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Crash Bandicoot N. Sane Trilogy

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Title Screen

Crash Bandicoot N. Sane Trilogy

Also known as: Crash Bandicoot: Buttobi San-dan Mori! (JP)
Developers: Vicarious Visions (PS4/XB1/Windows), Toys for Bob (Switch)
Publishers: Activision (INT), Sony Interactive Entertainment (JP PS4), Sega (JP Switch)
Platforms: PlayStation 4, Windows, Xbox One, Nintendo Switch
Released internationally: June 30, 2017 (PS4), June 29, 2018 (Windows/Xbox One/Switch)
Released in JP: August 3, 2017 (PS4), October 18, 2018 (Switch)


AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
CharacterIcon.png This game has unused playable characters.
DevTextIcon.png This game has hidden development-related text.
ObjectIcon.png This game has unused objects.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MovieIcon.png This game has unused cinematics.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.


PrereleaseIcon.png This game has a prerelease article

Crash Bandicoot N. Sane Trilogy is a remake of the orange marsupial's original three games that helped form the PlayStation into the brand and console it has become today. Unlike the PlayStation-exclusive originals, ports for the Switch, Xbox One, and PC were made this time around.

Hmmm...
To do:
  • Revisional differences. Source
  • There's interesting stuff in the game executable and VVL/IGZ files; for example:
    • Leftovers from Skylanders Superchargers.
      • There's even textures and text too!
    • scripts/interop/game.vvl has information likely from Vicarious Visions' internal Alchemy Engine docs.
  • Maybe values in IGZ/VVL files have flags to enable the said debug menus?
  • The boxes seen on the title screen use prototype models. Compare them to the boxes used in-game.

Sub-Pages

Read about prerelease information and/or media for this game.
Prerelease Info
NotesIcon.png
Skylanders Superchargers Leftovers
A lot is here! This excludes files not specific to Crash.
NotesIcon.png
Debugging Material

Test Levels

There are currently three known test levels, referred to as "whiterooms" in the game's files. They are accessible in the Windows version without hacking or modding, and are confirmed to be in the PS4 and Switch versions.

C2 Level End Test

This level was used to test items related to the mechanic of finishing a level in Crash 2. It can be seen at the beginning of the video. To access this level, edit the launch options of the game in Steam and include this string:

--overridemap whiterooms/wr_c2_levelendtest/wr_c2_levelendtest

C3 Level End Test

This level was used to test items related to the mechanic of finishing a level in Crash 3. It can be seen at around 1:05 in the video. To access this level, edit the launch options of the game in Steam and include this string:

--overridemap whiterooms/wr_c3_levelendtest/wr_c3_levelendtest

Crates

This level not only tests crates, but a whole bunch of other features. Not everything is functional, though. Some unused variants of crates can also be seen here. It can be seen at around 1:23 in the video. To access this level, edit the launch options of the game in Steam and include this string:

--overridemap whiterooms/wr_crates/crash_crates/crash_crates
(Source: BetaM)

Unused Cutscene

Found in the game's files under the name "C2_Cortex_Crystal_05" is this unused fully remastered version of the original cutscene that plays when you get five Power Crystals in Crash Bandicoot 2. It goes unused because you no longer use the center platform to fight bosses, as they are instead located where the old save/load area used to be.

Various other cutscenes still have that type of oversight, however, like how Cortex still says he will talk to you when you get five Power Crystals like he does in the original. This, of course, never happens.

(Source: BetaM)

Unused Objects

Apple

Apple (Unused) Wumpa Fruit (Used)
CrashNST Apple.png CrashNST WumpaFruit.png
CrashNST Apple InGame.PNG

Simply referred to as "apple" in the game's files is this unused model of, well, an apple. It's more than likely an early version of the Wumpa Fruit.

attacknode

CrashNST Attacknode.PNG
CrashNST Attacknode2.PNG

An untextured model of a Greeble from Skylanders Imaginators, atop a platform unusually labelled "attacknode". It is present in Junglerollers.pak, itself part of the \models\LevelAssets\generic directory.

The presence of this model in the files isn't quite as strange as it would initially appear, as N. Sane Trilogy was built within the same engine used for the Skylanders series.

Unused Characters

By modifying the zoneinfo files for Makin' Waves, Tell No Tales, Ski Crazed, or Hot Coco, it is possible to replace Coco and her jet ski with one of five unused characters. They seem to be unfinished, as none of them are capable of jumping correctly and their attacks don't always have an effect on crates or enemies.

CrashBandicoot

Unused Used
CrashNST UnusedCrashModelRender.PNG CrashNST CrashModelRenderFinal.PNG
Unusedcrashtrilogy1.PNG

CrashBandicoot.pak contains files for a model of Crash Bandicoot as he appears in Skylanders: Imaginators. He has different animations to the ones seen in Skylanders, suggesting this version was either meant to be used for real, or was simply a placeholder until Crash's final model was made.

TemplateLegacy

CrashNST TemplateLegacy.PNG
Unusedcrashtrilogy6.PNG

TemplateLegacy.pak contains a test character presumably used as a starting point for other playable characters, likely a carryover from one of the Skylanders games that used Vicarious Visions' codebase, Skylanders: Swap Force, Skylanders: SuperChargers, or Skylanders: Imaginators. He can be seen in a very early build of the game dating back to 2015, except this version is white instead of orange.

BlasterTech

Unusedcrashtrilogy2.PNG

BlasterTech.pak contains a rabbit character holding some kind of vacuum gun. Its abilities include a stomp attack, shooting dust bunnies, and launching a giant carrot into the air. Clicking in the Left Stick - an input not used anywhere else in the game - activates a green shield. Alternate textures exist for a blue outfit, possibly intended for some kind of team-based multiplayer mode.

BruiserUndead

Unusedcrashtrilogy3.PNG

BruiserUndead.pak contains files for an undead hockey player. He has a dash attack and an unfinished ice attack which actually seems to affect certain enemies. Just like BlasterTech, alternate textures for a blue outfit exist, and a green shield can be activated by clicking in the Left Stick.

WranglerFire

Unusedcrashtrilogy4.PNG

WranglerFire.pak contains files for a warrior character riding a fiery wolf. There are a few different attacks, including one where the warrior throws their axe and a charge attack which can be used to cross some pits. Again, clicking in the Left Stick activates a green shield. Alternate textures exist where the wolf and warrior are blue instead of red.

(Source: Cogmonke)

Unused Vehicle

Hmmm...
To do:
Get a screenshot of this, preferably from the game itself.

By modifying the zoneinfo files for Bye Bye Blimps, Mad Bombers, or Rings of Power, it's possible to replace the biplane with an early version of the Jet Stream from Skylanders SuperChargers, the files for which can be found in AirJet.pak.

Developer Text

Library %s could not be loaded. Check its consistency with the Alchemy dlls in use. System message: %s
%s: Alchemy cannot be re-initialized once its reference count has reached zero.
The headers used to build the Alchemy Core (version %d) do not match the currently registering dll or application (version %d).\nThis usually means some API changed and you are likely to get unexpected behavior.\nTo try and load the dll or application anyways, try putting failOnDllVersionMismatch = false in the Core section of your alchemy.xml
Alchemy v10.0.0 @local (win64-msvc-fin)\nBuilt by scano on Fri Jun 22 14:26:31 EDT 2018
Alchemy v10.0.0 @local (win64-msvc-fin)
http://vvnetlab01.vvisions.com/phprest/index.php/netdb

Unused Graphics

Explode Text

CBNST Debug Explode01.png

The image has white text saying EXPLODE in the center capitalized. According to the filename, debug_explode01.tga, this is most likely a debug graphic.

Debug Axis

CBNST Debug Axis.png

A debug axis texture, named debugAxisSprite. It seems to be from the Alchemy engine and not specific to Crash.

Placeholder Grass

CBNST Placeholder Grass.png

An extremely small grass texture.

Obscure Easter Egg

CrashNST Costdownkevin2.jpg
CrashNST Costdownkevin.jpg

The \models\LevelAssets\Barrens directory includes a strange untextured gingerbread man-like model, internally christened costdownkevin. It appears to have been named after Activision Editorial Manager Kevin Kelly, as part of a joke among the other developers. This object can be seen in the level "Area 51?", although difficult to notice, being found near Fake Crash on top of a cactus.

Internal Project Names

Hmmm...
To do:
If possible, find the meaning of "mack", is it a developer?

According to the game's executable and the private depots, the project was named "Crash Bandicoot Remastered" or simply "Crash Bandicoot". The final would be mack due to the names in the filesystem and game executable.