The bug run section wasn't just cut because of difficulty, there were some technical reasons as well! We had a fairly advanced AI Scripting system at TT oxford for the time. It was a percept-based, flowchart scripting system called "Agentlab" which is quite similar to more modern systems found in unity and the unreal engine (ahead of our time, you might say!). This system was great because it enabled non-programmers (like me) to create object & enemy behaviours in game which previously required a "proper" programmer. The downside of this system was that each enemy used a fair amount of CPU. The bug run section would've required a LOT of bugs, each of which would've been running the expensive AI behaviours from the Agentlab system. This wouldn't have been possible as the CPU cost of so many enemies would have been too much for the CPU to handle. We had plans to code up simpler behaviours for the bug run which would've let us have loads of creatures, but I think we decided it was too much effort in the end and dropped the whole section! I seem to remember our AI guy was going to make the "simple" bug behaviours work by using a slightly altered version of the code which drove the wumpa fruit pick-ups! As far as I remember, the only time we had the bugs working was in a test level I made to test how many of the "expensive" bugs we could handle in one go.... Not enough! In the end, the bugs from the bug run ended up just being used in a couple of places, mostly the boiler room level. They're the little brown cockroachy things.
I'm sure he mentioned it to me at some point! That idea sounds fun but seems very unlikely to happen me to be honest. Most of the cut levels were barely beyond the rough test level stage so it would be hard for a new team to get it up to a finalised state.
haha well that sounds very unlikely! Even if you could get the Twinsanity team back together again it would no doubt be a disaster... we all hated each other!! :-D
Hello! I'm happy to see other developers telling stories about the development of this wonderful game! I have a question: did the game had any other level that was removed? (except Lava Caves and Gone a Bit Coco that everyone already knows). Also, can you remember on which date these two levels were created?
There were tons of other levels that were removed! The game was pretty much started from scratch at the start of 2003 and all the level content and most of the enemies were binned or remade. I'm thinking I might write a blog post about what I can remember as it seems a lot of people are still interested in this game. I can't remember exactly when Gone a bit coco was made. Probably some time around summer 2003. I keep hearing people talking about this "lava caves" level but I don't know anything about it. Is there a screen shot somewhere?
So, originally it was that "Crash Bandicoot Evolution", right? The blog idea is great. Many people would love to know more about the development of this game, including me. About Lava Caves, there are two screenshots floating on web showing this level: www.unseen64.net/wp-content/uploads/2008/12/mytwinsanity-22.jpg www.unseen64.net/wp-content/uploads/2008/12/mytwinsanity-23.jpg
This is one of those "child's dream" moments! I always thought about it would be so cool to turn off boundaries or clipping and check out the "unused" sections of a level. This is even better, thank you again for sharing!
Oh my... Wow! This is such a goldmine!! Seriously thank you so much for this Jon! If you ever find a prototype build with some cut levels such as 'Gone a Bit Coco' or the 'Lava Caves' we would seriously appreciate some footage of these levels in action. Thank you again! Also if you ever release these builds to the public I bet the community could find so much more information and archive it! (Of course you may be worried about the legality though which I understand. I doubt Activision would care too much though :P)
I would like and rather see Crash Twinsanity be remaked/remastered on a completely different engine than having to use the completely same engine that they used to develop both Skylanders Imaginators and Crash Bandicoot the N. Sane Trilogy. Like the Unreal Engine 4 for example
My jaw is open. I always dreamt of the day we could check what was going on with twinsanity on it's development since it is such a rushed game with lots of cut content. I really encourage you to keep exploring old twinsanity prototypes since there are LOTS of things to explore. I suggest finding the lost Gone a bit coco and lava caves level since I read that those were actually developed. Oh my God I can't wait for what you will show next about this game. I'll admit I subscribed to your channel months ago hoping that you showed Twinsanity content. Thank you so much.
Unrelated, but what if someone out there has a beta copy of Sonic 06? The game famous for all it's glitches!? Imagine all of the stuff that could have!!
I love that all the years later, there's still new stuff to discover about Crash Twinsanity. That game had so much cut stuff, yet the stuff that's still in the game is also awesome. One day, I'd love to see Twinsanity remastered (or remade) with more of the cut content and concepts from T-Tales Oxford. Thanks for showing this! Now, if only we were able to see more of Gone a Bit Coco...
This game is a goldmine of cut content! Did you work for Traveller's Tales - Oxford Studio? Or were you still at the Knutsford Studio during this game's development.
I know, but i knew he worked at the Knutsford studio. I just was curious if he had any involvement in the Oxford Studio's development during it's short existence.
Has TT always been in Canute court? I'm annoyed that its literally a 10 minute train ride from where I grew up and the only time I knew was when you guys ordered Pizza from us when I was much older 😂
It's amazing that this game turned out as good as it did despite how painfully rushed it was. I'd love for Vicarious Visions to remaster this one and restore the missing content.
Would like to see them restore this bug run area too, suffered the same fate as Stormy Ascent in the original, but if VV can brought it back in the remaster of the original trilogy, maybe this one will too!
The fact that Crash 1's remaster got it's cut level officially added into the game gives hope that we'll one day get a remaster of Twinsanity, and that would have quite a bit added into it
Of all the Crash games that needs a remake, this is the one that needs it badly. Traveller's Tales Oxford really wanted to make an interactive cartoon (that's how i feel about Crash Twinsanity).
No offence to your other games, but this has to be my favorite TT game. I've completed it 100% dozens of times, explored the world so thoroughly that I've found plenty of glitches and I used to let the game stay unpaused so I could listen to the music in it. Seeing you reveal secrets like this just fires up my childhood right away. I hope for more Crash content in the future!
yeah but come on look how Twinsanity is with the cut Music i hear to enjoy The Lava Caves Classroom chaos and Gone a Bit coco look how the music want and not showing the gameplay that took place at and you see that leading to the Lava caves cut Level you seen Crash in the Level where i don't know where you getting about to enter high seas Level or it mate be somewhere in the Level where um like you seen Crash in the Level where there's Boxes Nitro crates and the amazing Colorful of the Lava but in the Final Version didn't have that Level to play and that's how Twinsanity is about now Gone a bit coco in the Final Version of the Level didn't have that is becuase Coco is freezing from Cortex from the 10th dismension Iceberg lab area before of evil world and i mean it just that like you pointed out that you complete it 100% well i complete it 100% becuase if the Credits of Twinsanity played Gone of the bit coco plays 11 seconds how could the Music skip for Credits all the sudden who ever skips the Gone of the coco mate be Tales or mate be vivendi universal Games please hope to reply me back what company is skip the Gone a Bit coco during the credits becuase that's my point they trying to be like oh well we gotta put the Music that we got for the Level where you play as Cortex at Gone a Bit coco and nope is not so gone a Bit coco is not Available so if they wanna make Gone a Bit Coco it needed to happen after you completed it 100% where Coco is freezing from cortex some scene that you Probably going to enter the secret Level of Twinsanity so that's all i have to reply that what are your thoughts of What you seen the Deleted Level do you think is about to happen for Twinsanity for the PS2 XBOX let me know take care and take it easy
I can tell this was the exact build shown in the promo trailer within the Crash Twinsanity PS2 NTSC-U/C E3 2004 Demo Disc just by looking at the heads up display being in text! It's interesting to know that this build featured the cut Bug Rug level section and seeing it unravelled for the first time makes this goldmine material! It would be cool to see some more Crash Twinsanity early prototype build content! 😎
Thank you so much for sharing this with us! I've always been fascinated with cut content from games, especially one like Twinsanity (considering the strict time constraints)
I forever need more about Twinsanity, its the game with the most stuff cut but infact is still my favorite Crash game out there. I just wish it was set for a remake
Wow, I actually can’t believe this is happening right now this is so cool. Crash Twinsanity is one of those games where I am really interested in the development of it and seeing all of this and the potential of what’s to come next has really made me happy. Also really hoping that one of these prototypes has the cut Gone a bit Coco level
Wow, weird to see something new for this game after so long. I really wish they could have put in everything they wanted to, they only got like a third in.
In terms of visual design, this reminds me of the secret area in Boulder Dash in Crash 1. One thing I absolutely adored about Twinsanity was just how much they referenced the Naughty Dog games, and this is just a further example of that.
I wish so much that we could get our hands on these builds. I would love to mess around in the files. Would be so much fun. Thank you for showing us this!
I wonder if you got the cut level "Gone A Bit Coco" on one of these development disc's...but man this itself is so surreal to see after all these years, i grew up with this game and it has so much cut content!
I don't get how you didn't upload this sooner, haha. You've struck a gold mine, keep it up if you find anything. Even the tiniest of details. It's cool comparing the different builds. There strangely enough is a bug level later in the game when you take control of Cortex, so at least the concept wasn't lost :P
These prototypes are insane! I hope we can get these dumped online one day for further excavation although if you aren't able to do that for legal reasons then I understand.
The history of Twinsanity's development & the cut content is a lot more interesting than the actual game. So disappointed that most of the cut content didn't make it to the final game.
I think I recall that Twinsanity was originally going to be about Crash in space uniting alien races to combat a greater evil, but they scrapped that concept because there was another game with a similar concept at the time, I think if you look at the Unseen section of the extras menu you can see at least one of those cut aliens
14 years later, and we are still, STILL finding new, cut content in this game. The fact that there are people against a remake of this game astounds me.
Miles B He's saying so because the prototype of this video is the same appearing on this one over there: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-tQAT4FH9jP0.html.
I'm hoping for a remaster with all cut sections like this and the concept stuff put back in as a more complete game that would be almost twice if not three times as long with no dead line to ruin development.
Thank you so much for this video! I was so amazed to see actual new cut content like this. The love for Twinsanity is still here! I'd love to see more. ♥
You guys should have put a wood pannel over it that came off during the end game instead of straight cutting it. That would have been really fun to play through.
well of course for PS2 and Xbox hopefully if Twinsanity DX will be PS2 and XBOX then i ready for Cut Levels simple as that but come up with Cut Levels for Cortex Crash and Classroom Chaos Cut Level come up with that hopefully this time will be play as and is gotta get conformed
ps2? dude it's 2018 ps2 hasn't had any games in years I think you mean ps 4,hopefully the switch will get in on this to if it happens,I would love to play more crash bandicoot games that I missed out on when I was a kid
God damn I'm interested on this prototype. I recognize that prototype because of a 2008 video of it, and it has too many things that I want to see on future videos of yours, like the Uka Uka Sequence and fight, or Iceberg Lab in general, or even slip slide icecapades, those things really got me interested and finally seeing this prototype got me even more interested. You earned a sub.
If it where a mandatory Level I could understand why it was cut, but considering it was intended as a optional bonus Level it would have been a great Level for the best players around.
Is there anymore cut levels in any other prototype builds? Is there a semi-functional version of Gone A Bit Coco anywhere? This is some great work man!
i would love to see this game properly completed, i know it would be impossible since all the assets are gone i guess and the team is probably not together too, but it would be awesome
This section looks really fun! I love the cool atmospheric Temple Dungeon look of it! Too bad it was cut from the final game. BTW 800 likes - zero dislikes! :))) There are many die-hard Crash fans like me out here, who can't wait too see more cut and beta content from this game and WOTC
Believe me or not, Bug Run was probably what fascinated me the most out of all the cut content throughout the years, thank you for finally making me able to see it! Any chance for showing other stuff from that early prototype (e.g. Lava Caves)?
very interesting! i did knew about this level but i never got it to see it in action, im very intrigued now on how much of cut content you can get like cutscenes, characters and stuff, whatever you find keep it coming since its always good to document this kind of things so people can actually see what they are and not just listen to them.
Also it could be really cool if somebody could try to "Boundary Break" the final version of the first map on Twinsanity in that part to see if Bug Run is still there but without any form to access it normally, i doubt that could be the case because if nobody found in the past the actual level by now until you got the beta builds of the game, then chances are that its completly cut off from the final build, but you never know if the level is still there but unaccessible by any normal means, i mean i know that in Sonic Unleashed for ps2 and Wii you have an entire section on one of the missions of Adabat that is an entire new level but you cant even play it because it has huge death walls surrounding it, but its there and if you manage to get it there you can even mess around with it a little, so maybe Bug Run is STILL in the final build but you cant access it, who knows?
I personally think this level would’ve been worth keeping in the game if you removed a few of the obstacles and made it a little easier. And besides, it’s an optional extra so it doesn’t really matter too much if it’s a little harder than the rest of the game at that point.
I'm literally shocked. After all these years people still finding stuff that got deleted from my all time favorite game (and this game got lots of cut content) hope you discover more things! Absolute loved it, +1 sub
Oh man, I absolutely _love_ that foggy cave after the end of the chase. God I hope they remake this game and restore all this content, that would be so rad.
Subscribed to your channel back in the end of march this year because I'm finding all these videos amazing! I'm an absolute nut when it comes to game prototypes and cut material, and it's made even more awesome when someone who used to work on these games are now sharing more insight on them, including things that were left on the cutting floor. I know you may not be able to release these Crash Twinsanity prototypes for legal reasons, but at least consider backing up their data in some way. You never know when the original discs will break or have their data lost due to age.
multiple pathways really could have given Twinsanity a more open feel in the levels. This would have been pretty cool to see in the final game, I must admit.
This is really cool, sad to see it cut. You said it was cut for being too difficult but it looks easier than the walrus chase later in the game. Was there suppose to be nitro obstacles or was it cut just for being too difficult for the tutorial level of the game? Definitely would love to see more Twinsanity content.
If you look at J Macs comment above he goes into a bit more detail on development (he was on the team). He said as far as he knows no level like that was planned to exist and it was just a connecting tunnel.