This is a sub-page of Proto:Crash Bandicoot 2: Cortex Strikes Back.
The second and only public demo of Crash Bandicoot 2: Cortex Strikes Back released to the American audience, available on some demo compilation discs. It features Snow Go as a playable level. The modification date of the files suggests that this demo is dated around August 22nd, 1997.
General Differences#
Gameplay#
- The warp spawn animation doesn't make any sound effects.
- Crash only has the sigh idle animation. The shivering and breathing on his hands to warm them in snowy and rainy levels is missing.
- Crash can cancel out a spin by either crouching or sliding.
- When Crash takes damage, his invincibility frame shares the same flashing visual effect as Aku Aku invincibility state, rather than becoming invisible.
- Like in the first game, Aku Aku flashes when Crash takes damage as well.
- No sound plays when Crash defeats enemies with Aku Aku invincibility.
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Demo |
Final |
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- The snow footstep sound effect is different.
- The body slam move cannot break crates above Crash.
- Sliding over a TNT crate will make you get stuck inside it.
- The Nitro detonator does not play the explosion sound effect when triggered.
- The box counter does not disappear after you collect the gem and lose a life, meaning that if you break all the crates again, the gem will respawn.
- The exit portal does not emit a sound effect.
- There is a smaller gap between each didgeridoo sound effect when Crash turns into an angel, causing it to play three times as opposed to two.
- Nitros do not instantly hit the player when affected by certain actions, meaning that it's possible to jump on one and carefully jump away from its explosion radius unharmed.
- If Crash receives a free Aku Aku mask after dying repeatedly and then dies while invincible, Crash will respawn doing the leap up animation and will continue flashing as if he still had Aku Aku invincibility. However, Crash won't gain invincibility frames during this state until it ends, so hitting a Nitro or TNT crate will cause him to take multiple hits at once due to the constant harm caused by the explosions - which can cause instant death even if he is carrying Aku Aku masks.
Level Differences#
Snow Go#
Main Level#
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Demo |
Final |
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- The level layout differs in the red gem area. The floor is larger, featuring a mirror in the scenery, and with a seal on it. This was altered later on, as you can get the gem by high-bouncing onto the seal and belly-flopping in mid-air. While it is still possible to collect the gem early in the final game, it requires some skill and a bit of luck.
Bonus Round#
- There is a blue crystal cluster next to the three suspended crates that was removed in the final game.
Secret Path#
Using hacks, it's possible to access the secret path:
- Wall textures are overall darker, using a more intense green tone.
- There is no wall in the background reflected by the first ice mirror.
- The first outline iron crate is placed lower.
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Demo |
Final |
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- The UV mapping of the wall is incomplete in the final segment.
- There are some unfinished models along the walls in the fall part to the red gem.
Soundtrack Differences#
At this point in time, the game's soundtrack appears to be identical to the September 13th, 1997 prototype.
Level |
Demo |
Final |
Notes |
|---|---|---|---|
Snow |
The snare drum sample is missing, the organ instrument is noticeably quieter |
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Snow (Bonus) |
A different snare drum sample is used and some instruments are swapped, with the guitar being replaced by the kalimba and the kalimba being replaced by the bongos, the muted guitar is much quieter and barely audible and the distortion guitar notes at 0:19 are different. |
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Snow (Hard) |
Much like the standard theme, the snare sample is missing. The lead melody from 0:11 to 0:26 is played on the guitar alongside the organ, while in the final track only the organ plays, and there is an additional guitar melody in this part that in the final theme only plays at 1:09. |
Unused Content#
Level Names#
By using a memory viewer, it's possible to see all the strings of text used in the pause menu:
- Bee-Having is called "Bee Haven".
Unused Animations#
- The animated Aku Aku model used in the hints feature of the Japanese localization is present in the level file, even though the model can only be found in the final Japanese release.
- Crash's dance animation is also present. In earlier versions, Crash would perform the dance as an idle animation anywhere as seen in some Japanese commercials, but in the final Japanese release it is restricted to the warp room.
Falling Icicle Sound#
Despite having no falling icicles, Snow Go has an unused and unique sound effect for falling icicles hitting the ground, whereas in the final game they simply share the Nitro explosion sound.
Leftover Code#
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To do: |
While the demo only contains Snow Go, much of the code found in the level is practically universal and can be applied to most other levels in later versions. Implementing the code into other levels results in new behavior not seen even in later prototypes:
General Differences#
- Debug mode lacks some features:
- Pressing L1 does not set lives to zero.
- Pressing R1 will only give you all the gems instead.
- Exiting to the main menu from the warp room will result in a glitch where no voice clips or 3D models besides the backdrop will be present during the title screen.
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Aug 22 |
Final |
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- The text that flashes occasionally in like the "CONTINUE?" text in game over screen and the "ONE YEAR LATER" text in the intro is grey with a gradient.
- The arrow in the game over screen is also grey instead of matching the color of the selected option.
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Aug 22 |
Final |
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- The blue and yellow gem pickups in levels use the default gem shape. As seen below, they actually use their final shape in the pause menu.
- After a boss is defeated, Crash will just leap up in joy, then the level will immediately end.
- Crash takes a while to start celebrating.
Pause Menu#
Although not normally accessible, as pressing Start does nothing, the pause menu can be restored by hacking.
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Aug 22 |
Final |
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- The crystal is slightly to the left.
- You cannot exit the level while Crash is in the middle of a jump or not touching the ground, just like in the first game.
- Un-selected options are grey with a gradient. The highlighted option, level name, and completion percentage do not flash white.
- The gem stats area has a lighter background.
- The clear gem is smaller and the colored gems are slightly placed to the right.
- The blue and yellow gems use their final shape despite using the default shape when they are pickups. In later prototypes, they were erroneously changed to use the default gem shape before being fixed again in time for the final.
- Only the audio option exists. As a result, there is no sub-menu with screen centering or analog calibration settings.
- The Music and FX sliders move between percentage values much more slowly when adjusted.
- The crystal and gem count automatically increases whenever any of them are grabbed.
- Pressing Start to unpause the game while hovering over the audio output option will toggle it.
- No sounds are made when navigating or confirming an option.
Warp Room#
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Aug 22 |
Final |
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- Items found inside levels will already appear inside the warp room slots instead of Crash taking them out of his pocket.
- The crystal in the warp room item slots is much larger than the final's crystal.
- Gems of any kind will not appear in the warp room item slots.