If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Proto:Crash Bash/August 2nd, 2000 demos

From The Cutting Room Floor
Jump to navigation Jump to search

This is a sub-page of Proto:Crash Bash.

This cactus is UNDER CONSTRUCTION
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.
Hmmm...
To do:
  • Disable demo barriers in the menus (restore Character Select, Battle Mode, Tournament Mode, etc.)
  • Fix Splash Dash, which crashes the game when attempting to load it.

The second demo of Crash Bash was featured in Toys "R" Us stores, and while the standalone demo disc is relatively rare nowadays, the demo itself was featured on many other PlayStation demo compilation discs. 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.

There are two versions: NTSC-U and PAL, which the PAL one was built 17 minutes after the NTSC-U demo.

Debug Features

Cheat Menu

D005370A 0000
8005370A 8001
D0078310 0001
80078310 0400

A cheat menu can be unlocked by enabling the GameShark code above. This option can be accessed via the pause menu and allows a range of debug functionality, including warping to almost any level.

Note: Since pressing Select always resets the game, this code replaces the Select button required to use in the level selector to L1.

  • 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 loading screen theme starts playing at end of the loading.
  • Rilla Roo was originally called "Kanga Rilla".
  • The characters can keep moving while performing the basic attack in the warp rooms.
  • Trophies don't appear in the rules screens in trophy challenges.
  • 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.
  • The "You Fail" voice clip is different.
  • The demo features an early pause menu design.
    • Collectables are located on top of the giant pause window, above the title card. There are only three collectables present: trophy, relic, and crystal. Gem and another type of relic are missing.
    • In the Options menu, only Vibration is present.
    • Prizes counts do not appear while in the minigames.
  • 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 don't shake.
  • 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:
    • All "boxes" instances were replaced by "crates" in the final game.
    • There is no Special Items screen, the items are explained along with the controls.
    • "Kicks boxes" instead of "Press to kick crates".
    • "Picks up and throws boxes" 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:
    • "Move to deflect balls [...]" instead of "Move to deflect the balls [...]".
    • "[...] your ship speed" instead of "[...] your ship's speed".
    • The extra kick hint is placed in the middle, and the ship speed at the bottom.
  • 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.
  • When Dingodile is stunned by the lightning, his tail is pointing upwards.
  • 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.
  • Text differences in the rules screen:
    • After "When falling", a dot is used instead of a comma.
    • "[...] to other players" instead of "[...] to the other players".
    • "Collect lightning [...]" instead of "Collect the lightning [...]".

Pogo Pandemonium

  • Text differences in the rules screen:
    • "Move to next square [...]" instead of "Move to the next square [...]".
    • 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:
    • "Fires main weapon" instead of "Press to fire main weapon".
    • "Drops mines" instead of "Press to drop mines".
    • "Rotate turret" instead of "Press to rotate turret".
    • "Collect fruit to increase [...]" instead of "Collect Wumpa fruit to increase [...]".

Level Differences

  • There is only one type of relic, which is visually represented by a Sapphire color. In the final game, the relic challenge was split between Gold and Platinum relic challenges.
  • The available challenges are Trophy, Relic, Crystal. Even though the gem challenge is already present at this point, there is no way to access it without using the Cheat Menu.
  • Relic and gem challenges were originally switched:
    • In relic challenge, you must beat the levels in the allotted time, decreasing the score to zero, or with the odds against you.
    • In gem challenge, you must win three times in a row without losing, although the opponents won't change to the "champions of the arena" at this point.

Warp Rooms

  • The prize selection features their names under the challenge select options.
  • All warp rooms have no specific themes yet. Instead, they all share the same default appearance.
  • 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".
    • The X button is written as a normal word. A small graphical representation of the corresponding button's symbol is used in the final game.
    • "You require" was changed to "You need".
  • Attempting to access other warp rooms before defeating Papu Papu won't show a special message telling the player to beat him first. Instead, the usual string explaining how to navigate between warp room is displayed, even though the player can't go to any.
  • There is no "Press ✕ button to save" pop-up in the Save Game warp.

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

  • The room uses the default look, but with some wires and cables, and small blinking lamps under the minigame platforms.

Warp Room 2

  • The hub world model for Bearminator is completely different, taking place in an industrial area with oil.

Warp Room 3

  • Big Bad Fox is called "Boss".
  • The game ends here in this build. The Big Bad Fox portal shows the following message before collecting the required prizes: "You require 15 trophies 9 relics and 5 crystals to finish".

Warp Room 4

  • It can't be unlocked via normal means.
  • All levels except Sky Balls can't be entered.
  • Pogo Padlock is called "Pogo 4".
  • Ring Ding and Oxide Ride show the "COMING SOON!" message as placeholders.
  • Oxide Ride is called "Boss".

Secret Warp Room

  • It can't be unlocked via normal means.
  • 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 2 Final
Swamp Fox Splash Dash
Dante's Dash Dragon Drop
Splash Dash Mallet Mash
Extra 2 Swamp Fox
Extra 3 Keg Kaboom
Extra 4 Dante's Dash
  • Last three levels use placeholder names.
  • Extra 4 is unlocked from the start and it's actually linked to Dot Dash.

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.
  • In relic challenge, you must win with a starting score of 12, while for 2 players, your team starts with the score of 24. In the gem challenge of the final game, the player's starting score is 9, and 18 for your team in 2 players.
  • In gem challenge, it uses relic challenge's rule instead and relics appear in the rules screen.
  • 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 extra weapons by touching the light beam".
  • The relic 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 arena" instead of "[...] knock you across the ice".

Pogo Painter

  • The trophy rules screen is more basic: it starts with "Capture colored squares to get the high score", which is followed right below by the controls hints.
  • In relic challenge, the opponents start at 70 points. For 2 players, your team starts at 150 and the opponents at 130, and the time limit is also 60 seconds. In the gem challenge of the final game, opponents start at 60 points. For 2 players, it's 180 for your team and 120 for the opponents, and the time limit is 80 seconds.
  • 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.
    • There is no trampoline crate in the background.

Papu Pummel

  • The rules screen is more basic: the level name doesn't flash, and the text is different: "Endure Papu's attacks".
  • There is an extra rule screen explaining the controls.
  • Papu has no healthbar and you don't have to attack him. Instead, the player just have to survive his attacks and wait until the rock smashes him.
  • Papu laughs two times during his attacks.
  • The player automatically wins before the rock smashes Papu.

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.
  • In relic challenge, you must win with a starting score of 12. For 2 players, your team starts at 24. In the gem challenge of the final game, the player's starting score is 9, and 18 for 2 players.

Tilt Panic

  • The trophy rules screen is more basic: it starts with "Avoid falling due to tilting arena", which is followed right below by the controls hints.
  • The fish texture is different.
  • In relic challenge, the time limit for 2 players is also 30 seconds, as opposed to 25 in the gem challenge of the final game.

Pogo-a-Gogo

  • The level is called "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.
  • In relic challenge, the opponents start at 120 points, and 240 for 2 players, as opposed to 90 and 180 points in the gem challenge of the final game.

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 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.

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 relic challenge, you must defeat all opponents in 60 seconds, and 40 for 2 players, as opposed to 40 and 30 seconds of the gem challenge 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 smaller: "Defeat the polar boss".
  • There is an extra rule screen explaining the controls.
  • The level takes place in an industrial area with oil instead of water.
Demo Final
CrashBash-Protos BearminatorIcon.png CrashBash BearminatorIcon.png
  • Bearminator's icon is different, and his healthbar lacks a Wumpa and doesn't fill after the damage.
  • As opposed to having to be shot at with missiles, a zapper is present. Its purpose is to shine a beam onto the arena when you dispose of all the mechanical bears. If you touch it, the Bearminator is hurt.
  • You don't have the ability to save yourself from falling, making the boss fight extremely harder.
  • The beeps from the mechanical bears are different.
  • Bearminator will always destroy sections of the platform, regardless if he was hurt or not, allowing him to destroy the entire platform if the player doesn't kill him in time. In the final game, he will launch the bomb only when he is hit.

N. Ballism

  • The trophy rules screen is more basic: it starts with "Defend your goal against N Gins attacks", followed by "Collect the power ups to help deflect the balls".
  • There is no special items screen dedicated to the force field hint.
  • N. Gin's hovercraft has a different color.
  • The crystal rule description is slighty different: "Beware, N Gin will only attack your goal" instead of "Beware N.Gin will only attack your goal".

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 gem and relic rule descriptions use the small font.
  • In relic challenge, the time limit for 2 players is also 25 seconds, as opposed to 20 in the gem challenge of the final game.
  • The crystal challenge uses the default arena.
  • The crystal rule description contains a small typo: "wihtout".

El Pogo Loco

  • The trophy rules screen is more basic: there is no purple crate hint. Instead, the bottom message is: "Avoid explosives that Ripper Roo leaves behind".
    • "Encircle an area with your color [...]" instead of "Encircle areas with your color [...]".
    • 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.
  • In relic challenge, the opponents start at 90 points, and your team starts at 300 in 2 players. In the gem challenge of the final game, it's 180 for the opponents, and 270 for your team in 2 players.
  • 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.
    • No fire main weapon and collect Wumpa fruits hints.
  • In relic challenge, you must defeat all opponents in 45 seconds, as opposed to 40 seconds of the gem challenge 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.
    • "Accelerates" instead of "Press to accelerate".
    • "Press square button for speed boost" instead of "Press for speed boost".
    • No Movements and fire missile button hints.
    • No special items screen.
  • There are green objects around the arena in the bottom part of the screen.
  • In relic challenge, you must defeat all opponents in 75 seconds, as opposed to 60 seconds of the gem challenge 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".
  • There is no Komodo Brothers at this point. Instead, there is a timer marking 1:30, which is the time limit to destroy the war post before the time runs out.
  • 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.
  • The missiles have no sound effects.
  • Dying won't reset the level.

Sky Balls

  • The level is called "Sky Ball".
  • The trophy rules screen is more basic: it starts with "Beware the failing engines" in the first screen, followed by "Defend your goal" in the next page.
    • There is no Movements hints in the Controls screen.
  • In relic challenge, you must win with a starting score of 12. For 2 players, your team starts at 24 and the opponents at 30. In the gem challenge of the final game, the player's starting score is 9. For 2 players, it's 18 for your team and 25 for the opponents.
  • The crystal rule description contains a comma after "special balls".

Manic Panic

  • The player start point is different. P1 is placed on the upper left corner of the platform, P2 in the upper right corner, P3 in the lower right corner and P4 in the lower left corner.
  • The level camera is more zoomed out.
  • The trophy rules screen is more basic: it starts with "Remove 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".
    • The special items screen does not mention the Lightning and Weight items.
  • 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 relic challenge, you must defeat all opponents in 45 seconds (both modes), as opposed to 30 and 25 seconds of the gem challenge in the final game.
  • The relic rules screen description uses a small font.
  • The crystal rule description is different: "Win the level on you feet" instead of "Start the level on foot!". The small font is also used.
  • 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 level is called "Pogo Bouncer".
  • The trophy rules screen is more basic: it starts with the main description, followed by "The padlock will lock your squares in place making them safe to stqand on".
    • No Movements and padlock hints.
  • AI isn't programmed properly yet, so they will just go to left or right forever.
  • In relic challenge, player 1 starts at 150 points and the opponents at 120 points. For 2 players, your team starts at 300, and the opponents at 240. In the gem challenge of the final game, it's 120 for player 1 and 90 for the opponents. For 2 players, it's 240 for your team and 180 for the opponents.
  • The relic rules screen description overlaps itself.
  • The crystal challenge features a different objective: "Speed boots last forever unless replaced by the padlock". In the final game, you won't be able to paint the squares, so you must shoot missiles at other players to steal their squares.

Drain Bash

  • The level is called "Drain Damage".
  • 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 TNTs, Nitros, and Wumpa fruits.
  • Stone crates are used here, instead of the locked ones.
  • The Homing Energy Orb and 8-Way Missile can be only used once.
  • There is a wobbling lamp hanging from the ceiling.
  • The level has less tones of blue.
  • 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.

Jungle Fox

  • The trophy rules screen is more basic: it starts with "Destroy all enemies tanks", which is followed right below by the controls hints.
    • No missile and mine pickup item hints.
  • The totem pole not only falls on the arena, but also features two extra attacks before doing it - the totem spins around twice, where the first time the top head spits a spike ball, and the second time the bottom head spits a fireball.
  • 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 relic challenge, you must defeat all opponents in 45 seconds (both modes), as opposed to 30 and 25 seconds of the gem challenge in the final game.
  • The crystal challenge features a different objective: "Play with the lobbing bomb weapon. in place of your basic weapon". In the final game, you must avoid the attacks from the totem pole.
  • The crystal challenge scenery features giant tree trunks.
  • The crystal rule description overlaps itself.

Toxic Dash

  • The trophy rules screen is a placeholder: there are no explicit rules, just the acceleration, fruit and speed boost hints bunched together onto a single text box and without the actual button icons.
  • The background is different. The sewer entrance is place in the middle, and there is a sewer pipe entering the toxic liquid.
  • The circular track floor texture is different.
  • The force field and barrel explosions lack any sound effects.
  • The green blobs can't harm the players.
  • The crystal challenge features a different objective: "Avoid the bouncing barrels". In the final game, you must avoid getting sludge in the engines.
    • The barrels come out of the sewer entrance placed in the middle. They are thrown one per time and direction.

Ring Ding

  • The trophy rule screen is very basic: it starts with "Burst balloons to score", followed by the second description, and the attack button hint but without displaying the actual button icon.
  • There is no clock in the background.
  • Nitros are present in the arena.
  • 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 rule description is unfinished: it repeats the "gem challenge" text three times.
  • The relic challenge is identical to the trophy challenge.
  • The crystal challenge uses the default arena.
  • In crystal challenge, everyone starts with 14 points, and you must decrease the score to zero. The game won't finish automatically when someone's score hits zero, though. The player also instantly turns into an angel when bursting a opponent's balloon.

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

  • The rule screen is a placeholder: "Rules screen goes here".
  • 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 Space Bash's theme.

Oxide Ride pt2

The second phase consists of the space chase.

  • The rule screen is a placeholder: "Rules screen goes here".
  • The level takes place in a big dull desert of darkness, and there are no asteroids or hazards.
  • The player can't move around or 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 Space Bash's theme.

Swamp Fox

  • The trophy rule screen is very basic: it starts with "Destroy all enemy boats", followed by the controls hints bunched together onto a single text box.
  • There is no shield feature.
  • It uses Desert Fox's theme.
  • In relic challenge, you must defeat all opponents in 45 seconds (both modes), as opposed to 40 and 25 seconds of the gem challenge in the final game.
  • The crystal challenge uses the default arena.
  • 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 more basic: the main description is present, which is followed by "Watch out by the volcanoes eruptions".
    • "Accelerates" instead of "Press to accelerate".
    • "Press square button for speed boost" instead of "Press for speed boost".
    • No Movements and fire missile button hints.
    • No special items screen.
  • The circular track features a dark floor with reflection.
  • In relic challenge, you must defeat all opponents in 75 seconds, as opposed to 60 seconds of the gem challenge in the final game.
  • The relic rules screen description use the small font.
  • The crystal challenge uses the default arena.

Splash Dash

  • Level crashes the game.

Dragon Drop

  • The trophy rule screen is very basic: it starts with "Scroe by hitting the target with a jewel", followed by the controls hints bunched together onto a single text box.
    • "Press for longer. to shoot further" instead of "Press and hold button to shoot further".
  • For some reason the characters are always set to Crash, Cortex, Tiny Tiger and Dingodile whenever the level is entered, and change back to the actual characters when leaving the level.
  • An early version of the crystal challenge arena is the default arena in this build and it's used on every challenge.
  • Players are riding baby dinosaurs that look just like Baby T. They were replaced by actual dragons in the final game.
  • The characters lack their slide/win animations.
  • When the timer runs out, the losers will not disappear.
  • The relic challenge is identical to the trophy challenge.
  • The crystal challenge features a different objective: "You can only score from inside the five zone". In the final game, it's inside the flashing zone.

Mallet Mash

  • The trophy rule screen is very basic: it starts with "Destroy the mushrooms to score", followed by the controls hints bunched together onto a single text box.
    • "Press and hold for harder hit" instead of "Press and hold down to generate a shock wave".
  • All characters use the same mallet and don't feature new animations for holding them or winning the minigame yet.
  • There are no items.
  • Mushrooms emit a different sound effect when hit.
  • There are only regular mushrooms, which always worth 1 point, regardless how many seconds they are standing - they also don't shake or explode before going away.
  • There are no invincibility frames after hit.
  • The characters don't make any sound when stunned.
  • Points numbers don't pop up when smashing the mushrooms.
  • You can't stun your opponents with your mallet, however you have a secondary attack to stun other players. Interestingly, you can jump by holding the Smash button - the longer it is held, the longer and higher the jump is.
  • The mallet is used by pressing the Circle button, while the Square button performs the basic attack.
  • When the timer runs out, the losers will not disappear.
  • The relic challenge is identical to the trophy challenge.
  • The crystal challenge features a different objective: "Hitting the mushrooms has its consequences", where every time players hit a mushroom, they will fly up for a brief moment. In the final game, opponents will have shock waves that stun you if they hit you.

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. Or at least that's the idea, because there are also rolling barrels in the arena which make it impossible for much to happen, as they chase the players and explode very quickly, and the flames they produce are very deadly. That makes the minigame end in just 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 other players", "Be careful not to get caught by the chasing barrel" and place keg button hint, all bunched together onto a single text box.
  • 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 relic challenge is identical to the trophy challenge.
  • The crystal challenge features a different objective: "Dont let the rolling keg catch you up", which leads to an instantly death upon touching them. In the final game, you must win without being hit by the roaming bomb.
  • The crystal challenge arena is placed on the roopftop of a medieval castle during the night-time.

Script Stuff

  • The unused test level contains a tank's cannon 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 Music

There are two leftover songs in this demo.

It is unknown what the main intention of this track is supposed to be, but it's likely it was going to be used in the cut Egyptian themed Pogo minigame seen in pre-release trailer and screenshots.

The intention of this track is unknown.

Unused Graphics

CrashBash-Protos EarlyCrashIcon.png CrashBash-Protos EarlyCortexIcon.png CrashBash-Protos EarlyTinyIcon.png CrashBash-Protos EarlyDingodileIcon.png CrashBash-Protos EarlyBrioIcon.png

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.

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
01 Titles 40 TITLES Title screen.
02 Hub 0 33 WARP ROOM 1
03 Hub 1 34 WARP ROOM 2
04 Hub 2 35 WARP ROOM 3
05 Hub 3 36 WARP ROOM 4
06 Hub 4 37 SECRET WARP ROOM
10 Demo Hub 38 DEMO HUB The warp room used by default in this and most demos.
11 The Hub N/A N/A Removed from the final game.
12 E3 Hub 0 N/A N/A Removed from the final game.
13 E3 Hub 1 N/A N/A Removed from the final game.
14 Podium 43 PODIUM The podium seen in multiplayer mode.
15 Jungle Bash 00 JUNGLE BASH
16 Space Bash 01 SPACE BASH
17 Snow Bash 02 SNOW BASH
18 Drain Damage 03 DRAIN BASH
19 Papu Pummel 04 PAPU PUMMEL
20 Swamp Fox 05 SWAMP FOX
21 Desert Fox 06 DESERT FOX
22 Jungle Fox 07 JUNGLE FOX
23 Metal Fox 08 METAL FOX
24 Big Bad Fox 09 BIG BAD FOX
25 Keg Kaboom 30 KEG KABOOM
26 Pogo Painter 10 POGO PAINTER
27 Pogo A Gogo 11 POGO-A-GOGO
28 El Pogo Loco 12 EL POGO LOCO
29 Pogo Bouncer 13 POGO PADLOCK Name reflects an older style of play.
30 Crashball 14 CRASHBALL
31 Beach Ball 15 BEACH BALL
32 NBallism 16 N.BALLISM
33 Sky Ball 17 SKY BALLS
34 Tilt panic 18 TILT PANIC Note the erroneous lower case "p".
35 Polar Panic 19 POLAR PANIC
36 Melt Panic 20 MELT PANIC
37 Manic Panic 21 MANIC PANIC
38 BearMinator 22 BEARMINATOR
39 Script Stuff 44 SCRIPT STUFF Test level.
40 Dot Dash 23 DOT DASH
41 Toxic Dash 24 TOXIC DASH
42 Splash Dash 25 SPLASH DASH Level doesn't load.
43 Dantes Dash 26 DANTE'S DASH
44 Ring Ding 27 RING DING
45 Dragons 28 DRAGON DROP
46 Mallet Mash 29 MALLET MASH
47 Oxide Ride 31 OXIDE RIDE
48 Oxide Ride pt2 N/A N/A
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.

It should be noted that the game also features three more unused warp rooms (memory values 7-9) that don't seem to relate to any name in this list.

Beneath the level list is a list of the game modes. The game mode list in this version is identical to the final, except for not being in upper case and missing "MEDIEVAL MAYHEM".