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User:Crashandcortex/Crash Bandicoot: The Huge Adventure
| Crash Bandicoot: The Huge Adventure |
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Also known as: Crash Bandicoot: XS (Europe), Crash Bandicoot Advance (Japan)
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Essentially Crash Bandicoot 2 squeezed down to GBA proportions.
| To do: Research into possible debugging routines. N-Tranced allegedly features a few of them, so chances are this will as well! |
Contents
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
| 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 |
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