Here are the levels of the Crash Bandicoot game that were developed during the prototype version of the game but never finished. They can only be accessed using the Cheat Engine in a prototype version of the game.
You can tell that the cliff and waterfall levels were early concepts that were later superseded by The Great Gate and Native Fortress, which like the them, both involve vertical scaling while traversing across multiple storeys. Perhaps the level designs got awkward, the terrain was too much of a handful to develop properly, or the tribal village idea was a better contrast to the other surrounding levels. The cliff level’s start is quite similar to that of Boulders too. Heavy Machinery also seems to share a few design cues. The acid cave level was probably superseded by Toxic Waste as you can tell from the camera angle and platform positioning. The cave atmosphere reminds me a bit of the underground gem path of Boulder Dash as well. These levels obviously won’t ever be added to the N-Sane Trilogy because unlike Stormy Ascent they are unfinished (and are only intriguing because we’ll never get to see their finished states). Although, the waterfall level’s wooden wheels do live on in Future Tense. Long live Crash Bandicoot!
The waterfall level was pretty good. In the game, I always wondered why in this part of the map crash just walks straight up to the top of the waterfall and the reason was this missing level.
0:41 It seems to make sense that the bonus round of Tawna would have that background, considering that the bonus round of Nitrus Brio and Neo Cortex have that background, so they're all equal in the prototype version. There is a Crash Bandicoot prototype version that has music. Tawna still had the same music for her bonus round. In the final version, Tawna bonus round had a different background, but the Nitrus Brio and Neo Cortex bonus round still had the same background, and they probably left them that way, because they were bosses in the game, or they probably decided to make the background different for each bonus round in the final version (which makes more sense), and they finished making Tawna bonus round have a different background, and they were going to make either Nitrus Brio or Neo Cortex bonus round have a different background (which I think was planned for Neo Cortex), but they ran out of time because it reached the release date, so they left Nitrus Brio and Neo Cortex bonus round with the same background. In the N. Sane Trilogy version, the bonus round of Neo Cortex has a different background. I like the N. Sane Trilogy version better, because each bonus round version has a different background.
Water Fall es un nivel practicamente completo solo le quedaba texturizar y quedaria bien como segundo nivel de la segunda Isla, porque antes de Riper Roo hay una cascada y esta bastante bien, tiene cosas unicas como el tronco trampolin y las flores que te hacen saltar ojala Vicarius Visions lo vea y se plate inplementarlo como DLC como Stormy Acsent
The Test Level is called level 0 The Cliff Level is called Astound the Skunk The Waterfall Level is called Flowing Waters The Cavern Level is called Acid Rain
Man if they add all of these levels as DLC for the new crash for ps4 I'd be freaking happy seeing how they have so much content and .... the level tells a bigger story to crash's tale....
The textures on Crash look oddly smooth in the first game. Or is it because these are in glitched levels so it makes his model look weird? Either way cool video man, maybe make the white text a touch bigger, and leave it on screen a bit longer when the background is too bright in spots. I'm not a furry or anything but I'd totally bang Crash.
I wish they would have just stuck with the waterfall level for the first game in the remaster in also brought the cavern level into it maybe somewhere before the koala Kong boss fight
I think up the creek could have lead to the waterfall, but maybe they didn't want two water levels right next to each other. I don't know. I like the cavern level, reminds me of that secret room in the final game with all the glowy mushrooms.
Why leave some of those levels out? I understand why leave the test level and acid level out. Why remove the cliff level and waterfall level? They look cool in my opinion, but with a couple of adjustments, but the adjustments probably were unable to be performed on those levels, because of what was already programmed for them. There were some sites that mention that the dingos were scrapped enemies. When you touch the dingo, you do not get hurt, but when you touch the other enemies, you get hurt. The dingos probably were just statues, even though one of them seemed to turn facing you when you got behind it, or the dingo probably just stood still. Should they be left in as statues, have an enemy data, or be removed? 0:09 Test level- It makes sense to leave that level out, because it's just one small area. The camera is only aimed at that small area. The Tawna bonus round is incomplete for the first time. 2:04 Acid Level- It makes sense to leave that level out, because there's really not alot to it. Why does acid not kill Crash? Why does the wall kill Crash? This might have been part of a testing, but somehow, they were never used in the later levels, because they wanted to make them more realistic or forgot about them. I think this was another level used for testing, considering how short it is and what was used in the level. 3:01 Cliff Level- The textures for the lives and wumpa are messed up, including the number textures. I think different data was used for the wumpas and lives for the later levels, considering they're fixed in the later levels. The texture for Crash's back is green, just like Crash is green when standing on something green in the test level. I think there's some programming used in this level that makes Crash's back turn green. Couldn't they fix those problems in the final version? The level looks fine without those textures and the caution thing that's in there that dissappears when you go near it and with the boxes and the ending portal added in, despite those dingos. It seems to make sense that it was going to go before N. Sanity Beach, considering that you can see some of N. Sanity Beach when going near the bottom. 6:37 Waterfall Level- It looks pretty cool. Look at the waterfall. It's probably messed up since the flow is in different directions or they probably decided to make it look creative. It does have some cool stuff. Just add in the boxes and ending portal, and then it's ready for the final version. What about the dingos in there? I think it was going to come before Ripper Roo. In N. Sanity Trilogy, there's a DLC level based off of that level, but the DLC level gets put in Crash Bandicoot Warped, and it features the future city background. You forgot Stormy Ascent, that level was removed from the final version, because it was too hard. Stormy Ascent was going to be the last level, and then it's off to Neo Cortex. It's probably possible that Stormy Ascent was going to come before the Great Hall. Considering that there's a Neo Cortex bonus round in there, and there always seems to be a key at the end of the Neo Cortex bonus round, there probably was going to be a key that would give you access to the Great Hall, and that would be the final secret level, and if you do not have all the gems, there's the portal that will take you out, but you do not get any special rewards when you exit the levels, especially when it's perfect, and Crash Bandicoot never gets an excited face when entering that portal, but makes a "whew" pose and sound. It probably could have been possible that Great Hall was supposed to replace Stormy Ascent, and a calm music plays to match well with the theme of the level, and you start near the end of Stormy Ascent, but inside the castle, and the balcony with the ending portal, that where Stormy Ascent ends at. Also, if you got all of the gems, and got through the gem path, you get to meet Tawna on a bird that was an enemy in the castle outside with rain (which is the theme used in Slippery Climb and Stormy Ascent), but the bird is friendly that time. Stormy Ascent is a DLC level added in N. Sane Trilogy, and it's a DLC level used for the first Crash Bandicoot. What about the Cliff Level? Should it be a DLC level for the N. Sane Trilogy? Should it be the DLC level for Crash Bandicoot 2: Cortex Strikes Back (the only game in the N. Sane Trilogy without a DLC level so far)? For that to happen, a level would have to be based off of that level. I think it would never happen, but I think that would be a good idea. What do y'all think? Why I think it will never happen is because Crash Team Racing Nitro-Fueled is coming out this year, and it seems like that it would interupt any further DLC from coming to Crash Bandicoot N. Sane Trilogy. The Lava Island from Crash Bandicoot: the Wrath of Cortex might come as DLC for Crash Team Racing Nitro-Fueled, which I think is a good idea, and before you say anything against it, watch Crash Bandicoot: the Wrath of Cortex Lava Island video first, because you will find out why I suggested it.
Hello! I think most of these leves were left out because they didn't have time to finish them, but it's just my opinion. About Stormy Ascent, I skipped that level for this video because I already uploaded a video for that level (without comments unfortunately). But I'm glad you talked about it and completed the information! About the new 'remaster' games I can't say too much. I never played them nor have means to play them, anyway (I just watched some videos). But I agree with you. If CTR:NF can get content from CNK, why N. Sane Trilogy can't get content from the Wrath of Cortex? To be honest I don't like the gameplay and the characters' desing in that game, but many levels' concept were really interesting, like the level you mention. Personally I liked that "western themed" level, which I don't remember it's name. All I can certanly say about the new games is that I'm glad they are introducing Crash to the new generations. Sorry for the delay of my reply, and best regards!
@@KamilaSosa I think it was because they ran out of room to make more levels. That's why there are so many similarly designed stages that made the final cut.
Up the creek ya existía, posiblemente ese nivel iba a estar justo en la cascada que está entre la batalla contra Ripper Roo y Up the Creek, lo que explicaría por qué en el jefe de Ripper Roo aparecemos arriba de la cascada de golpe.
I think they thought of Slippery Climb as a good idea to replace the waterfall level that is supposed to be Ripper Roo's opening fight at the top of second isle. Slippery Climb and this waterfall level both they share the same logic, moving wheel-platforms and all. But, to be honest, it's a shame they didn't put this on the final game :( Btw, sounds creepy without music and sound fx.
You just need the prototype version of the game (you can download it easily from the internet), and then you have to use Cheat Engine to access these levels.
plz do a video on how to access the gameshark levels from crash bandicoot. I have 4+ gamesharks and It "never" works for me! please I dropped like 100+ bucks $$$ trying to access this shit.
I really don't know about the Gameshark discs, I play PSOne games on the emulator ePSXe 1.9.0. Then I use a program called PSX Emulator Cheater to add the codes.
SSJ BLAIRE WHITE Sama if you want to unlocked the stormy acent level in gameshark, dont used other cheats only the level cheats, and if you want to access all of this just download the prototype crash bandicoot and emulate it
4:00 You mentioned that the skunk killed Crash with it's smell, and it was not included in the final version. Does that also happen in the waterfall level that comes next?
1:04 it's possible to finish this bonus, check here ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-3q_vRicGI84.html Also I managed to walk near wumpa island in the cliff level!! LOL It's all very glitchy and very fun, I've found a way to play all the 3 Lost Levels that I've always dreamed of, quite easy method I must say, suing cheat *N.Gin* haha
@@KamilaSosa oh btw I used Cheat Engine and your comment doesn't really explain a thing. It's a BIN file and gameshark is a Ps1 cheats disc, so you might as well say we need to edit an .ini file on PEC.
@@ChrisLP25 oh, I only know how to use gameshark codes on an emulator on my pc. I have no idea how to use it in a real console! But it's more complicated for sure
@@KamilaSosa and what did I just say???? You people should learn how to read and interpret text because I'm tired of chewing everything up for everyone!!! "Oh I only know how to use gameshark on an emulator on my pc" that's exactly what I said using simpler words to put it, coz I don't think you actually have a gameshark DISK inserted on the CD-ROM of your pc, so unless you do, you can't use the word gameshark, it's a cheat code for the ePSXe emulator, where you insert the "gameshark" code on an .ini file. I apologize if you actually have a gameshark Disk, but still, your reply was unnecessary as you completely misunderstood my comment.
El "Cliff Level" un modder llamado airumu más o menos lo completo, lo llamo "Astound The Skunk" m.ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-Aa6yYCyTK7I.html