's gun.

use left analog stick to control the hover scooter.

Yet another unused vehicle, and more unused text to confirm it's existence. It is unknown whether the hover scooter is merely an alternate name for the hoverboard.

normal shots just bounce off those lollipops!~use the charge blast to disarm the teddies

Text that was unmistakably intended for the cut level "Gone a Bit Coco", wherein Cortex was mistakenly transported inside of Coco's mind by the Psychetron, and has to contend with comically "cutesy" enemies and surroundings. Pictures of this level were taken from early builds of the game, and a developer of the game going by the alias of "FakeNina" provided a script that would've likely been used in a cutscene before the level started:

"Dr. Cortex: Interesting. The malfunction has opened a portal into Coco's Brainovial Hyperbarium- the well from which her personality springs, like sugar water.

(with fear in his voice) What pastel-colored horrors await in there, I wonder..."

Arse

... Huh. Inserted either for humour or to indicate the back of a character model, who knows?

Unused Dialogue

Hmmm...
To do:
A few voice clips can be heard in [this video]. They aren't on the PAL disc (as I checked myself to clarify), but may be present on the US version.

A voice clip of Cortex giving a hint about spinning back the green plasma blasts from the first boss can be found in AMERICAN.MB.

Intended to be used for scenarios when Crash and Cortex are forced to work together. It may have been cut due to proving irritating upon hearing it repeatedly.

A cheeky reference to Naughty Dog, the company that originally created the marsupial to begin with. It very likely would have been used when Cortex "spanked" Crash during Rollerbrawls.

Unused Game Over Taunts

These voice clips suggests the Evil Twins were meant to taunt the player after getting a Game Over. 300px 300px 300px 300px 300px

Unused Icons

File:CrashTwinsanity-CocoIcon.jpg Coco was meant to be playable in this game, so her life icon still remains in the game's data.

File:CrashTwinsanity-N-GinIcon.jpg N-Gin does not have a Boss icon, so this goes unused.

File:CrashTwinsanity-UnusedStopwatch.jpg A Stopwatch. Probably meant to be used for parts of the game where you are timed.

File:CrashTwinsanity-UnusedRocketMissiles.jpg Rocket Missiles. No idea what it was for.

File:CrashTwinsanity-UnusedSquishedWorm.jpg A squished worm. It most likely was meant to be used in the Ernest's Barn mini-game.

File:CrashTwinsanity-UnusedMemoryCard.jpg This was definitely meant to be used for the save screen, when the game was exclusive to the PlayStation 2.

Unused Game Over Screen

This game over screen of Crash and Dr. Cortex is not used. When playing as Crash and Cortex and the last life is lost, it shows the Crash game over screen instead of this.

File:CrashTwinsanity-UnusedGameOver.jpg

The logo for a removed level, Gone a Bit Coco, is still in the game's data.

File:CrashTwinsanity-GaBClogo.jpg

Unused Music

Hmmm...
To do:
An unused theme for Classroom Chaos supposedly exists on the disc. Check the US version for it, as it doesn't seem to be present in the European version.

This unused theme immediately follows Iceberg Lab in the game's memory. While no direct confirmation of this is possible, its internal location heavily implies it would've been used for Ice Climb... which reuses Iceberg Lab's theme in the final game. Lame.

Unused Characters

Nina & Cortex

Acactussayswhat?
Please elaborate.
Having more detail is always a good thing.

Using glitches and exploits, you can play as Nina with Cortex attached. Due to some of the coding being removed, the game will freeze if you attempt to move, unless you move whilst spinning. The game even shows you a tutorial on it. (4:03)

Unused Objects

Hoverboard

By using codes or going out of bounds, it is possible to activate an invisible, controllable hoverboard. It is extremely buggy, and Crash has no animations for riding it.