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User:PHlL EGGTREE/Prerelease:Crash Twinsanity/Concept Art/Levels

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N. Sanity Island

Several things can be seen here, such as a scrapped "bonus level" near the harbor and Nina as a playable character on the island from an era of the game when the hooks she grabbed onto were live animals.

Jungle Bungle

Whether something relating to the first picture was actually meant to be used in the game or not is unknown, but it depicts a possible deleted scene from the intro of the game of Cortex entering his castle after escaping from the ice cube he and Uka Uka were trapped alive in. Several of his cohorts appear here, including Komodo Joe, who doesn't appear in the final game whatsoever.

Cavern Catastrophe

Totem Hokum

The second photo here depicts an idea for Uka Uka giving Crash hints to keep Cortex alive in Doc Amok, a feature which is not used. As a matter of fact, in the game, Uka Uka isn't even introduced as a character until Ice Climb! The last photo shows an idea for the Tikimon boss involving jumping on its hands.

Ice Climb

The risk of falling into freezing water doesn't seem to be an issue in this concept art, as it appears that the floor is covered in snow. Although you do get to walk on solid ground in the final game in Ice Climb, the platforming sections always take place above water.

Slip-Slide Icecapades

The third photo is used as the level icon in the game. It should be worth mentioning that these photos show Uka Uka as the protecting mask that is used in the level, and Aku Aku also appears concurrently alongside him in one screenshot.

High Seas Hi-Jinks

Crash only ever traverses across the cargo hold and boiler room of N. Gin's ship, so he never climbs up the rigging of the ship in this level.

One piece of concept art depicts an early idea for a redesigned boss health bar. The health bar used in the final game is much more reminiscent of the original games. In addition, Wumpa fruits don't show up in the boss fight against N. Brio and N. Tropy in the game like they do in the concept art.

Cortex's Airship

Academy of Evil

Boiler Room Doom

Classroom Chaos

Rooftop Rampage

10th Dimension

The 10th Dimension was not always just a gloomier version of N. Sanity Beach and the Iceberg Lab - the initial idea for the 10th Dimension was that it was going to be completely black and white only with the exception of Crash. As you progressed further into it and completed more of the game, color would be restored to it.

The 10th Dimension was also not meant to have any water whatsoever, so you would have to ride on Cortex's hoverboard across the dried-up ocean to traverse between islands.

Rock-Slide Rumble

This picture is used as the level icon for Rock-Slide Rumble in the game. Once again, Uka Uka is seen as the protecting mask here.

Other

TBD.. do we even need this... let's see...

Scrapped Levels

These are levels that were ideated for the game, but were scrapped early in their production.

Gone A Bit Coco

In the final idea for the game, this level - which took place inside Coco's brain - was meant to be the first one in which you controlled Cortex. The enemies here would be small, cuddly animals. Despite being completed to the point that it even had unique enemy voices and a level icon, it was ultimately cut.

Megalomaniac Mind Mania

This level took place inside Cortex's brain, transporting Crash there with the Psychetron. As you explored Cortex's mind, you would learn about his past and who the Evil Twins were. Every character would be an ugly deviation of Cortex's design, and the whole level would be a musical number. Some lyrics were even written for the song before the level was scrapped!

Wake Me Up Before You Coco

This level was a second part of sorts to Gone A Bit Coco. You would have played as Nina exploring Coco's brain, now in ruins from Cortex's visit. These design storyboards were created by Paul Gardner.