Crash Twinsanity was developed by the then-new studio of Traveller's Tales in Oxford, England. Being their first game, the studio was throwing countless ideas in the air, leaving a lot, and we mean a lot of unused content.
Despite the game being considered extremely unfinished and unpolished, it has gotten a cult following for its focus on slapstick humor and open-ended gameplay unique to the series' tropes.
Sub-Pages#
Hidden Graphics#
Placeholder Dev Texture#
This texture is used as a placeholder for a missing or unmapped texture in a model. It depicts Steve Riding, the team lead, who passed away in 2023. It can be found in various instances throughout Twinsanity's development; in the retail game, it is applied in the native boat's ropes and in the acid surface of the academy-to-boiler tunnel.
Gone a Bit Coco Logo#
The Gone a Bit Coco level title is included in the game files as "Level07.psm", both the original and the localized ones in their respective versions.
Test Gallery#
Inside the Extras folder, a batch of already-seen images can be found in a Test folder. Some of them have different coloring, and are displayed on top of a Jungle Bungle background, similar to the N. Sanity Island storyboard gallery. Additionally, the game's logo is plastered on top of them.












Boss Picture#
Within the Extras root folder, there is a standalone "McDonalds01.psm" image which depicts a group picture of the bosses.
Unused Standalone Models#
The following models are found within objects that are used in the final game.
Chi Chi Grass#
A remnant of Crash Evolution development stages, where these objects where once used by a snake-shaped alien that Crash could have attached to these plants, and was later reporpoused for Nina in the gargoyle objects of Rooftop Rampage.
Ant Weapon#
Confirmed by a developer, an old ant rod model can be found inside the music player object of almost every chunk.
Mecha-Bandicoot Weapon#
Mecha-Bandicoot has an alternate rocket launcher that was actually seen in the demo. According to a developer, he changed it for the demo without telling anyone because he didn't quite liked the one that got used in the final version.

Doc-Amok Pressure Plate Variant#
A different model created after the used one in the Doc Amok section of Totem Hokum.
Jungle Bungle Logo#
A Jungle Bungle logo is strangely found within the farm cutscene object (probably as a slot placeholder). Back in old versions, the pause level logo was rendered through a model found within the current chunk the player was in, as seen in the demo. In the final game, the logos are found externally from the levels. This model is a leftover of this old coding, since the developers had to update this to account for the international logos.

Brio Monster Boss Icon#
A model for the unused Brio Monster boss mug exists, as it is a 3D model what gets displayed on the corner.

Madame Amberley Shuttle#
This model remains used but invisible in the Amberley fight. It's used to attach the ropes to her.
Energon Spheres Variants#
The Energon Spheres have alternate color variants with unclear use.
Deactivated Sphere Spawner#
There is an alternate sphere spawner with different textures, as if it was deactivated. It may have been used when the sphere was already in its right spot.
Unused Cutscenes#
Totem Hokum Cutscene "B"#
Script: |
COM_TOTEM_CUTSCENE_B |
ID 4255 |
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This cutscene reveals a previous iteration for the Doc Amok stage of this level, where Cortex was first planned to be chased down by a wild boar. The cutscene begins with Cortex falling down from way above ground and, if a boar object is present, it will ram into Cortex. A unused hint message also shows up.
Totem Hokum Cutscene "C"#
Script: |
COM_TOTEM_CUTSCENE_C |
ID 4267 |
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A combination of camera shots. Totem Hokum has an object that handles the two cutscenes used in the Doc Amok section. We have these three unused cutscenes that can be played in-game. However, the original locations planned for this one and the next one are a mystery.
Totem Hokum Cutscene "D"#
Script: |
COM_TOTEM_CUTSCENE_D |
ID 4369 |
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Another combination of camera shots where the cutscene doesn't properly end and softlocks the game. Again, the original location for this scene is unknown, unlike the "B" cutscene.
Unused Game Events#
Bat Spawners#
- In the first Jungle Bungle area, there is a flock of bats that were designed to come out of the cave.
- In the next area, more bats and a path for them exist.
Return to Pier Warp#
Watch on YouTubeThere used to be a two-way warp between the pier and the laboratory. After re-modelling the areas in the island, the developers changed it to a one-way warp to avoid the Tikimon battle to be triggered again if the player chose to backtrack.
Ant Spawner#
Watch on YouTubeIn the Ant Agony entrance, there are two ant drone spawners right before entering the level.
Return to Regular Dimension Warp#
Watch on YouTubeThere's a functional trigger to warp you back from the 10th Dimension to the regular one. It's strangely located above everything, and it's actually coded to function once the game is beaten.
Unused Music#
Ice Climb#
According to one of the original music composers, this was meant for the Ice Climb level. It was scrapped due to not fitting the tone of the level as the developers wanted.
Iceberg Lab (Sped Up)#
A sped-up version of the Iceberg Lab music, may have been requested as a replacement for the previous Ice Climb track.
Boiler Room Doom#
An unused track originally confirmed to have been composed for Boiler Room Doom. While it does play, it's only for some few seconds in the credits sequence. It has an odd position in the music file, being at the end after almost every ambience sound (ID 136), while the most previous music track is the final boss music (ID 64), implying it was only added back to be in the credits scene or was going to be a candidate for the chase section in Totem Hokum, as the Xbox version internally labels this track as "Native Chase".
Academy of Evil#
A variation of the Academy of Evil theme exists without evil laughter. This version is used in the July prototype build in the Classroom Chaos areas.
Unused Ambient Sounds#
There's a batch of unused ambient sounds for Boiler Room Doom. The first one (ID 108) is very similar to one used in-game (ID 122).
A lava ambient track (ID 103) that doesn't appear nowhere in levels with lava in it.
Misplaced Objects#
N. Sanity Island#
At the start, there's a Nitro crate floating afar in the air above the inaccessible beach.
Jungle Bungle#
- In the first Jungle Bungle area, there's a basic crate way out of bounds in the distance at X=518.4, Y=0, Z=-1436.8.
- A functional Nina ceiling hook (chi chi grass) object exists in the same area, but invisible.
Cavern Catastrophe#
Right before the second rollerbrawl section, there's a misplaced Wumpa that you can actually obtain.
Iceberg Lab#
There is another chi chi grass located in the Iceberg Lab exterior chunk.
Slip Slide Icecapades#
In each Slip Slide chunk, there's a pair of mines out of bounds, probably used as markers by the developers to know where to splice the level into different areas when the full level was yet to be spliced.







High Seas Hi-Jinks#
- Right at the start of High Seas Hi-Jinks, there's a Wumpa below the map that you can inadvertently obtain.
- Shortly after destroying Dingodile's house, but just before passing the frozen Rhynoc, there's an inaccessible Life Crate on top of the upper terrain on the right.
- Inside the mountain of the N. Gin fight chunk, there are two flag holders belonging to N. Gin's crow nest.
- Below the ice terrain of the TNT battleship cutscene, there are two barrels floating on the sea. The developers intended to be part of decoration, as if they were buried, but ended up clipping the floor.



Classroom Chaos#
- In each Cortex's Classroom Chaos chunk, there's an ammo crate out of bounds, probably used as markers by the developers to know where to splice the level into different areas when the full level was yet to be spliced.







- Just before entering the last enemy classroom minigame, there's an iron crate floating above.
Rooftop Rampage#
- In the third open area section of Rooftop Rampage, a clear gem...
- ...and an assortment of Wumpas can be seen floating in midair far away.
- These are leftovers of the original, undivided chunk that got split into the three distinct areas we see today, as those innaccesible objects match the coordinates of their corresponding spots.


Twinsanity Island#
In the alternate version of the lab, there are Wumpas down below. This is a byproduct of using the original lab as a base for this area, as the Wumpas are arranged in the same manner as the Iceberg Lab ones.
Bandicoot Pursuit#
In Bandicoot Pursuit, there are five iron crates in the distance of the first chunk belonging to the third chunk crate puzzle. Again, this happened due to the level being made as a whole piece in the beginning.
Ant Agony#
In Ant Agony, looking up at the start of the third open area, near a pile of crates, you can see a Nitro crate oddly floating near the ceiling, directly above the pile of crates below it.
Unused Surfaces#
Out of all 28 surfaces in the game, two went unused but still included in the "Default" chunk file.
Hack Rail#
Watch on YouTubeWith ID 19, this surface named SURF_HACK_RAIL ended up not being used in any of the rail sections of Slip Slide Icecapades or Rock-Slide Rumble. In the game, it just uses the default surface (ID 0). The sound effects included use the same ones as the Slightly Slippy (ID 1) surface used for some of the slippy rocks in the game.
Ice Low Slippy#
Watch on YouTubeWith ID 22, this surface named SURF_ICE_LOW_SLIPPY is not applied to any of the geometry seen on the ice levels or in any slippery setpiece. As the name suggests, it has the same sounds effects as the normal ice surface (ID 17), but it also has way less friction.
Oddities#
- The ammo crates are labeled AMMOCRATESMALL, with its touch event script being COM_AMMO_CRATE_SMALL_TOUCHED, despite the fact that there are no other distinct ammo crates, big or small, in the game besides that one.
- The BOOKCASE_MEDIUM (ID 109) used in Classroom Chaos only exist in one size. Moreover, its script SCHOOL_BOOKCASE_TOUCHED (ID 3264, 3265) implies a different way of triggering it.
- The shield N. Tropy uses in the fight is also present in the Madame Amberley-attached objects MAM_BEAM_END (ID 465) and MAM_FAST_BEAM_END (ID 469). Based on the ID of the MAM_BEAM_START object used for the electric effects in her hands (being ID 882, which is +400 slots apart from the original Amberley object), it is thought that this shield served the purpose of this object as a placeholder. Furthermore, the materials for the shield model are mysteriously named "cortex_shield".
- The French version of the "Throw me over there" cutscene in Cavern Catastrophe reveals a much larger, original script, as this one specifically was not trimmed correctly.
Version Differences#
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To do: |
NA 1.0#
- It runs at a 512x448 resolution on PS2 and 640x480 on Xbox.
- The game crashes sometimes after Dingodile (specifically, when his model gets too far after you beat him).
- The 100% completion FMV is the therapy session in this version.
- This version contains some crates that don't exist in other versions.
- Skipping FMV's requires waiting a second.
- Cortex's and Mecha-Bandicoot's plasma is huge compared to other versions.
- The short area after the bus chase and before switching to Cortex has an unlocked camera.
- There is no checkpoint right outside the top lab's interior and Cortex's position inside is far from the entrance.
- The world checkpoint outside the 10th dimension lab doesn't auto-activate upon leaving the lab.
- After loading the game, the "Autosave Enabled" screen doesn't appear.
- Dying while activating the first Boiler Room Doom cutscene will lock Crash in place.
- The checkpoint in front of the first ice wall in the Ice Climb exterior will not activate from a distance.
- An additional checkpoint exists next to the world checkpoint at the start of Rockslide Rumble.
- Next to Evil Crash's hut, one of the rocky platforms on the way to the gem has different collision than its visuals.
- A big tree exists right next to the farm, which lets players bypass Totem Hokum easily.
- The corridor just before the final boss contains a couple enemies.
Xbox Version#
- Texture quality is overall better.
- The lighting on characters and environments is mostly nonexistent, making the characters and objects look darker.
- NA and EU share the same save slots.
- Tip text at the bottom of the screen is higher up.
- HUD counters are closer to the icons.
- The game doesn't clean up particles after dying immediately.
- Earning a life by getting 100 Wumpa fruit doesn't play a sound.
- Loading the game requires confirmation.
- Particles in general are more sparse, usually with a shorter lifetime.
- Transitions into and out of cutscenes show the game's logo in the bottom left corner of the screen.
- Some cutscenes desync from the audio due to in-game lag.
- FMV Extras are called that way in the menu instead of "Movie". The name was also localized accordingly.
- The rising slime in Classroom Chaos emits a sound that stays forever if the room is left by quitting or loading.
- Pressing the A button brings up the main menu on the title screen (in addition to the Start button).
- Scenery crystals and icicles are more opaque.
- The sound of Cavern Catastrophe's drill opening is different.
- The NA Xbox version is region-free, the other versions are not.
- The EU Platinum version is identical to the original EU version.
- The Xbox version works on the Xbox 360, although it suffers from big slowdowns.
These are exclusive to the Xbox variant of NA:
- Respawning on a world crate with autosave on saves the game every time.
- On some checkpoints, after loading the game for the first time, the game unpauses with the autosave screen open.
These are exclusive to the Xbox variant of EU:
- The ':' symbol is missing from the font, affecting the game time on save files, sound options, and the worm minigame timer.
- Due to the 50hz refresh rate, the sliding bug doesn't happen.
- There is no Spanish localization.
EU Versions#
- This version runs at a 512x512 resolution on PS2 and 640x480 on Xbox.
- The 100% completion FMV is a short animation montage in this version.
- The font is smaller in order to fit letters from various languages in the font texture.
- It has less gameplay lag than NA.
- Some crashes (like the Dingodile one) were fixed.
- Bodyslamming onto higher surfaces snaps less.
- The Spyro trailer is unavailable in-game.
- Lives are taken and shown immediately when the animation starts, instead of after the fadeout.
- The airship departing cutscene was changed to show a different angle of the scene.
- Walking near the fence at Farmer Ernest's farm will detach Cortex from Crash.
These are exclusive to the PS2 variant of EU:
- Due to the 50hz refresh rate, the sliding bug doesn't happen.
- Evil Crash has pathing problems in Bandicoot Pursuit making him run in circles in some places.
- The menus are very slow.
- A save cancelling confirmation was added.
- The room before the last classroom has no enemies.
- This is the only version missing the Spyro trailer from the disc.
- Stunned Coco doesn't damage Crash.
- Resetting Nina's walljumping tutorial is fixed.
Japanese Version#
- It runs at a 512x448 resolution.
- The 100% completion FMV is a short animation montage in this version.
- Crashing fixes from the EU version were ported over to this one.
- Lives are reduced and shown immediately when the death animation starts, rather than after the fadeout.
- The airship departing cutscene was changed to show a different angle of the scene.
- Many menu actions and skipping cutscenes requires pressing Circle instead of X. This is due to the Circle button being used to enter for Japanese and East Asian PlayStation units.
- Confirming the 'Continue without saving' screen puts you into the pause screen.
- As with usual Crash Japanese localization, the TNT and Nitro crate textures were changed accordingly.
- The shoulder button icons are on different heights.
- Sliding is as tight as on EU, but the random deviation from NA still exists.
- Rusty Walrus' pathing is broken.
- Evil Crash has pathing problems in Bandicoot Pursuit making him run in circles in some places.
- Bodyslamming works just like on NA.
- The disc contains the Spyro trailer, however it's unavailable in-game.
- Walking near the fence at Farmer Ernest's farm will detach Cortex from Crash.
- Stunned Coco doesn't damage Crash.
- The room before the last classroom has no enemies.
- Resetting Nina's walljumping tutorial is fixed.
- Characters in galleries (except McDonald's and the Test one) have more fingers than in other versions.
NA 2.0#
- The 100% completion FMV is the therapy session in this version.
- Crashing fixes from the EU version were ported over to this one.
- The airship departing cutscene was changed to show a different angle of the scene.
- Walking near the fence at Farmer Ernest's farm will detach Cortex from Crash.
- The room before the last classroom has no enemies.
(Source: Crash Mania)
(Source: Beyond Twinsanity)
References#
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The Crash Bandicoot series | |
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PlayStation |
Crash Bandicoot (Prototypes) • Cortex Strikes Back (Prototypes) • Warped (Prototypes) |
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PlayStation 2 |
The Wrath of Cortex (Prototypes) • Crash Twinsanity (Prototypes) • Crash of the Titans • Mind Over Mutant |
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Xbox |
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Xbox 360, Wii |
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GameCube |
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Game Boy Advance |
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PlayStation Portable |
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PlayStation 4, Xbox One |
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Nintendo Switch, Windows |
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PlayStation 5, Xbox Series X |
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Android, iOS |
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Racing Games | |
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PlayStation |
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GameCube, Xbox, PlayStation 2 |
Crash Nitro Kart (Prototypes) • Crash Tag Team Racing (Prototypes) |
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Game Boy Advance |
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PlayStation Portable |
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PlayStation 4, Xbox One, Nintendo Switch |
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Party Games | |
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PlayStation |
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Nintendo DS |
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Misc. | |
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Game Boy Advance |
Crash Bandicoot Purple: Ripto's Rampage • Spyro Orange: The Cortex Conspiracy |
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Nintendo DS |
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Adobe Flash |
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Adobe Shockwave |
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