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User:Crashandcortex/Crash Bandicoot: The Huge Adventure

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Crash Bandicoot: The Huge Adventure

Also known as: Crash Bandicoot: XS (Europe), Crash Bandicoot Advance (Japan)
Developer: Vicarious Visions
Publisher: Universal Interactive Studios (International), Konami (Japan)
Platform: Game Boy Advance
Released in JP: July 18, 2002
Released in US: February 25, 2002
Released in EU: March 15, 2002


DevMessageIcon.png This game has a hidden developer message.
CopyrightIcon.png This game has hidden developer credits.
DevTextIcon.png This game has hidden development-related text.
TextIcon.png This game has unused text.
RegionIcon.png This game has regional differences.


Essentially Crash Bandicoot 2 squeezed down to GBA proportions.

Hmmm...
To do:
Research into possible debugging routines. N-Tranced allegedly features a few of them, so chances are this will as well!

Unused Text

2 strings of text which seem to have been intended for cutscenes exist in the game's memory but are never played in-game.

cortex:  i know what you are trying to do bandicoot - but it's not going to work.  my minions will be ready for you!

Seems like it would've been part of the introduction "cutscene", immediately following Aku Aku's command to collect the Crystals.

coco:  okay crash, i have all of the crystals,
but i need you to destroy the shrinking machine before i can return earth to its original state.
i'll use the enlarger to make you big enough to take on cortex!

This very clearly would've been played prior to fighting Cortex, and explains why Crash and Cortex are remotely comparable in size during the fight... which makes the fact that it isn't used rather unusual as it explains an otherwise ignored plothole.

Development Text

Cut Japanese Menu Theme?

Numerous instances refer to composer Manfred Linzner's composition work on the game with the track's internal name lumped in with it (for example, the snow level theme is referred to as "arctic"). However, one entry proves rather unusual:

€"main menu japan" © Manfred Linzner

The Japanese version contains the exact same soundtrack as universal releases, meaning that although a separate main menu theme may have been planned, it never surfaced in the Japanese release... an unusual practice considering that the vast majority of Crash games feature rather significant audio changes overseas.

Development Strings

A few strings of text are present near the engine build in memory, a large portion of them corresponding to the game's sound engine and the errors within. Some of the same messages are also present in the sequel.

GAX2_NEW
PARAMS ARG IS NULL
GAX2_INIT
OUT OF MEMORY
GAX2_JINGLE
GAX_NO_JINGLE FLAG IS SET
GAX_IRQ
GAX_PLAY HAS NOT FINISHED BEFORE GAX_IRQ.
USE LOWER MIXING RATE OR LESS FX CHANNELS OR PUT GAX_PLAY IN VBLANK IRQ.
EXCEPTION.
PROGRAM HALT.

Engine Build

Predictably, the GAX sound engine referenced multiple times above has a build date of September 28th 2001, as shown in the text below. Curiously, the B.Wodok credited below isn't given any mention in the in-game credits.

GAX Sound Engine 2.01D (Sep 28 2001) © Shin'en Multimedia. Code: B.Wodok

Regional Differences

Japanese Differences

Hmmm...
To do:
IMAGES.

Since Japanese versions are licensed by Konami, the copyright screen has been altered to accommodate the new credits, complete with an altered font and a Konami logo which obviously isn't used in international releases:

International Japan