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Table of Contents |
Crash Bandicoot: Unlimited® |
| General
Differences Cavern Catastrophe Jungle Bungle Totem Hokum Back to Index |
The demo has differences in moves, dialogues and even in level layouts. The annoying part is that the demo closes after a few minutes, so you have to reset the console after the time has passed. Title: Crash Twinsanity
used to be called Crash Bandicoot: Unlimited. Right at the beginning, you
see some doors opening, and the old logo appearing. This logo is even
different from the Unlimited logo available to the public (like the one
above). For more, see the video in Totem Hokum. Punch: Crash originally Did you know that Crash originally had an extra move? Yep, he used to do a mean punch, which comes in handy. To execute this punch, all you had to do was press Square and Circle (like when throwing Cortex). The punch is powerful enough to break locked crates, which you can only usually open by belly flopping. Warp Room:
There was once a Warp Room, and right on Iceberg Lab. From there, you
could choose from the 3 levels in the demo. Also at each door was a
humorous description of the level, made by a narrator. The narrator is Lex Lang, Cortex's Twinsanity actor. In the center of the lab,
Cortex stands on a chair surrounded by a force field (so you can't
interact with him). The Warp Room was only intended for the demo. Also, the Warp Room has a
very short music which is only heard in this demo, and nowhere else. Relics?:
If you pause in the demo, you'll notice a relic drawing. Was Twinsanity
originally meant to have relics? Notice also that the gem order is
different than in the final. The pause menu also shows how you could get
back to the Warp Room (or hub, as shown here) just like in the old
games. Dialogues: Almost every dialogue was redone in the final version, because sometimes you just couldn't understand a word Cortex said. This is mostly noticeable in the Totem Hokum level. Skipping Cutscenes: Something that was inexplicably omitted in the final version is present in this early demo- the ability to skip cutscenes. Glitches: If the final game is pretty glitchy, what shall I say about the demo? There are lots of glitches here and there, especially with Crash and Cortex as partners. For instance, if you spin into cortex and immediately press circle, he'll throw Cortex too soon, and be carried forward. Sometimes the crystal stays in the air too. Music: The music is basically the same, but about halfway through, it loops back, instead of having the full version. It also takes a while to loop, unlike in the final version. As explained above, the Warp Room also has an exclusive and short music, but it's not something you would really want to listen. It's barely a theme on its own, since it's very basic. Fonts:
The life and Wumpa counter have the old Crash font. In the final version,
a new font appears. Aku Aku: Aku Aku doesn't automatically appear in each life, and his animations are different. When you jump, he'll face up, and when you get hit, he'll pop like a balloon and fly a bit. Lives: Though the crates are the same, when you open a Crash crate, you'll see an Aku Aku mask instead of a Crash mug. |