Crash Bandicoot LOST BITS | Lost Levels and Unused Content [TetraBitGaming]

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[Music] hey guys and welcome back to another lost bits video right here on tetra bay gaming the series where we take a look at the unused scrapped and unseen content in gaming as some of you may know I mostly cover Nintendo content but this week I'm feeling pretty adventurous so in this video I'll be diving into my first PlayStation game here on lost bits and what more iconic game is there to start with then the first Crash Bandicoot for the ps1 hopefully you guys enjoy as I'd love to cover more games like this in the future anyways go grab some wampa fruits and outdated memes it's time to into some lost bits now before we move on to the final game let's rewind to before the game's release in September 1996 before crash was well of bandicoot's as early as 1994 he was planned to be a wombat by the name of Willy Willy The Wombats and here we can see his early concept arts even Butch Hartman the artist behind cartoons like Fairy OddParents and Danny Phantom was commissioned to make some concept sketches since I guess the name Willy was deemed too suggestive Universal Studios Interactive the games publisher was pushing for the name to be changed to something more family-friendly like Wuzzles Wes and wizzy the wombat yeah I'm sure the name wizzy totally wouldn't be joked about either in any case due to a copyright dispute with the upcoming japan-only Willy wombat game what you don't remember Willy wombat for the Sega Saturn the characters animal and name were eventually changed to crash bandicoot's after his tendency to break stuff I think it's really cool to see just how much the characters design let alone aim had changed also fun fact there's a file path in the final release of Crash Bandicoot which still references the name Willy as I make this video there are two prototype releases of crash bandicoot that have been dumped both of which have several changes from what was released to the public there's quite a lot to say about these prototypes I could probably make a video just about them but I'll just touch on the parts that I think are the most interesting for this video the first prototype with a build date of April 8th 1996 is currently the earliest known build of the game right away many visual differences are apparent like the title screen which looks nothing like what was seen in the final release other major visual changes include a different heads-up display fonts the word continue used to emerge from the checkpoint boxes plus health was measured using dots instead of a meter the end warp pad had a different effects and the stage map was originally 2d instead of a 3d model honestly I think the 2d version would have aged much better then on top of just general differences and levels like differently placed crates here the password system also used character icons instead of button inputs there's basically no music playback there aren't any gems to obtain and the aku-aku masks never turn gold among several other smaller differences oh yeah and there's also this super basic looking game over screen with dr. neocortex chasing crash epic font bro this version also has a few not-so-secret debugging features like being able to unlock all the levels by pressing r1 and l1 on the title screen as well as invincibility by doing the same in a level like I said earlier there's no music playback code in this build but there are a few audio files in here that as such go unused the only one that isn't heard in the final release is a track that is meant for a test room which we'll come back to later well actually it's two tracks that were supposed to be played simultaneously here let's have a listen [Music] sound familiar well it should because it's an arrangement of Dance of the Sugar Plum Fairy from The Nutcracker Suite I assume this must have either been just a stock asset for the development engine they were using or they just loaded in the MIDI file for it or something next are some graphics and models that go unused in this build some textures from an also unused lava cave level this very basic looking snake a lava cave plants a hyena enemy some unused obstacles for the boulder escaping stages a rock a roadblock thing and an unused animation of crash spinning like a clock looks to be some sort of celebratory animation there are also unused graphics and coding for various fruits that was replaced by the wampa fruits a coconut lime lemon strawberry mango pineapple grapes and there's also this bloody yin-yang item known as the yin-yang yuk according to this early design documents among the other level design ideas it looks like the fruits all offered a different number of fruits to the overall count ranging from 1 to 5 and the yin-yang yuck item was supposed to be some sort of secret game pickup but not much else is known about its full intention the leftover code for it just counts it as one fruit pickup thankfully just like we saw with banjo kazooie all the different fruits were just replaced by one other collectible in this case the wampa fruits there are quite a few unused levels in this build but I'm just gonna lump all the unused levels together later so with that let's move on to the next prototype this one has a build date of May 11th 1996 and was the demo available for e3 of that year even though it's only about a month further than the previous prototype as you can see already with a title screen some parts are much closer to what was seen in the final release that said however many of the scrapped aspects like the boss health dots are still present unfortunately there's not as much interesting stuff left unused in this version and many of the differences are the same as in the previous bill the only really notable unused things in this build are an unused intro part to the insanity Beach tune as well as a weird glitch that would cause the bandicoot subtext on the title screen to appear flip for some reason yeah it's pretty strange now with those prototype builds out of the way it's now time to move on to the final retail release of crash bandicoot's let's again start off with some unused sounds there's a full version of the door opening sound that normally has the last two seconds cut off a boomerang sound that's a leftover from a boomerang hazard from the e3 build which was scrapped and finally a warp sound effect that goes unused here but was originally heard as the checkpoint sound in the April prototype furthermore there are several Japanese exclusive tracks I guess these aren't completely unused but we're focusing on the North American version here so yeah these alternate tracks are all themes for dr. neocortex doctor nitrous Brio pinstriped Potter ooh koala Kong as well as the Tawna bonus round apparently these were all changed for the Japanese version of the game last minute since the Japanese division of Sony felt that the boss music needed to sound more video game-like whatever that means and apparently the ton of bonus round music was too nostalgic sounding I'll just play you a quick sample of each song to show all you non-japanese gamers what you've been missing [Music] [Applause] [Music] now on to some more unused graphics and objects first are the unused obstacles meant for the bolder stages I mentioned earlier only here we can see them properly textured then there's also this unused guard-dog enemy that was meant to be seen in the heavy machinery and castle machinery levels and also a graphic saying loading press start just in the wrong order it was again used in the e3 build but is seen nowhere in the final release next up once thought to have been meant for a crash bandicoot cartoon spin-off is actually a completely scrapped intro and ending that was meant to be used in the game [Music] the game's designer and producer David Ziller mentions that after Universal licensed the game to Sony this cartoon look was cut since they were really pushing the 3d looks of the PlayStation 1 this is probably the same reasoning the level select map was changed to it's too bad because I really like the style of this cartoon reminds me of other awesome 90s cartoons like Animaniacs or Dexter's Lab and who knows in some alternate timeline where they kept this cartoon intro there may have been a very successful cartoon that came out of it Crash Bandicoot also has a hidden test save system that can be added to the title screen by using the following game shark code in the North American version this is about as close as it currently gets to a debug mode for this game the main purpose of this extra mode is to test the game saving system it offers a save file with the game 63% complete which can either be saved right to a save slot or reached by using a cheat code which this mode also provides that's cool and all on its own because it can unlock most of the game for you if you're lazy like I am but there are also a few more debug features on top of this during a level several button combinations unlock a slew of different effects pressing l1 and r1 down will grant the player invincibility l1 and our two grants the player in aku-aku powerup l1r two or three times followed by l1 r1 and r2 grants a permanent aku-aku pressing l1 l2 and also clearing a level with all the crates broken instantly collects all the gems and keys in the entire game and lastly pressing l1 and l2 and clearing a bonus round will similarly unlock all the playable levels in the entire game in addition to getting the game 100% complete with all the gems and keys obtained unfortunately I'm pretty sure this is prohibited in speedrunning this game just nobody tell Billy Mitchell about this okay so the very talented Niko run or a deep game research made it possible to move the camera around in this game but unfortunately due to the way the game handles how graphics are loaded as you can see there's really not much to see outside of what's normally visible so with that finally my favorite part time to check out some of crash bandicoot's unused levels first are a few that never made it into any known playable version of the original game starting things off is a cut lava cave level that I briefly touched on earlier in this video according to programmer and co-creator Andy Gavin this was one of the first stages to have been developed for the game it was apparently cut for several reasons namely its memory usage from the large amount of polygons that were used and that the orange color of the lava was deemed too distracting from crashes color hence why there aren't any lava levels period although the stage isn't currently playable some fans were able to view parts of the level with a customized tool and see what it was supposed to look like it was noted that the stage is fully textured though vertex shading and many polygons are missing still cool that we get a glimpse into what could have been a pretty interesting looking stage next is a jungle level and as you can see it's left pretty unfinished with only a few textures interestingly some fans have also noted that the camera path for the stage bears a strange resemblance to the first stage in Donkey con boo yeah not too much else to say about this moving along now are some unused levels that can be accessed by tweaking the code in the April prototype of the game first is the smallest unused level simply just known as the test level it's a very basic and small area that was used to test various things like level geometry items lighting of the spider and lab assistant enemies and crash turning green and as you can see on the bottom there's this weird texture of crashes face tiles according to Andy Gavin this level was mostly used for testing since due to its size it was able to be processed much faster than any of the other levels apparently as fast as three minutes compared to as much as six hours for some other levels it's not the biggest test room but I always love these tiny ones with lots in them and as a bonus collecting all three tana tokens found in the crates will automatically cause the player to load into a ton a bonus round that looks like it was an early version of the Brio bonus areas from the final game this one's normally not clearable since crash can't jump this large gap but with invincibility or moon jump enabled we can get across to see Tana waiting for us on the other side okay she will then give you a very subpar looking cheat code to use with the main menu unfortunately it doesn't seem to do anything next up is a cliffside level which has the player traversing down the cliff this level is also very incomplete as throated our various untextured objects and broken collision detection which results in crash walking under the stage or just on nothing the life and wampa fruit counter is completely broken and the texture on crashes back is also incorrect looks like he's growing some grass on his back or something here we can also see many of the objects that go unused in the game otherwise that I mentioned earlier like the rocks the roadblocks and the hyena enemies which just stand there menacingly overall a pretty basic platforming stage next up is a waterfall theme level and I honestly think this one looks really cool there are various platforms more of the scrapped hyena enemies a cool log catapult thing and more unfortunately many parts of the stage are still unfinished or on texture so it's kind of an eyesore there's also no way to complete the stage as eventually you'll just get to a dead end since the end of the level is similar to Ripper ooze boss level it is believed that this stage may have once been planned to appear before the boss fight instead an unused cavern level is up next and this one is certainly one of the more polished scrapped levels at least visually this cavern has an awesome glowing green and purple color palette that looks so cool now even though there aren't any enemies here pretty much everything can kill you move too far to the left dead touch a wall dead - oddly enough though the acid here doesn't kill you no that makes total sense again this level ends up roughly with another dead end what's even more interesting is that the code for this level still exists in the final retail version of the game although since the rest of the levels use a different coding format this level just crashes the game if you try to load it in and speaking of the final release of Crash Bandicoot there are also two more unused stages left over that are still accessible with the use of a gameshark code the first of these is what appears to be a slightly updated version of the early tana bonus room from the prototype only this one doesn't have tana or any character present at the end it's again normally unclear able without invincibility or moon jump but even with those you're not missing much and at best you'll just get the game crash on you and last up is an unused level that's quite famous amongst crash fans stormy a sense if you've played the new insane trilogy remake of the game you may also recognize the stage as it was recreated and brought back into the game as one of the bonus DLC stages anyways this scrapped level is the most complete there aren't any missing textures the collision detection is all there the enemies are functional yeah this level was basically ready for release why was it cut then you might be asking well again according to Andy Gavin the stage was simply just deemed too difficult and the dev team didn't have time to make it any easier despite it being one of his favorite courses to have been made for the game thankfully though like I said the stage was eventually remade and made available to the masses even if it did start with a three dollar price tag the level itself is pretty good and I love the setting but I have to agree it's quite the difficult level I guess it's time to get good but with that concludes this lost bits video on crash bandicoot and I hope you guys enjoy as always if you did and want to see me cover more crash and other Sony games in the future be sure to slap a like down below it really helps me out a lot and lets me know you're interested also if you enjoyed this video and want to see more lost bits like it you can do so by clicking on the card right here if you want to stay even more up to date be sure to subscribe here and swing by my Twitter and other social media things all of which will be linked in the description below and if you would like to support the channel check out my merch at tetra Bay gaming comm or consider becoming the latest tetra channel member by clicking the join button below the video but as always guys thank you all so much for tuning in and I will see you in a bit [Music]
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Channel: TetraBitGaming
Views: 429,501
Rating: 4.9288692 out of 5
Keywords: Crash Bandicoot, Crash Bandicoot Lost Bits, Crash Bandicoot PS1, Crash Bandicoot Unused Content, Crash Bandicoot Unused Intro, Crash Bandicoot Unused levels, Stormy Ascent, TetraBitGaming, TetraBit, TBG Common, Lost Bits, Crash Bandicoot Unused Music, Crash Unused Music, Sony, PS1, Playstation, Crash Bandicoot Whoa, Crash Lost Bits, glitch, gaming, Crash Bandicoot Test Level, Crash Bandicoot Prototype, Crash Bandicoot Beta, Crash Bandicoot Remake, Nintendo, Video Games, Crash, Bandicoot
Id: Pt-k3lwn5iw
Channel Id: undefined
Length: 19min 48sec (1188 seconds)
Published: Sat Oct 05 2019
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