Proto:Crash Bash/August 25th, 2000 demo
This is a sub-page of Proto:Crash Bash.
This article is a work in progress. ...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes. |
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The third demo of Crash Bash was featured as a the secret demo hidden within Spyro: Year of the Dragon, accessed by using a cheat code. Like any other Crash Bash demo, the entire game is featured in the files but the vast majority of it is usually inaccessible to the player.
Contents
- 1 Debug Features
- 2 General Differences
- 3 Game Type Differences
- 4 Level Differences
- 4.1 Warp Rooms
- 4.2 Crashball
- 4.3 Polar Panic
- 4.4 Pogo Painter
- 4.5 Jungle Bash
- 4.6 Papu Pummel
- 4.7 Beach Ball
- 4.8 Tilt Panic
- 4.9 Pogo-a-Gogo
- 4.10 Space Bash
- 4.11 Desert Fox
- 4.12 Bearminator
- 4.13 N. Ballism
- 4.14 Melt Panic
- 4.15 El Pogo Loco
- 4.16 Snow Bash
- 4.17 Metal Fox
- 4.18 Dot Dash
- 4.19 Big Bad Fox
- 4.20 Sky Balls
- 4.21 Manic Panic
- 4.22 Pogo Padlock
- 4.23 Drain Bash
- 4.24 Jungle Fox
- 4.25 Toxic Dash
- 4.26 Ring Ding
- 4.27 Oxide Ride
- 4.28 Swamp Fox
- 4.29 Dante's Dash
- 4.30 Splash Dash
- 4.31 Dragon Drop
- 4.32 Mallet Mash
- 4.33 Keg Kaboom
- 4.34 Script Stuff
- 4.35 Podium
- 5 Unused Graphics
- 6 Internal Level List
Debug Features
Cheat Menu
D00796D4 0019 800796D4 0020 D00796E8 15A0 800796E8 15F8 D0091636 001E 80091636 000A
A cheat menu can be unlocked before starting a game by inputting Left, Right, Left, Right (x2), Left, Right (x3), Left, Right (x4), Left, Right (x5) at the main menu. This option can be accessed via the pause menu and allows a range of debug functionality, including warping to almost any level.
Note: Since the level select goes up to Ring Ding, the code above unlocks the rest of the minigames to be normally accessed via the menu (except for Mallet Mash).
- LEVEL SELECTOR: Self-explanatory.
- CHEAT FLAGS: Lets you use such cheats like invulnerability, freezing the timer, making your opponents brain-dead, and so on. Use Left/Right to enable a cheat. Cheats that are active are marked with an asterisk.
- TWEAK SETTINGS: This is a more complex sub-menu that allows you to change the game's internal settings, as well as the mode you're playing. To change modes, use the very first option in this sub-menu. This allows you to quickly alternate between a trophy to a crystal challenge, for example. To test it out, press the Select button to restart the level with your changes applied.
- TWEAK AWARDS: Allows you to apply every prize there is to collect for every minigame and boss.
General Differences
- The demo itself lets you play Adventure and Battle modes. The available levels are Pogo Painter, Polar Panic, and Pogo-a-Gogo (unlockable after completing the previous minigames).
- The characters' model textures lack any shading. Cortex's "N" is also grey instead of brown.
- The characters can keep moving while performing the basic attack in the warp rooms.
- There is no force victory feature.
- There is no completeness percentage in Adventure Mode.
- Winning a minigame while under an item effect, the effect doesn't disappear instantly.
- N. Brio has a different hurt voice clip in Pogo Pandemonium, Tank Wars, and Crash Dash levels.
- Dingodile has a different hurt voice clip.
- In the Options menu, only Vibration is present.
- Action buttons are written as a normal word. In the final, the action buttons are written using a small graphical representation of the corresponding button's symbol.
- L1 and R1 icons use dark letters.
- In the Controls screens, L1 and R1 button icons are placed vertically.
- There are a plenty of unfinished text strings.
Game Type Differences
Most of the general differences are related to the primitive rules screens. The text descriptions are very basic and with simple writing, and the rules aren't sorted by categories (Objectives, Controls, Special Items).
Crate Crush
- Wumpa fruits can't be collected when jumping.
- Victory is only announced after the last dead player turns into an angel, or after the Weight on the crushed player disappears.
- Aku Aku won't stop protecting the player when hit by other opponents' basic attacks.
- Text differences in the rules screen:
- There is no Special Items screen, the items are explained along with the controls.
- "Kicks crates" instead of "Press to kick crates".
- "Picks up and throws crates" instead of "Press to pick up crates - Press again to throw".
- "Collect fruit to increase [...]" instead of "Collect Wumpa fruit to increase [...]".
- There is no jump button hint.
Ballistix
- Text differences in the rules screen:
- "[...] your ship speed" instead of "[...] your ship's speed".
- The extra kick hint is placed in the middle, and the ship speed at the botom.
- The players' starting scores quickly increase from zero after loading it or when closing the rules screen for the first time.
- The character taunt clips are the same ones used in other minigames. In the final game, they use the same clips when they win a minigame instead.
Polar Push
- The boost bar is smaller.
- Rilla Roo normally lacks the spinning effect in the tail when charging, although when Dingodile is present, his green spinning tail effect is also shared to Rilla's tail instead.
Pogo Pandemonium
- Text differences in the rules screen:
- There is no Remember warning about the purple boxes. They are instead explained in the normal Controls screen, under the movements.
- "Touch missiles to pick up" instead of "Stun other players with missiles".
- "Fires missile" instead of "Press to fire missile".
- "Pick up boots for speed up" instead of "Collect speedy boots to move faster".
Tank Wars
- There are no mine, lobbing bomb and missile icons in the HUD.
- Text differences in the rules screen:
- All "enemy" instances in the rule screens were changed to "opponent" in the final game.
- "Fires main weapon" instead of "Press to fire main weapon".
- "Drops mines" instead of "Press to drop mines".
- "Rotates turret" instead of "Press to rotate turret".
- "Collect fruit to increase [...]" instead of "Collect Wumpa fruit to increase [...]".
Crash Dash
- Lap counts are always set to 01.
- Text differences in the rules screen:
- "Accelerates" instead of "Press to accelerate".
- No Movements hint.
- No special items screen.
Level Differences
- The gem challenge description is different: "Defeat the other players in the allotted time".
- The gold/platinum challenge description is different: "Win three rounds in a row to achieve a Lockout".
Warp Rooms
- The challenge order is Trophy, Crystal, Gem.
- There is no sound effect when accessing the warp room teleporter.
- There are some text strings differences:
- "Left right selects challenge" was changed to "Press left - right to select challenge".
- "Use left right to select warp room" was changed to "Press left - right to select warp room".
- "Press ✕ to enter" was changed to "Press ✕ button to enter".
- "You require" was changed to "You need".
Demo Warp Room
The warp room used in the demo versions of the game. It contains Pogo Painter, Polar Panic, Pogo-a-Gogo (unlockable after beating all challenges of the other two minigames), Crashball (inaccessible), and Space Bash (inaccessible).
Warp Room 1
- There are butterflies flying around the warp room. The animations aren't set properly, so they ocasionally freeze in mid-air.
Warp Room 2
- The hub world model for Bearminator is completely different, taking place in an industrial area with oil.
Warp Room 3
- The room uses the default look.
- The hub world model for Big Bad Fox shows the "COMING SOON!" message as placeholders.
Warp Room 4
- The room uses the default look.
- Drain Bash is called "Drain Damage".
- All levels except Oxide Ride can't be entered.
- Ring Ding and Oxide Ride show the "COMING SOON!" message as placeholders.
- Oxide Ride is called "Boss".
Secret Warp Room
- The room uses the default look, but featuring a green background.
- All levels except the last one can't be entered.
- All hub models show the "COMING SOON!" message as placeholders.
- The levels are arranged in a different order within the room.
Aug 25 | Final |
---|---|
Swamp Fox | Splash Dash |
Dante's Dash | Dragon Drop |
Splash Dash | Mallet Mash |
Dragon Drop | Swamp Fox |
Mallet Mash | Keg Kaboom |
Keg Kaboom | Dante's Dash |
- The final three levels are called "Extra 2", "Extra 3" and "Extra 4", respectively.
Crashball
- The trophy rules screen is more basic: it starts with "Defend your goal" instead of the "OBJECTIVE" title, which is followed right below by the controls hints, instead of explaining the main rules.
- The crystal challenge uses the default arena.
- The crystal rule description is different: "Try to win without using the extra kick" instead of "You must win without the use of the extra kick".
Polar Panic
- The trophy rules screen is more basic: it starts with "Knock other players off the ice to win", which is followed right below by the controls hints.
- "Collect power ups by touching the beam".
- The gem challenge timer shows 0:60 instead of 1:00.
- The crystal challenge uses the default arena.
- The crystal rule description is slighty different: "[...] knock you off the ice" instead of "[...] knock you across the ice".
Pogo Painter
- The trophy rules screen is more basic: it starts with "Capture the colored squares to get the high score", which is followed right below by the controls hints.
- The crystal challenge uses the default arena.
Jungle Bash
- The trophy rules screen is more basic: only the general description is present, which is followed right below by the controls hints.
- The crystal challenge arena doesn't change to night-time.
Papu Pummel
- The level name doesn't flash in the rule screen.
Demo | Final |
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- Papu's icon is different.
- On the rules screen, Papu can be seen to T-pose.
Beach Ball
- The trophy rules screen is more basic: it starts with "Defend your goal", which is followed right below by the controls hints.
- "Press and hold to collect balls" instead of "Press and hold button to attract balls at your ship".
- "At your opponents" is missing.
Tilt Panic
- The trophy rules screen is more basic: it starts with "Avoid falling due to the tilting arena", which is followed right below by the controls hints.
- The fish texture is different.
Pogo-a-Gogo
- The trophy rules screen is more basic: the last general rule sentence is missing.
- "Encircle areas [...]" instead of "Encircle an area [...]".
- There are no Movements and Electron Stunt Beam hints.
- The rules explain the default missile instead of the 4-way one and the default arrow instead of the 2-way one.
Space Bash
- Cortex billboard from the motorcycle levels of Crash Bandicoot: Warped is present in the background.
- The trophy rules screen is more basic: only the main description is present, which is followed right below by the controls hints.
- There are no Aku Aku, Big Z, and Weight item hints.
- In gem challenge, you must defeat all opponents in 45 seconds (both modes), as opposed to 40 and 30 seconds in the final game.
- The crystal challenge uses the default arena.
Desert Fox
- The trophy rules screen is more basic: it starts with "Destroy all enemies tanks", which is followed right below by the controls hints.
- In gem challenge, you must defeat all opponents in 60 seconds, and 40 for 2 players, as opposed to 40 and 30 seconds in the final game.
- The crystal rule description is slighty different: "whilst" instead of "while".
Bearminator
- The rules screen is more basic: the level name doesn't flash, and the text is different: "Defeat the polar boss".
- There is an extra rule screen explaining the controls.
Demo | Final |
---|---|
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- Bearminator's icon is different.
- The scope border doesn't cover the bottom of the screen.
N. Ballism
- The trophy rules screen is more basic: it starts with "Defend your goal against N.Gin's attacks", followed by "Collect the power ups to help deflect the balls".
- There is no special items screen dedicated to the force field hint.
Melt Panic
- The trophy rules screen is more basic: it starts with "Avoid falling due to the melting arena", which is followed right below by the controls hints.
- The special items screen does not mention the Weight item.
- The crystal challenge uses the default arena.
El Pogo Loco
- The trophy rules screen is more basic: there is no purple crate hint. Instead, the bottom message is: "Avoid the explosives that Ripper Roo leaves behind".
- There is no Movements hint.
- The default purple arrow is explained in the rules screen, even though it doesn't appear on the level itself.
- The default and crystal challenge arenas are misaligned at the bottom of the screen.
- The crystal rule description lacks an exclamation mark.
Snow Bash
- The trophy rules screen is more basic: only the main description is present, which is followed right below by the controls hints.
- There are no Speedy Boots, Aku Aku, Big Z, and Weight item hints.
- In relic challenge, you must defeat all opponents in 45 seconds (both modes), as opposed to 40 and 30 seconds of the gem challenge in the final game.
- The crystal challenge uses the default arena.
Metal Fox
- The trophy rules screen is more basic: it starts with "Watch out for the ever changing arena", which is followed right below by the controls hints.
- In gem challenge, you must defeat all opponents in 45 seconds, as opposed to 40 seconds in the final game.
- In crystal challenge, the parachute mines don't instantly kill the player.
Dot Dash
- The trophy rules screen is more basic: only the main description is present, which is followed right below by the controls hints in a single text box.
- "Accelerates" instead of "Press to accelerate".
- No fire missile button hint.
- No special items screen.
- There are green objects around the arena in the bottom part of the screen.
- In gem challenge, the amount of laps the AI have is set to maximum - around 35,655 laps - which automatically breaks the game and makes this challenge impossible to complete. Plus, it automatically fails if the player crosses the finish line. The AI lap numbers also flicker because the counter is only supposed to go up to 10 laps. Lastly, you must defeat all opponents in 75 seconds, as opposed to 60 in the final game.
- The crystal challenge uses the default arena.
Big Bad Fox
- The rule description is different: "Destroy the enemy construction using only special weapons".
- On the rules screen, cannons and turrets appear in the war post.
- There is an extra rule screen explaining the controls.
- The player's tank isn't equipped with lobbing bombs by default. Instead, there are bomb pick-ups in ? crate form. It acts like any other pick-up and has the "schlurp" effect from the Wumpa fruits.
- Two Komodo Joes can be seen slowly showing up before entering the battlefield. The left one is T-posing and turns into Komodo Moe when he enters the field.
Demo | Final |
---|---|
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- The Komodo Brothers use mugshots of Homer and Bart Simpson as placeholders.
- The player's tank won't change to the missile weapon in the Komodo Brothers' battle.
- Komodo Moe uses Crash's voice clip as placeholder, while Komodo Joe doesn't have a voice at all.
- If the player dies while in the Komodo Brothers' battle, the level won't reset.
- There is no angelical sound effect when a character dies.
- The Komodo Brothers' tanks won't disappear from the arena once they are killed.
- The Komodo Brothers feature idle animations never seen in the final game.
Sky Balls
- The level is called "Sky Ball".
- The trophy rules screen is more basic: it starts with "Defend your goal" in the first screen, followed by "Beware the failing engines".
- In gem challenge for 2-player story, the opponent team starts with a score of 30 instead of 25.
- The crystal rule description contains a comma after "special balls".
Manic Panic
- The trophy rules screen is more basic: it starts with "Remove the other players using the added bomb weapon", which is followed right below by the bomb and the control hints.
- "Collect bombs by touching them" instead of "Collect bombs from the ice".
- "Throws bombs" instead of "Throw bombs".
- There is no special items screen.
- The scenery and background color is white instead of light-blue.
- The skybox color is purple, and there are no mountains.
- When a character is exploded by a bomb, Crash's shoes are left behind regardless of who gets blown up, instead of leaving a black mark on the floor.
- In gem challenge, you must defeat all opponents in 45 seconds (both modes), as opposed to 30 and 25 seconds in the final game.
- The crystal rule description is different: "Win the level on your feet" instead of "Start the level on foot!".
- When a player shoots bombs at Rilla Roo, he doesn't make any sound. In the final game, he erroneously uses Dingodile's sound clip.
Pogo Padlock
- The trophy rules screen is more basic: it starts with the main description, followed by "The padlock will lock your squares in place".
- No Movements and padlock hints.
Drain Bash
- The trophy rules screen is more basic: only the main description is present, with the purple crate model on the left side.
- There is no Controls screen.
- The Special Items screen only explains about basic crates and TNTs.
- Basic crates are used here, instead of the locked ones.
- There is a wobbling lamp hanging from the ceiling.
- The level has less tones of blue.
- In gem challenge, you must defeat all opponents in 45 seconds (both modes), as opposed to 40 and 30 seconds in the final game.
- The crystal challenge arena is the crystal challenge scenery of Space Bash in this build.
- The arena has a different background placement. The idol is placed on the right side of the scenery, the pyramid on the left side, and there is also a single shiny star up in the sky.
Jungle Fox
- The trophy rules screen is more basic: it starts with "Watch out for the totem pole", which is followed right below by the controls hints.
- No missile and mine pickup item hints.
- The missile pick-ups are all in ? crate form, which is similar to the bomb pick-ups in Big Bad Fox. It also has the "schlurp" effect from the Wumpa fruits.
- In crystal challenge, you are always equipped with the lobbing bomb weapon, which is a remnant of an early objective.
- The crystal challenge scenery features giant tree trunks.
Toxic Dash
- The trophy rules screen is more basic: it starts with "Watch out for the toxic monster", which is followed right below by the controls hints in a single text box.
- No generate force field and collect force field hints.
Ring Ding
- The trophy rule screen is very basic: it starts with "Burst your own balloons to score" and "Jump to burst balloons", followed by the jump and attack button hints, and the purple crate.
- There is no clock in the background.
- The characters don't lose the power ups when stunned.
- When the timer runs out, the losers will not shrink away.
- The camera doesn't zoom in on the winner.
- The gem challenge is identical to the trophy challenge.
- The crystal challenge uses the default arena.
- In crystal challenge, the player instantly turns into an angel when bursting a opponent's balloon.
- In gold/platinum relic challenges, you must decrease the score to zero, with player 1 starting with 20 points and the opponents at 15 points. The game won't finish automatically when someone's score hits zero, though. In the final game, this objective was moved to the gem challenge, and the player would start at 30 points, and opponents at 25.
Oxide Ride
This minigame is in a very early state. It's split into two levels, with the event order switched, where the Ballistix arena happens before the space chase.
Oxide Ride pt1
- There is a rule screen: "Chase and defeat Oxide", "Avoid his attacks".
- The first level is Ballistix based. The player faces N. Oxide in a very basic and dull scenery. You defeat N. Oxide by only hitting his hovercraft with balls. He will fire missiles at you from his hovercraft, then start a big spam of iron balls. Three hits are enough to kill him.
- N. Oxide uses the default hovercraft from the Ballistix minigames.
- N. Oxide uses a shrunken Dingodile icon as a placeholder.
- It uses Pogo-a-Gogo's theme.
Oxide Ride pt2
The second phase consists of the space chase.
- The rule screen is empty.
- The level takes place in a big dull desert of darkness, and there are no asteroids or hazards.
- The player can't shoot and uses the default hovercraft from the Crash Dash levels.
- Bouncing barrels come at you during the chase. They won't hurt the player, though.
- The level is pretty much an infinite loop of barrels coming at you, while N. Oxide is running right ahead. There is no way to win.
- It also uses Pogo-a-Gogo's theme.
Swamp Fox
- The trophy rule screen is very basic: it starts with "Destroy all of the enemy boats", followed by the controls hints.
- There is no shield feature.
- In gem challenge, you must defeat all opponents in 30 seconds, as opposed to 40 in the final game.
- The crystal challenge features a different objective: "Avoid mines as one hit will destroy you". In the final game, a chasing torpedo will follow you.
Dante's Dash
- The trophy rules screen is very basic: it starts with "Watch out for the volcano's eruptions" which is followed by the controls hints in a single text box.
- In gem challenge, you must defeat all opponents in 75 seconds, as opposed to 60 seconds of the gem challenge in the final game.
Splash Dash
- The trophy rules screen is very basic: it starts with the main description, which is followed by the controls hints in a single text box.
- "Press to jump" instead of "Press to jump push rods".
- The dolphins emit smoke instead of air bubbles and lack their unique sound effects.
- The crystal challenge arena is the default arena in this build and it's used on every challenge.
- In gem challenge, you must defeat all opponents in 75 seconds, as opposed to 60 seconds in the final game.
Dragon Drop
- The trophy rule screen is very basic: it starts with the main description, followed by the controls hints.
- "Press for longer to shoot further" instead of "Press and hold button to shoot further".
- The crystal challenge arena is the default arena in this build and it's used on every challenge.
- All dragons are red.
- The characters lack their slide/win animations.
- When the timer runs out, the losers will not disappear.
- The gem challenge is identical to the trophy challenge.
- The crystal challenge description is out of bounds.
Mallet Mash
- Level crashes the game.
Keg Kaboom
This minigame works vastly different and was completely reworked in the final game. You are supposed to drop powder kegs in the arena by pressing Circle and use it to harm the other players by making them touch the flames from the kegs' explosions. The players also drop gunpowder trails, which creates chasing flames in the arena. This makes the minigame end in a matter of seconds, specially since there are no invincibility frames after hit.
- The trophy rule screen is very basic: it starts with "Place powder kegs to destroy the other players", "Be careful not to get caught by your chasing flame", followed by the place keg and attack button hints.
- There is only one type of powder keg, and there aren't any items or fire creatures roaming around the map.
- The characters lack their winning animations.
- The characters don't make any sound when stunned.
- The crystal challenge features a different objective: "Dont let the chasing flame catch you up", although it's identical to the trophy challenge. In the final game, you must win without being hit by the roaming bomb.
Script Stuff
- The unused test level contains a Nitro's explosion particles being tested, instead of and a generic red explosion found in the final game.
Podium
- There is no gold trophy around the winner.
- The cup results for each player does not appear on the screen.
- You can pause during the celebration.
Unused Graphics
Early Character Icons
The early character icons seen in pre-release footage still exist in the files, and are even loaded into VRAM. However, Coco and Koala Kong's icons are no longer present at this point.
Early Crate Textures
Some of the first known builds of the game used TNT and Nitro textures straight from the original Crash Bandicoot trilogy. Albeit the fact that the game uses new textures, the unused originals can still be found in the textures.
Internal Level List
Each version of the game contains an internal level list that was rearranged throughout development. The order of the list directly corresponds with the memory value used to represent each level, indicated by the # in the table below (with the left column representing the early memory value and the right column representing the final value). Bold names are ones whose name changed more than just case, punctuation and pluralisation.
# | Level Name | # | Final Name | Notes |
---|---|---|---|---|
00 | JUNGLE BASH | 00 | JUNGLE BASH | |
01 | SPACE BASH | 01 | SPACE BASH | |
02 | SNOW BASH | 02 | SNOW BASH | |
03 | DRAIN BASH | 03 | DRAIN BASH | |
04 | PAPU PUMMEL | 04 | PAPU PUMMEL | |
05 | SWAMP FOX | 05 | SWAMP FOX | |
06 | DESERT FOX | 06 | DESERT FOX | |
07 | JUNGLE FOX | 07 | JUNGLE FOX | |
08 | METAL FOX | 08 | METAL FOX | |
09 | BIG BAD FOX | 09 | BIG BAD FOX | |
10 | KEG KABOOM | 30 | KEG KABOOM | |
11 | POGO PAINTER | 10 | POGO PAINTER | |
12 | POGO A GOGO | 11 | POGO-A-GOGO | |
13 | EL POGO LOCO | 12 | EL POGO LOCO | |
14 | POGO BOUNCER | 13 | POGO PADLOCK | Name reflects an older style of play. |
15 | CRASHBALL | 14 | CRASHBALL | |
16 | BEACH BALL | 15 | BEACH BALL | |
17 | NBALLISM | 16 | N.BALLISM | |
18 | SKY BALL | 17 | SKY BALLS | |
19 | TILT PANIC | 18 | TILT PANIC | |
20 | POLAR PANIC | 19 | POLAR PANIC | |
21 | MELT PANIC | 20 | MELT PANIC | |
22 | MANIC PANIC | 21 | MANIC PANIC | |
23 | BEARMINATOR | 22 | BEARMINATOR | |
24 | DOT DASH | 23 | DOT DASH | |
25 | TOXIC DASH | 24 | TOXIC DASH | |
26 | SPLASH DASH | 25 | SPLASH DASH | |
27 | DANTES DASH | 26 | DANTE'S DASH | |
28 | RING DING | 27 | RING DING | |
29 | DRAGONS | 28 | DRAGON DROP | |
30 | MALLET MASH | 29 | MALLET MASH | Level doesn't load. |
31 | OXIDE RIDE | 31 | OXIDE RIDE | |
32 | OXIDE RIDE PT2 | N/A | N/A | |
33 | HUB 0 | 33 | WARP ROOM 1 | |
34 | HUB 1 | 34 | WARP ROOM 2 | |
35 | HUB 2 | 35 | WARP ROOM 3 | |
36 | HUB 3 | 36 | WARP ROOM 4 | |
37 | HUB 4 | 37 | SECRET WARP ROOM | |
38 | DEMO HUB | 38 | DEMO HUB | The warp room used by default in this and most demos. |
39 | TITLES | 40 | TITLES | Title screen. |
42 | PODIUM | 43 | PODIUM | The podium seen in multiplayer mode. |
43 | SCRIPT STUFF | 44 | SCRIPT STUFF | Test level. |
N/A | N/A | 32 | TIE-BREAKER | Level not present. |
N/A | N/A | 39 | DEMO HUB | The warp room used by default in the September 1st, 2000 demo. |