Crash Bandicoot 2: Cortex Strikes Back (Sep 14, 1997 prototype): Difference between revisions

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|system=PlayStation
|system=PlayStation
|genre=Action
|genre=Action
|final_builddate={{RegionDate|JP|Oct 5, 1997}} {{RegionDate|EU|Oct 10, 1997}} {{RegionDate|US|Sep 29, 1997}}
|final_builddate={{RegionDate|JP|Oct 5, 1997}} {{RegionDate|EU|Oct 10, 1997}} {{RegionDate|US|Sep 30, 1997}}
|release_date={{RegionDate|JP|Dec 18, 1997}} {{RegionDate|EU|Dec 5, 1997}} {{RegionDate|US|Oct 31, 1997}}
|release_date={{RegionDate|JP|Dec 18, 1997}} {{RegionDate|EU|Dec 5, 1997}} {{RegionDate|US|Oct 31, 1997}}
|unreleased=No
|unreleased=No
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==Notes==
==Notes==
{{Tcrf link| Proto:Crash Bandicoot 2: Cortex Strikes Back/September 14th, 1997 build}}
{{Tcrf link| Proto:Crash Bandicoot 2: Cortex Strikes Back/September 14th, 1997 build}}
*Languages choices in the main menu are in different order and all names are in English, instead of the native name.
*There are no sounds from any menu screens, including the title screen, when you press up, down, left, right or X. There's also no demos on this version, so the title music will just sit and play forever if you leave it alone.
*Languages choices in the main menu are in different order, and they are partly implemented, it's that just the text is in English.
*It's totally impossible to skip the opening cutscenes. However, you can pull up the HUD if you want.
*The textures in the pause menu are the same as in the NTSC-J version, there is no calibration and screen centering options and music volume is defaulted to 74% as opposed to 100% in the final version.
*The textures in the pause menu are the same as in the NTSC-J version, there is no calibration and screen centering options and music volume is defaulted to 74% as opposed to 100% in the final version.
*Almost all levels have slightly different music tracks.
*Almost all levels have slightly different music tracks.
*If you have any crystals or gems, and use a secret exit, you lose them and have to get them again.
*Polar makes a very different sound.
*The Eel Deal has an extra box hidden in the bonus, over the pile of iron boxes.
*The Eel Deal has an extra box hidden in the bonus, over the pile of iron boxes.
*Un-Bearable looks slightly different. Texturing in several areas appears to be incomplete.
*Un-Bearable looks slightly different. Texturing in several areas appears to be incomplete.

Revision as of 17:19, October 26, 2020

Title Screen
Crash Bandicoot 2: Cortex Strikes Back (Sep 14, 1997 prototype)
Build date Sep 14, 1997
Build name Review
Dump status Released, redump needed
Dumped by cater0mcfpsx-collector
Released by cater0mcfpsx-collector
File release date 2013
Origin CD-R
Labels CRASH 2 V3 PAL REVIEWABLE / CRASH BANDICOOT 2 REVIEW VERSION PAL
Game Crash Bandicoot 2: Cortex Strikes Back
System PlayStation
Genre Action
Final build JP Oct 5, 1997
EU Oct 10, 1997
US Sep 30, 1997
Release date JP Dec 18, 1997
EU Dec 5, 1997
US Oct 31, 1997
Download Crash Bandicoot 2: Cortex Strikes Back (Sep 14, 1997 prototype) (info)
Error: The download file provided does not exist, please upload it or fix the file name if it's incorrect.

A prototype of Crash Bandicoot 2: Cortex Strikes Back for the Sony PlayStation.

Notes

The Cutting Room Floor research
  • There are no sounds from any menu screens, including the title screen, when you press up, down, left, right or X. There's also no demos on this version, so the title music will just sit and play forever if you leave it alone.
  • Languages choices in the main menu are in different order, and they are partly implemented, it's that just the text is in English.
  • It's totally impossible to skip the opening cutscenes. However, you can pull up the HUD if you want.
  • The textures in the pause menu are the same as in the NTSC-J version, there is no calibration and screen centering options and music volume is defaulted to 74% as opposed to 100% in the final version.
  • Almost all levels have slightly different music tracks.
  • If you have any crystals or gems, and use a secret exit, you lose them and have to get them again.
  • Polar makes a very different sound.
  • The Eel Deal has an extra box hidden in the bonus, over the pile of iron boxes.
  • Un-Bearable looks slightly different. Texturing in several areas appears to be incomplete.
  • The area right after the bonus in Diggin' It lacks the holes.
  • The diggable soil in alpine levels is grey instead of magenta. This matches the appearance seen in the load/save icons in the final version. The player can also move while digging in and jumping out of it, helped even further by the fact that these two animations are longer.
  • Bee-Having uses real Nitros that Crash can stand on and that don't bounce. They were changed to being part of the scenery as they could still be blown up with attacks.
  • Due to an excess of polygons, Piston it Away crashes in the area with the gem. Areas around the gem are also prone to crash. This can be fixed with a cheat code.
  • You need to hold L2 instead of Triangle to go back to a boss battle.
  • If you hold R2 you can skip the boss battle when going to the next warp room.
  • Music volume 0% acts like it would be 100%.

Video

Origin

Acknowledgments

A huge thanks to psx-collector for providing a new dump with all original timestamps, and giving the original disc scans containing this build.

See also