Crash Twinsanity (Aug 3, 2004 prototype)

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Title Screen
Crash Twinsanity (Aug 3, 2004 prototype)
Build date Aug 3, 2004
Build name Review
Dump status Released
Dumped by Keon McKeon
Released by DarkaiserKeon McKeon
File release date August 3, 2024
Origin DVD-R
Labels Crash Twinsanity PS2 Review Build
Game Crash Twinsanity
System PlayStation 2
Genre Action Adventure
Final build US Aug 5, 2004 (v1.00)
US Aug 31, 2004 (v2.00)
EU Sep 3, 2004
JP Sep 6, 2004
Release date US Sep 28, 2004
EU Oct 8, 2004
JP Dec 9, 2004
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A prototype of Crash Twinsanity for the PlayStation 2.

Notes

The Cutting Room Floor research
  • The root directory contains a small output file called "CrashEvo.log", which logs a failed attempt from a few days prior to compile a debug build numbered 9.279, dated July 30th, 2004.
  • The checkpoint at the starting area of N. Sanity Island is placed next to the dug hole and has no activation trigger.
  • In Cavern Catastrophe, a red dust effect appears in the ant drill cutscene when the drill is returning to the ground.
  • The wall of crates after the drill chase in Cavern Catastrophe has less crates.
  • The cave entrance leading to Slip Slide Icecapades has no metal door.
  • In High Sea Hi-Jinks, the cutscene where you encounter N. Gin in the first rocket room will act as a proper cutscene whenever the player dies and respawns in that room. In the final game, the game will not enter the cutscene state, allowing the player to move around while the scene plays.
  • In the Henchmania boss fight, the screen does not fade to black before the cutscene begins, allowing the player to briefly see N. Brio and N. Tropy t-posing on the platform.
  • In Rooftop Rampage, there is no set of iron crates and a hanging life crate before the blue gem.
  • A world crate is present before the Madame Amberley boss room.
  • The game seems to consistently crash after the Madame Amberley boss fight, which prevents the player from beating the game.
    • You can work around this by saving the game in the next world crate using the final game and then loading the save file in this prototype.
  • In Twinsanity Island hub, going to the balconies and attempting to return to the Psychetron room will cause the FMV cutscene to play again upon approaching the lab doors, resulting in Crash being teleported out of bounds afterwards and getting stuck, softlocking the game.
  • A world crate is missing in the balcony leading to Rock-Slide Rumble.
  • There are very minor crate layout changes in Ant Agony.
  • The worm that can be bounced on as a shortcut up to Farmer Ernest's farm never shows up after returning to N. Sanity Island.
    • Similarly, the second boat also won't appear in the dock when backtracking. That means the only way to return to Iceberg Lab is taking the boat after Tikimon.
  • Dying by a mantrap erroneously plays the explosion death animation instead.
  • Aku Aku will not physically appear beside the player when respawning in Rollerbrawl or Humiliskate forms.
  • Crash has a stretchy animation of being sucked into the portal when entering it.
  • Sometimes Crash's walking animation will stop playing and he will become static while moving. This is more noticeable around the cave shortcut in the second section of N. Sanity Island.
  • Miscellaneous Notes:
    • Game is emulatable (in PCSX2): Yes (as of August 3, 2024).
    • Game contains dongle protection: No.

Screenshots

Origin

Acknowledgments

Thanks to Keon McKeon for dumping and allowing the release of this build.

See also