This is a sub-page of Prerelease:Crash Twinsanity (PlayStation 2, Xbox).
Scrapped Cutscene Storyboards#
The channel of a Twinsanity developer under the guise of FakeNina has provided a proverbial goldmine of cutscene storyboards, showing off a plethora of cut scenarios which would take the game's story in a radically different direction! Voices and sound effects are included, though music is not.
Scene 01#
Watch on YouTubeA scene where Cortex uses a marker on an unconscious Coco Bandicoot, who was previously frozen by the Psychetron. This scene was very likely intended to play after Coco ambushes Cortex at the Iceberg Lab before getting paralysed by the machine, and may have played either as a comedic cutscene or as an optional event if one tried approaching Coco afterwards.
Scene 02#
Watch on YouTubeA very intriguing cutscene planned for the 10th Dimension, where Cortex forces himself to show emotion towards his daugh- niece, and a scrapped "evil" variation of Coco appears and attempts to flirt with Cortex. FakeNina states that this Evil Coco was to be "dumb, flirtatious and trashy - who Crash's sister would be if she had made all the wrong life choices".
Scene 03#
Watch on YouTubeA scrapped concept clearly intended for High Seas Hi-Jinks, involving Cortex disguising himself by dressing in drag... a plan which backfires horribly, as he attracts the undivided attention of N.Gin.
Scene 04#
Watch on YouTubeThe introduction to a scrapped level known as "Rehab Lab", which itself would've introduced a new gameplay mechanic known as "Mock-A-Doc", centred around attacking and physically humiliating Cortex as much as possible.
Upon arriving to the 10th Dimension, Crash and Cortex have their personalities switched, resulting in Evil Crash (a character who appears multiple times in the 10th Dimension in-game) and Good Cortex (a scrapped character). Cortex, against his own volition, becomes overcome by his newfound bursts of compassion, leading Evil Crash to punch him - a solution which Cortex realizes will make him evil again!
Scene 05#
Watch on YouTubeAnother planned concept for entering the 10th Dimension, this comedic storyboard features Cortex warning Nina and Crash of the dangers of encountering their inter-dimensional selves, before getting spooked by Good Cortex, and instantly vaporizing him with absolutely zero consequences.
Interestingly, unlike Scene_04 featured above, Good Cortex exists separately to Cortex as opposed to being an altered personality, similarly to how Crash and Evil Crash are different characters, implying this scene was created after the 10th Dimension was fully realized as a separate universe.
Scene 06#
Watch on YouTubeThis cutscene appears to have been planned as the segue into "Gone a Bit Coco", a scrapped level which gained considerable notoriety with the online Crash fanbase thanks to its appearance in pre-release material. The level itself involved Cortex being transported into Coco's Brainovial Hyperbarium, an incredibly strange world filled to the brim with saccharine sweet enemies and environments.
Scene 07#
Watch on YouTubeA cutscene where Cortex tells Crash to roll spheres into holes, using incredibly articulate language before eventually having to use the most simplistic of terms to hammer the point in.
FakeNina explains that this scene, while appearing to be planned for Ant Agony (a level which features pushing Energon Spheres into holes as a puzzle element), was actually planned to occur right before the jump to the 10th Dimension, stating that "there is work to be done".
Scene 08#
Watch on YouTubeA scene where Cortex summons Mecha Bandicoot in a native village as a last resort to combat the Evil Twins, mentioning that it has an electronic brain that mimics Crash's manner of thinking.
Similarly to Scene_04 and Scene_06, this cutscene was a segue for another cut level which allowed one to play as Mecha Bandicoot, titled "Ocean Commotion", where you would destroy the Evil Twins "Vice-Versa Reverser Device", a plot device only mentioned in passing by the Twins. In the final game, Mecha Bandicoot is only playable in the last phase of the final boss fight, where Crash pilots it.
Scene 09#
Watch on YouTubeA cutscene which shows Cortex comedically snapping from having to push multiple buttons and levers throughout the game. This clip could have fit in multiple sections of the game where Crash and Cortex have to work together to traverse hostile environments.
Scene 10#
Watch on YouTubeA scene intended to play after you finish the game with less than 100% completion, featuring Cortex - I mean uh, Lex Lang telling the player to replay the levels for more Gems to unlock bonus content.
Scene 11#
Watch on YouTubeAn extended version of the scene before the final boss, with Cortex remarking how absurd it is that the birdcage turned into the giant robot the Twins pilot.
Scene 12#
Watch on YouTubeAn alternate version of the ending to Slip Slide Ice-capades where Dingodile is having a date with Tawna Bandicoot at his home, before eavesdropping on Cortex mentioning the treasure. While the character is silhouetted, it's confirmed in the description to be Tawna.
Scene 13#
Watch on YouTubeAn alternate version of the scene once you enter the Iceberg Lab after Ice Climb and the Uka Uka boss fight. Differences include a longer opening line from Cortex as well as N Tropy somehow hearing about the treasure, explaining why he's even after it in the final game.
Scene 14#
Watch on YouTubeThis isn't a "scene" in the tradional sense, rather a collection of dialogue from Gone a Bit Coco, the infamous deleted level. The dialogue included is from the enemy NPCs you would have had to fight throughout the stage.
Scene 15#
Watch on YouTubeMore unused dialogue as opposed to a scene, this time from the Academy of Evil's students and teachers. Similarly unused dialogue can be found leftover in the Xbox version.
Scene 16#
Watch on YouTubeAn extended version of the treasure room scene in Ant Agony. After Spyro torches the villains (Including the cut N. Trance), Cortex finds the Twins' birdcage on the ground and decides to take it with them. This explains why the cage even appears before the final boss, as well as Cortex's "Hmm..." being in the final game's version of the cutscene, despite making no sense.
Scene 17#
Watch on YouTubeAlternate versions of the scenes before and after Dingodile. In the scene before the fight, instead of Cortex simply stating he can't understand Dingodile, he instead makes a fourth wall break stating he wanted a real Australian to play the part so they could get the accent right. The scene for after defeating Dingodile also has unused voice lines from him, whereas in the final game he's silent.
Scene 18#
Watch on YouTubeAnother scene planned to play after you finish the game, this time after getting 100% completion. As a reward, Cortex tells you to head to your favorite resturaunt, buying yourself the biggest, most expensive steak on the menu to treat yourself, and telling them that Dr. Cortex sent you.
Scene 19#
Watch on YouTubeAn extended version of the scene that plays as you leave the Academy of Evil, where Cortex remembers his past. Aku Aku scolds Cortex for meddling in nature again by inadvertently creating the Evil Twins, causing Cortex to state he's only evil because they need him to be.
Extended Scene 1#
Watch on YouTubeA longer version of the scene right after Crash and Cortex team up for the first time in Cavern Catastrophe. In this version, Cortex gives control instructions on how to throw him, whereas in the final he merely tells Crash to throw him, with an in game tutorial telling the player instead. The reason for this change was due to the fact that the recorded dialogue only would have made sense on PS2 (Cortex mentions the Circle button), meaning that part of the dialogue needed to be cut in order to have the Xbox version make sense. The animation was fully finished, as shown here, meaning this was a late change.