the cutting room mirror

JMac & Webbsta

Gone a Bit Coco/Cute Dimension#

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This video goes over the design document for the infamous "Gone a Bit Coco" level, along with a variety of concept art.

Overview#

This is one of the smaller dimensions, distortions in reality that exist as little pockets within the larger dimensions. Imagine Coco's personality staged as a dimension — the world as seen through her eyes. It is a little girl's dream, a place where everything is cuddly and cute, and consequently Cortex's worst nightmare.

So far it consists of to [sic] mini-levels; one for the atlasphere and one for Cortex Solo.

Atlasphere Level#

Summary#

This atlasphere level will be the first encounter with an atlasphere, and as such it will have to gently introduce the player to the mechanics of the atlasphere and the formula of the atlasphere missions. As such the formula of the atlasphere missions will be thus: Each 'island' of gameplay is distinct and independent; the aim on each is to collect enough wumpa to fuel the pay gate to get to the next island. This will involve overcoming the challenges in front of you to collect the minimum number — although the hard-core player may aim to get every wumpa for a bonus at the end.

It's worth noting that the first world's Cavern Catastrophe level would end up becoming the first level to use the atlasphere mechanics in the final game.

Overall Map#

Cute Island Descriptions#

Island 1

This small, walled in, island introduces the concept of ramps and simple ramp jumping in a safe environment. Please note the images are for concept only — the actual islands may change in size or exact positioning due to play requirements.

Entering from the top right of this image, you first encounter a simple ramp that leads you over a wall. There are wumpa to be collected over this ramp. After making the ramp, you turn the corner 180 degrees and are faced with the next level of difficulty of the ramp — this ramp you must approach with speed and use your big atlasphere to float over the wall. If you fail, you can safely go back and have another go. There is more wumpa over this jump. At this point, if you completed the previous jumps satisfactorily, you should have the minimum amount of wumpa required for the paygate out of this island (the exit at the top left). If you missed a few, or you want to try for the harder, 'bonus' wumpa, you may use the moving platform lift at the top to loop back on yourself and try again.

The bonus wumpa are placed along the centre wall, where you must balance to get it, and a couple more wumpa next to the lift.

Once paid, the paygate gives you access to the rails leading away at the top left, which will take you to the second island.

Between Cute Island 1 and Cute Island 2

This section of rail is the first really long rail section that the player has encountered, and as such they will probably relish the opportunity to safely try out a bit of speed. The first corner that they encounter is a primer for the later, harder corners that they will face — the corner has a support rail along the outside, but it keeps it's [sic] inside rail also.

Island 2

Island 2 uses what had already been taught on the rails to this island and elaborates on them. The rail that goes round the corner here, has got the outside support rail, but the inside rail drops off — rewarding the player for speed and encouraging a 'go for it' attitude. The open 'plain' to the left is scattered with wumpa and nitro crates — rewarding the player for having good control of the atlasphere in tight spaces. There is also a moving platform lift that the player can use to get back from the end of the rail turn, if they find they have forgotten some needed wumpa. 'Floating' off the lift gets the extra wumpa here — a normal jump will not suffice.

Between Cute Island 2 and Cute Island 3

This section of rails features the same corner o'death as the previous island, but this time, you can fall to your doom. Leads to island 3.

Island 3

Island 3 presents you with three distinct landmasses. Your first 'challenge' is to cross at least one of the thin ribbons of terrain — three ribbons/paths of differing difficulty and reward. Once on the other side, you are faced with three boost pads leading to a ramp. The boost pads are the only way you can get enough speed to complete the jump. Only the middle path is safe — the other two have nitro crates floating above them. After that, you must use the rotating platform to cross over to the point with the paygate and path to the next island. A lift takes you back to the beginning of the island if you want to try for more wumpa.

Between Cute Island 3 and Cute Island 4

This inclined (and thus harder) ribbon of land leads up to a tiny boost pad that is just enough to send to up off the end and to stick on the 'bottom' of island 4.

Island 4

Island 4 is the weird inverse island. On this island, you are pushed up onto the path and you stick to it. You must then keep on the sticky path, or fall to your doom. This is made all the trickier with the fact that because you are essentially rolling on the ceiling, your controls are reversed. You must collect the wumpa again, and activate the switch to open your way ahead and drop through the funnel to the rail to the next island.

Island 5

Island 5 is the 'bouncy' island — it has one bouncy pad in the centre and a selection of funnel rings with wumpa below them for the collecting. Some of these are much harder than others, of course. There is another paygate at the end, and this leads to a path that will take you out of the level (with an asteroid or equiv).

The Extra Bit

The Extra Bit is a mini level, or a fragment (or equiv) that you can unlock after the final paygate if you were clever enough to get all the wumpa in the previous islands. With a surplus of 2 wumpa per island, the paygate will need 10. Basically, it is the reward for getting everything and thus it should not be essential for your progress, but a reward nonetheless.

Cortex Shoot'em up Section#

Summary#

The fantasy world, dreamt up by Coco, which Cortex now finds himself in, is obviously packed with hordes of cuddly creatures, who want to do nothing but spread love and affection. But as we will discover, one Bandicoot's meat is another Mad Scientist's poison, and if Cortex comes into contact with any of this cuteness, it will dent the very twisted fibre of his being, and he will take damage. Cortex has only one chance of survival, and that is to terminate the cuteness with extreme prejudice!

Setup

The world is set up as 2 or 3 islands floating around a central feature. Each island gets progressively higher and more complex. At the end of each island is a small set piece challenge that must be completed in order to proceed.

Enemies#

Cortex' [sic] levels are mostly about shooting as many things as possible, keeping the pace up even though he can't run very fast. There are 3 types of enemy in total. All enemies share the same basic AI behaviours but will have special features. Enemies can be found wandering around the world, but will mostly be spawned from "spawners" to enable a steady stream of stuff to shoot without having too many enemies on screen at once. Cortex can destroy the spawners to put an end to the plague of cuteness.

Enemy 1 — "Bunny-wunny": 2 hits to kill. Looks like a cute bunny rabbit. It is quite a low detail model to enable us to have loads of them on screen at once.

It bounces around semi-randomly until cortex [sic] shows up, then either bounces towards him or does one of the following manoeuvres:

  • The Stack n' Smack: The bunnies bunch together and climb on each others [sic] shoulders, forming a large tower, which then falls forwards on top of Cortex in an attempt to shower him with as much as love in as short a time as possible. (Causing one hit point of damage if successful)
  • The Flank n' Spank: The bunnies will find a path around the side of cortex [sic] while he isn't looking, in an attempt to give him hugs from behind.
  • Drive by Cuting: Multiple bunnies will leap into a nearby toy car, and drive full speed at Cortex. This will mostly result in the player stepping out of the way, and the car crashing into scenery spilling its fluffy contents over a wide area.

Enemy 2 — "Teddy-weddy": 4 Hits to kill. This is a teddy-bear-esque enemy who wields a fearsome lollipop with leering vengeance. When he sees Cortex, he will excitedly rush forwards to offer him a lick, which will obviously cause great emotional torment to the tune of one hit point.

He will occasionally perform the following special moves:

  • The Lolli-stop: Will hide behind his lollipop to make Cortex's laser blasts bounce off harmlessly. Unfortunately while doing this he wont [sic] be able to see where he's going, which gives Cortex the opportunity to sneak around and shoot him in his unprotected hind-quarters.

Enemy 3 — "Elly-Welly": 6 - 8 hits to kill. One or two special attacks. Dead body explodes after a countdown.

The document obviously doesn't go into much detail, but McCann and Webb go on to explain that these were the "monster spawners" and would sneeze more enemies out of its trunk. You may remember this fella showing up in Crash Bandicoot: On the Run as a mini-boss.