This is a sub-page of Proto:Crash Twinsanity (PlayStation 2, Xbox).
General Differences#
Startup#
- Vivendi Universal and Traveller's Tales intros cannot be skipped.
- Traveller's Tales intro also features a dark background.
- The opening sequence before the title screen is incomplete - in particular, the water takes a moment to draw, and many of the trees located on the other side of N. Sanity Island are missing.
- A version of the game's first trailer with no proper narration will play when idle on the title screen.
Gameplay#
- This version is extremely unstable, so random crashes or softlocks can happen at any point of the game.
- The majority of the FMV cutscenes are unfinished.
- Warning messages don't feature fading transitions when switching the menus.
- Sometimes the chunks do not load in. This is random, but happens mostly often in the second hub.
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- The loading screen images for Rollerbrawl and Humiliskate artworks feature different backgrounds.
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- The autosave indicator is represented by a disc, rather than a world in a sign pointing down.
- Attempting to manually disable autosave will not work properly most of the time. The only consistent way to disable it is by accessing the Load Game screen, then going back.
- Unpausing the game won't make the HUD show up automatically.
- The autosave enabled notice screen will only be displayed after overwriting an existing save file.
- The screen will also show up in a completely plain background.
- The autosave disabled notice does not appear when disabling it.
- Crystals that are normally obtained during cutscenes are not counted by the game - that includes the crystal icon not showing up onscreen either.
- The life counter is far off the right side of the screen.
- Collecting 100 Wumpa fruits animates a life icon to fly across the screen, like in the previous games.
- Respawning doesn't pause the game while the screen fades out.
- When dying by falling from a high ledge and there is a solid surface below close enough, one can see Crash hit the ground before the fadeout - which instead of falling on his back, he will land frozen in his last animation he was performing before entering the death state. This behavior cannot be seen in the final game due to the screen freezing just as the death state is triggered.
- The extra life pickup visual is Aku Aku.
- The player blinks during the mask invincibility form, rather than a yellow aura effect glowing around the character.
- Mask invincibility can protect the player from TNT and Nitro explosions.
- The player is also invulnerable during the invincibility frames.
- The color of the particles around the crystal icon that appears onscreen upon collecting it changes based on the last gem the player collected.
- If you die while moving in a certain direction, the character will spin out in the same direction during the death animation.
- If Cortex or any other character currently not controlled by the player dies, the player will also lose a life.
- Furthermore, if both Crash and Cortex die at the same time and their death animations end before the fadeout, the game will take two lives instead.
- Cortex retains the mask protection during Doc-Amok chases, so he won't instantly die upon being hit by a hazard once.
- When respawning in a boss fight, the game will erroneously display the Wumpa and life counters as not being part of the boss HUD, and then proceed to hide both. In the final game, the life counter will reset fixed onscreen until the battle is over.
- The Uka Uka object that appears during gameplay has major rendering issues - most notably, his eyes and lips being rendered on his back. Other issues include the ropes of the dangling bones not being attached to screws. His model is properly rendered during invincibility or when he goes away, though.
- Uka Uka floats at the same speed as Aku Aku, rather than having a proper height and speed.
- His mouth doesn't animate and the dangling bones don't swing.
- Dying by a mantrap erroneously displays the explosion death animation instead.
- Boss health bars are positioned lower on the HUD, more centered relative to the boss icons.
- The life counter wobbles when you respawn after specific deaths, such as falling from a high place or getting caught in stealth sections - unless if the counter is already onscreen during the death fadeout.
- If you die from a high place while on your last life, you will respawn and it won't be game over. Instead, the game will assume you have negative lives, and the next life you get won't increase the counter, only the one afterwards. That means you'll always have an extra chance every time you fall from a high place if you have zero lives.
- Notably, this glitch only works if you are playing as Crash.
- The life icon doesn't wobble in the pause menu.
- The shine visual effect on the gem icons plays more often compared to the final game.
- The crystal icon also shines, similarly to the gems.
- Playing any movie from the Extras menu will resume the level's music while the game is still paused, once the video has ended or skipped.
- Movies 14, 15 and 16 are unlocked as soon as their respective gems are collected. In the final game, these will not be available until the final boss is defeated as an anti-spoiler measure.
- In many cutscenes across the game, the mask of a character currently not playable (in most cases, Cortex) will appear in the level after a cutscene ends.
- If you enter a cutscene while invincible, the invincibility timer won't extend indefinitely until the cutscene ends.
- In certain cutscenes where Crash has to move during the scene, entering them while sliding will cause Crash to get stuck in place, making him unable to proceed with the event, which softlocks the game.
- If you lose your mask right before a cutscene plays, the mask will remain floating in mid-air once the custscene ends.
Jul 19 |
Final |
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come onto my boat furry man |
come onto my boat furry man, |
- Capu Capu's message is missing a comma.
- Seagulls feature hitboxes.
- The jet pack of penguins that charge at the player and hover ant drones emit a green smoke.
- The sound made by the burning-hot steam hazards is different.
- Zombots are brighter and lack sound effects.
- The sound the janitor enemies make are louder.
- Even though the visibility of the masks is off during cutscenes, they can still be seen for a brief second every time the game is unpaused.
- Approaching the portal will automatically warp the player.
- When respawning after a Game Over, the player spawns with as many lives at they had when they opened the last world crate.
- Respawning after a Game Over can be inconsistent and send the player to an entirely separate location to where they should be respawning. This can also carry over to new games - for example, should the player begin respawning part way through Jungle Bungle rather than at the beginning of the stage, starting an entirely new game may result in that game starting in the middle of Jungle Bungle instead of on N. Sanity Island.
- After a respawn, cutscene triggers can reappear, even ones triggered prior to reaching the checkpoint. As a result, the player can go backwards through the game and re-watch a number of cutscenes that have already played out, with Crash notably standing in the wrong place.
- Adding to this, the camera may occasionally not follow the characters in the cutscene as it's supposed to, and there are also ways to trigger previously watched cutscenes in a way that softlocks the game, as if waiting for something in the cutscene to play out.
Playable Characters#
Crash Bandicoot
- You can jump again in the air regardless of how long it's been after your first jump. In the final game, it must be done in quick succession.
- Crash has only two idle animations: scratching his belly and stretching.
Crash & Cortex
- Cortex can perform idle animations while attached to Crash.
- Crash doesn't automatically spin Cortex upon respawn. The crystal also gets invisible, but throwing Cortex and picking him up again will fix it.
- If you spin into Cortex and immediately press the crouch button, Crash will throw Cortex too soon and get carried forward, which can result in him not going back to the player and accidentally dying. This often makes the crystal freeze in mid-air too.
Dr. Neo Cortex
- Cortex has only one idle animation: stretching his back.
- Cortex doesn't change his facial expressions when he falls down on his back and dies.
- The ray gun icon in-game looks more squeezed and does not turn off during boss fights.
- The animation of Cortex running in fear - which is primarily used in the Doc-Amok segments - features a different pose and facial expression, which the latter was re-used in Cortex's death animation.
Nina
- Nina's life icon is bigger.
- Nina has no idle animations at all.
- There is a longer delay before you can move after using the robotic arm punch.
- The robotic arm punch appearance is buggy.
- Nina's spin, wall reel and robotic arm attacks lack sound effects.
- Grappling hooks lack a sound effect.
Mecha-Bandicoot
- The white outline surrounding Mecha's life icon is smaller.
- Crash is not present inside piloting Mecha.
- Mecha features the chainsaw move by pressing Circle. This moveset was scrapped in the final game (although the animation was left unused), but can still be seen in action in the cutscene after defeating Deathbot.
- Mecha has a strafe functionality like Cortex that can be performed by pressing the shoulder buttons.
- The chainsaw and rocket launcher hands are absent.
- Mecha makes no sound effects besides jumping.
Rollerbrawl Mode
- Green particles show up when spawning/switching to it.
- Falling off a great height will flatten Crash and Cortex and you will lose a life.
- Rollerbrawl spawns on the ground instead of in the air.
- Aku Aku will not physically appear beside the player when respawning in Rollerbrawl form.
Humiliskate Mode
- Green particles show up when spawning/switching to it.
- There is no sound effect for sliding and grinding.
- Snow particles are missing.
- Physics are different - for example, when you lose momentum in a steep hill, it is harder to build up speed.
- Holding left or right while grinding on rails will make the character turn.
- Aku Aku will not physically appear beside the player when respawning in Humiliskate form.
Scripts#
There are some scripts that are not present in the final game. Most of the unique ones are used in this build.
CRASH_SPECIAL_EFFECTS
The punch attack from the demo version.
COOPCHECKPOINTCRATE
A leftover crate for the scrapped co-op mode.
CORTEX_HOVER_SHOT
It uses the same script pack as Mecha's rockets in the boss fight.
COM_MECHA_BOSS_INTRO_CS_SKIP
A leftover of the cutscene skipping feature.
RHINO_PIRATE_SHOT
The bombs dropped into the waterwheels in Cavern Catastrophe.
COM_ICE_PLATFORM_JUMPED_ON
A script found in Ice Climb, most likely related to the behavior of the ice platforms, which will sink the more the player jumps in this version.
COM_UKA_ICE_MONSTER_SNOWBALL_SPUN
The scrapped feature where you can deflect Uka Uka's snowball attacks.
COM_MANHOLE_COVER_DEFAULT
A script found in the transition chunk after Dingodile battle - the functionality is currently unknown.
COM_CORTEX_FOLLOW_MANAGER_SKIP
A script found in Bandicoot Pursuit - the functionality is currently unknown.
COM_CORTEX_SHOW_PROGRESSION_SKIP
A script found in the final boss fight - the functionality is currently unknown.
COM_MECHABANDICOOT_DEFAULT
COM_MECHAB_SPIN_PHASE
COM_MECHAB_SLIDE_PHASE
COM_MECHAB_SLAM_PHASE
COM_MECHAB_SPIN_CYCLE
COM_MECHAB_SHAKE_GROUND
COM_MECHAB_FLYBY
COM_MECHAB_ADD_FX
COM_MECHAB_APPEAR
COM_MECHAB_STRAFE_CYCLE
The Mecha-Bandicoot's scripts for the final boss fight, which includes the scrapped chainsaw and strafe moves.
Unused Content#
Developer Texture#
An image of a man's head with an interrogation mark over his forehead with the description "Know what I mean".
Level Select#

Through hacks, the level select option can be re-enabled in the main menu. The final game still contains the strings in the Startup directory, although the menu functionality is absent. The available options are:
nsanity isle and jungle bungle
mechabandicoot miniboss
cavern catastrophe
totem hokum
tiki-head boss
earth to ice transition
iceberg lab and ice climb
uka uka miniboss
slip-slide icecapades
high-seas hi-jinks
henchmania boss
ice to school transition
academy of evil
boiler room doom
dingodile miniboss
crash classroom chaos
cortex classroom chaos
rooftop rampage
madame amberley boss
twinsanity island hub
rock slide rumble
bandicoot pursuit
ant agony
final boss
Earlier Rooftop Rampage#
An unused chunk file inside the level directory titled GPA01 is an earlier version of Rooftop Rampage featuring the first three outdoors areas before they got cut into 3 chunks and split with connector tunnels. It is mostly similar to the current version, although it does contain even more differences.
- Due to the chunk being too big to place objects, this layout is even more empty, with barely no crates, Wumpa fruits, rats or ant drones.
- Uka Uka's object is missing, thus he will not appear physically throughout the level.
- The world crate is placed in front of Nina's dormitory.
- The first checkpoint is placed together with the first detonator.
- The ! crate activates an Aku Aku crate instead of a detonator.
- The purple gem is placed under a gargoyle, instead of jumping on the iron arrow crate underneath it straight up ahead. It is also switched with the green gem.
Credits#
Even though there is still no credits at this point, a very primitive list can already be found in the Credits directory.
travellers tales Oxford studio is:
chris abedelmassieh
richard baxter
jaqui bursnall
nicola cavalla
james clark
scott evans
jon evripiotis
simon forster
juan vicente ramirez garcia
paul gardner
nic ho chee
simon jaques
neall jones
matt lewis
john mccann
girish mekwan
jason millson
ian moir
steve oldacre
kevin pimm
dave pollard
steve riding
david robinson
parvinder singh
kingsley stephens
andy tate
daniel tonkin
kaz wanelik
alex waterston
keith webb
vu games:
kirk scott
chris wilson
special thanks:
dax - we'd have never done~it with him.
crash bandicoot will return...


