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* ScrewedByTheNetwork: Aside from the creation of Crash being vague and complicated, Universal Interactive constantly tried to take credit for making the game. Naughty Dog wasn't even allowed to appear at E3 and the press release artwork didn't have their name or logo anywhere on there but [[TakeThat in retaliation]], Naughty Dog created their own press release of the game's demo in front of E3 with their name on it.

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* ScrewedByTheNetwork: Aside from the creation of Crash being vague and complicated, Universal Interactive constantly tried to take credit for making the game. Naughty Dog wasn't even allowed to appear at E3 and the press release artwork didn't have their name or logo anywhere on there but [[TakeThat in retaliation]], [[WriterRevolt Naughty Dog created their own press release of the game's demo in front of E3 with their name on it.it]].
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* ExecutiveMeddling: Universal wanted the main character to be named Wez, Wezzy, or Wazzel the Wombat or even Ozzy the Otzel, (possibly to make him the video game equivalent of Woody Woodpecker) but Naughty Dog demanded to keep his name Crash Bandicoot or they will stop development altogether. What's interesting is that the name Otzel was used in VideoGame/JakAndDaxter as the species of Daxter.
* ScrewedByTheNetwork: Aside from the creation of Crash being vague and complicated, Universal Interactive constantly tried to take credit for making the game. Naughty Dog wasn't even allowed to appear at E3 and the press release artwork didn't have their name or logo anywhere on there but [[TakeThat in retaliation]], Naughty Dog created their own press release of the game's demo in front of E3 with their name on it.
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* WorkingTitle: "Sonic's Ass Game," since the concept was a ''Sonic'' or ''Donkey Kong''-styled 2D Mascot Platformer, but flipped on the axis so that going forward has you staring at the protagonist's backside.

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* WorkingTitle: "Sonic's Ass Game," since the concept was a ''Sonic'' or ''Donkey Kong''-styled 2D Mascot Platformer, but flipped on the axis so that going forward always has you staring at the protagonist's backside.
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* WordOfGod: David Siller's involvement in the game was uncovered in his public Facebook posts.
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** Tiny Tiger and the Komodo Brothers were also designed to put into this game (hence their cameo in the prototype intro above), however they were omitted and spared for ''VideoGame/CrashBandicoot2CortexStrikesBack''.

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** Tiny Tiger and the Komodo Brothers were also designed to put into this game (hence their cameo in the prototype intro above), however they were omitted [[SavedForTheSequel and spared for for]] ''VideoGame/CrashBandicoot2CortexStrikesBack''.
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** Early designs of Crash originally had a tail but it was removed to reduce the number of polygons on his body.
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** If Naughty Dog never signed on to the company, there would be no Crash Bandicoot but they would make Al O. Saurus and Dinestein, a side-scrolling video game based on time travel and scientists genetically merged with dinosaurs, (a spoof on Back to the Future and Jurassic Park).

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** If Naughty Dog never signed on to the company, project, there would be no Crash Bandicoot but Bandicoot; instead they would make Al would've made ''Al O. Saurus and Dinestein, Dinestein'', a side-scrolling video game based on time travel and scientists genetically merged with dinosaurs, dinosaurs (a spoof on Back to the Future of both ''Franchise/BackToTheFuture'' and Jurassic Park).''Franchise/JurassicPark'').



** [[https://www.youtube.com/watch?v=6d5651XSuh0 A hand drawn intro and ending FMV were made for the game]] by Universal Animation, but never made the cut, Sony wanting to push the 3D genre. They also attempted to use it as a pitch for a potential ''Crash'' TV series, but that effort failed for the same reason.

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** [[https://www.youtube.com/watch?v=6d5651XSuh0 A hand drawn intro and ending FMV were made for the game]] by Universal Animation, Animation (with a very similar look and feel to their concurrent ''WesternAnimation/EarthwormJim'' adaptation, including Creator/JimCummings singing), but never made the cut, Sony wanting to push the 3D genre. They also attempted to use it as a pitch for a potential ''Crash'' TV series, but that effort failed for the same reason.
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** As seen in an [=E3=] build, "Whole Hog" originally became much more complex towards the end of the stage, with tribesmen hiding behind walls and boomerangs spinning through the air being thrown into the mix of obstacles to avoid ([[https://youtu.be/Xk8kUqUCE84?t=51s seen here]]). They were cut from the final game and replaced with more of the same obstacles used throughout the rest of the stage.

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** As seen in an [=E3=] build, "Whole Hog" originally became much more complex towards the end of the stage, with tribesmen hiding behind walls and boomerangs spinning through the air being thrown into the mix of obstacles to avoid ([[https://youtu.be/Xk8kUqUCE84?t=51s seen here]]). They were cut from the final game and replaced with more of the same obstacles used throughout the rest of the stage.stage.
* WorkingTitle: "Sonic's Ass Game," since the concept was a ''Sonic'' or ''Donkey Kong''-styled 2D Mascot Platformer, but flipped on the axis so that going forward has you staring at the protagonist's backside.
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** Pinstripe was originally named Pinstripell Potorott.
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** The original level order was drastically different overall. For instance, Boulders/Hog Wild and Cortex Power/Heavy Machinery were switched around, Jaws of Darkness was originally on the second island just after [[ThatOneLevel Sunset Vista]], [[NintendoHard Road to Nowhere]] immediately precluded [[ThatOneLevel The High Road]], and [[BlackoutBasement Fumbling in the Dark]] was not a hidden (and, more importantly, optional) level, but instead was the penultimate level (just before the notorious [[PlatformHell Stormy Ascent]]).

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** The original level order was drastically different overall. For instance, Boulders/Hog Wild and were switched around as were Cortex Power/Heavy Machinery were switched around, Machinery, Jaws of Darkness was originally on the second island just after [[ThatOneLevel Sunset Vista]], [[NintendoHard Road to Nowhere]] immediately precluded [[ThatOneLevel The High Road]], and [[BlackoutBasement Fumbling in the Dark]] was not a hidden (and, more importantly, optional) level, but instead was the penultimate level (just before the notorious [[PlatformHell Stormy Ascent]]).
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** The original level order was drastically different overall. For instance, Boulders/Hog Wild and Cortex Power/Heavy Machinery were switched around, Jaws of Darkness was originally on the second island (just after [[ThatOneLevel Sunset Vista]], [[NintendoHard Road to Nowhere]] immediately precluded [[ThatOneLevel The High Road]], and [[BlackoutBasement Fumbling in the Dark]] was not a hidden (and, more importantly, optional) level, but instead was the penultimate level (just before the notorious [[PlatformHell Stormy Ascent]]).

to:

** The original level order was drastically different overall. For instance, Boulders/Hog Wild and Cortex Power/Heavy Machinery were switched around, Jaws of Darkness was originally on the second island (just just after [[ThatOneLevel Sunset Vista]], [[NintendoHard Road to Nowhere]] immediately precluded [[ThatOneLevel The High Road]], and [[BlackoutBasement Fumbling in the Dark]] was not a hidden (and, more importantly, optional) level, but instead was the penultimate level (just before the notorious [[PlatformHell Stormy Ascent]]).
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** The original level order was drastically different overall. For instance, Boulders/Hog Wild and Cortex Power/Heavy Machinery were switched around, Jaws of Darkness was originally on the second island (just after [[ThetOneLevel Sunset Vista]], [[NintendoHard Road to Nowhere]] immediately precluded [[ThatOneLevel The High Road]], and [[BlackoutBasement Fumbling in the Dark]] was not a hidden (and, more importantly, optional) level, but instead was the penultimate level (just before the notorious [[PlatformHell Stormy Ascent]]).

to:

** The original level order was drastically different overall. For instance, Boulders/Hog Wild and Cortex Power/Heavy Machinery were switched around, Jaws of Darkness was originally on the second island (just after [[ThetOneLevel [[ThatOneLevel Sunset Vista]], [[NintendoHard Road to Nowhere]] immediately precluded [[ThatOneLevel The High Road]], and [[BlackoutBasement Fumbling in the Dark]] was not a hidden (and, more importantly, optional) level, but instead was the penultimate level (just before the notorious [[PlatformHell Stormy Ascent]]).

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** Originally, "[[ThatOneLevel Sunset Vista]]" would have been [[http://www.youtube.com/watch?v=gPb6RBMk-d4 EVEN HARDER]] and would have been followed by "[[NintendoHard Jaws of Darkness]]".

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** Originally, "[[ThatOneLevel Sunset Vista]]" would have been [[http://www.youtube.com/watch?v=gPb6RBMk-d4 EVEN HARDER]] and would have been followed become even more of a MarathonLevel, with an entire section at the end featuring things like ''rotating flame platforms''. Thankfully, Naughty Dog had the good sense to cut this out of the final version and just end the stage where it began.
** The [[NintendoHard bridge levels]] were also much more difficult, with crates floating in the void to the sides of the bridge, and the planks that collapse immediately being distinguishable from the planks with a delayed collapse only
by "[[NintendoHard a very slight color difference (in the final release, these planks are noticeably broken).
** The original level order was drastically different overall. For instance, Boulders/Hog Wild and Cortex Power/Heavy Machinery were switched around,
Jaws of Darkness]]".Darkness was originally on the second island (just after [[ThetOneLevel Sunset Vista]], [[NintendoHard Road to Nowhere]] immediately precluded [[ThatOneLevel The High Road]], and [[BlackoutBasement Fumbling in the Dark]] was not a hidden (and, more importantly, optional) level, but instead was the penultimate level (just before the notorious [[PlatformHell Stormy Ascent]]).



** As seen in an [=E3=] build, "Whole Hog" originally became much more complex towards the end of the stage, with tribesmen hiding behind walls and boomerangs spinning through the air being thrown into the mix of obstacles to avoid ([[https://youtu.be/Xk8kUqUCE84?t=51s seen here]]. They were cut from the final game and replaced with more of the same obstacles used throughout the rest of the stage.

to:

** As seen in an [=E3=] build, "Whole Hog" originally became much more complex towards the end of the stage, with tribesmen hiding behind walls and boomerangs spinning through the air being thrown into the mix of obstacles to avoid ([[https://youtu.be/Xk8kUqUCE84?t=51s seen here]].here]]). They were cut from the final game and replaced with more of the same obstacles used throughout the rest of the stage.
Is there an issue? Send a MessageReason:
None


** As seen in an [=E3=] build, "Whole Hog" originally became much more complex towards the end of the stage, with tribesmen hiding behind walls and boomerangs spinning through the air being thrown into the mix of obstacles to avoid. They were cut from the final game and replaced with more of the same obstacles used throughout the rest of the stage.

to:

** As seen in an [=E3=] build, "Whole Hog" originally became much more complex towards the end of the stage, with tribesmen hiding behind walls and boomerangs spinning through the air being thrown into the mix of obstacles to avoid.avoid ([[https://youtu.be/Xk8kUqUCE84?t=51s seen here]]. They were cut from the final game and replaced with more of the same obstacles used throughout the rest of the stage.
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None

Added DiffLines:

** If Naughty Dog never signed on to the company, there would be no Crash Bandicoot but they would make Al O. Saurus and Dinestein, a side-scrolling video game based on time travel and scientists genetically merged with dinosaurs, (a spoof on Back to the Future and Jurassic Park).
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** In early concept art of a unused Mining tunnel level shows that the Power Crystal was going to be introduced, however they were saved for ''VideoGame/CrashBandicoot2CortexStrikesBack''.
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*** (To note the item Yin Yang Yuk is a reference to Way of the Warrior, another game by Naughty Dog and seeing that the item was meant to be a Power Down it's Probably a [[CreatorBacklash Melancholy]] thing.)
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*** (To note the item Yin Yang Yuk is a reference to Way of the Warrior, another game by Naughty Dog and seeing that it was meant to be a Power Down it Probably a [[CreatorBacklash Melancholy]] thing.)

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*** (To note the item Yin Yang Yuk is a reference to Way of the Warrior, another game by Naughty Dog and seeing that it the item was meant to be a Power Down it it's Probably a [[CreatorBacklash Melancholy]] thing.)
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*** (To note the item Yin Yang Yuk is a reference to Way of the Warrior, another game by Naughty Dog and seeing that it was meant to be a Power down it Probably a [[CreatorBacklash Melancholy]] thing.)

to:

*** (To note the item Yin Yang Yuk is a reference to Way of the Warrior, another game by Naughty Dog and seeing that it was meant to be a Power down Down it Probably a [[CreatorBacklash Melancholy]] thing.)

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** Aku Aku was a sprite in very early stages of development and Crash collected actual fruit instead of the fictional Wumpa fruit.

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** Aku Aku was a sprite in very early stages of development and Crash collected actual fruit and a Yin Yang Yuk item instead of the fictional Wumpa fruit.fruit.
*** (To note the item Yin Yang Yuk is a reference to Way of the Warrior, another game by Naughty Dog and seeing that it was meant to be a Power down it Probably a [[CreatorBacklash Melancholy]] thing.)
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** Aku Aku was a sprite in very early stages of development and Crash collected actual fruit instead of the fictional Wumpa fruit.

to:

** Aku Aku was a sprite in very early stages of development and Crash collected actual fruit instead of the fictional Wumpa fruit.fruit.
** As seen in an [=E3=] build, "Whole Hog" originally became much more complex towards the end of the stage, with tribesmen hiding behind walls and boomerangs spinning through the air being thrown into the mix of obstacles to avoid. They were cut from the final game and replaced with more of the same obstacles used throughout the rest of the stage.
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None


** The prototype version of the game contains several (very buggy) removed levels, but also some other changes. Most notably, Ripper Roo was originally located [[ClimaxBoss at the end of the first island]], along with "Up The Creek". (This would explain his rather awkward placing in the final game, just two levels into the second island.) The fight is also somewhat harder, and [[ArsonMurderAndJaywalking his laugh is slightly lower-pitched.]] There were also "POW!" crates, which don't kill you ([[EverythingTryingToKillYou oddly enough]]), but make a pretty explosion when broken. A precursor to Nitro Crates, perhaps?

to:

** The prototype version of the game contains several (very buggy) removed levels, but also some other changes. Most notably, Ripper Roo was originally located [[ClimaxBoss at the end of the first island]], along with "Up The Creek". (This would explain his rather awkward placing in the final game, just two levels into the second island.) The fight is also somewhat harder, and [[ArsonMurderAndJaywalking [[EvilSoundsDeep his laugh is slightly lower-pitched.]] There were also "POW!" crates, which don't kill you ([[EverythingTryingToKillYou oddly enough]]), but make a pretty explosion when broken. A precursor to Nitro Crates, perhaps?
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None


** Uka Uka was a sprite in very early stages of development and Crash collected actual fruit instead of the fictional Wumpa fruit.

to:

** Uka Uka Aku Aku was a sprite in very early stages of development and Crash collected actual fruit instead of the fictional Wumpa fruit.
Is there an issue? Send a MessageReason:
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** Tiny Tiger and the Komodo Brothers were also designed to put into this game (hence their cameo in the prototype intro above), however they were omitted and spared for ''VideoGame/CrashBandicoot2CortexStrikesBack''.

to:

** Tiny Tiger and the Komodo Brothers were also designed to put into this game (hence their cameo in the prototype intro above), however they were omitted and spared for ''VideoGame/CrashBandicoot2CortexStrikesBack''.''VideoGame/CrashBandicoot2CortexStrikesBack''.
** Uka Uka was a sprite in very early stages of development and Crash collected actual fruit instead of the fictional Wumpa fruit.

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* WhatCouldHaveBeen: The prototype version of the game contains several (very buggy) removed levels, but also some other changes. Most notably, Ripper Roo was originally located [[ClimaxBoss at the end of the first island]], along with Up The Creek. (This would explain his rather awkward placing in the final game, just 2 levels into the second island.) The fight is also somewhat harder, and [[ArsonMurderAndJaywalking his laugh is slightly lower-pitched.]] There were also "POW!" crates, which don't kill you ([[EverythingTryingToKillYou oddly enough]]), but make a pretty explosion when broken. A precursor to Nitro Crates, perhaps?
** Originally, [[ThatOneLevel Sunset Vista]] would have been [[http://www.youtube.com/watch?v=gPb6RBMk-d4 EVEN HARDER]] and would have been followed by [[NintendoHard Jaws of Darkness]].

to:

* WhatCouldHaveBeen: WhatCouldHaveBeen:
**
The prototype version of the game contains several (very buggy) removed levels, but also some other changes. Most notably, Ripper Roo was originally located [[ClimaxBoss at the end of the first island]], along with Up "Up The Creek. Creek". (This would explain his rather awkward placing in the final game, just 2 two levels into the second island.) The fight is also somewhat harder, and [[ArsonMurderAndJaywalking his laugh is slightly lower-pitched.]] There were also "POW!" crates, which don't kill you ([[EverythingTryingToKillYou oddly enough]]), but make a pretty explosion when broken. A precursor to Nitro Crates, perhaps?
** Originally, [[ThatOneLevel "[[ThatOneLevel Sunset Vista]] Vista]]" would have been [[http://www.youtube.com/watch?v=gPb6RBMk-d4 EVEN HARDER]] and would have been followed by [[NintendoHard "[[NintendoHard Jaws of Darkness]].Darkness]]".



** Tiny Tiger and the Komodo Brothers were also designed to put into this game (hence their cameo in the prototype intro above), however they were omitted and spared for ''Cortex Strikes Back''.

to:

** Tiny Tiger and the Komodo Brothers were also designed to put into this game (hence their cameo in the prototype intro above), however they were omitted and spared for ''Cortex Strikes Back''.''VideoGame/CrashBandicoot2CortexStrikesBack''.
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** [[https://www.youtube.com/watch?v=6d5651XSuh0 A hand drawn intro and ending FMV were made for the game]], but never made the cut, Sony wanting to push the 3D genre.

to:

** [[https://www.youtube.com/watch?v=6d5651XSuh0 A hand drawn intro and ending FMV were made for the game]], game]] by Universal Animation, but never made the cut, Sony wanting to push the 3D genre.genre. They also attempted to use it as a pitch for a potential ''Crash'' TV series, but that effort failed for the same reason.
Is there an issue? Send a MessageReason:
None


** [[https://www.youtube.com/watch?v=6d5651XSuh0 A hand drawn intro and ending FMV were made for the game]], but never made the cut, Sony wanting to push the 3D genre.

to:

** [[https://www.youtube.com/watch?v=6d5651XSuh0 A hand drawn intro and ending FMV were made for the game]], but never made the cut, Sony wanting to push the 3D genre.genre.
** Tiny Tiger and the Komodo Brothers were also designed to put into this game (hence their cameo in the prototype intro above), however they were omitted and spared for ''Cortex Strikes Back''.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** [[https://www.youtube.com/watch?v=6d5651XSuh0 A hand drawn intro and ending FMV were made for the game]], but never made the cut, Sony wanting to push the 3D genre.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Originally, [[ThatOneLevel Sunset Vista]] would have been [[http://www.youtube.com/watch?v=gPb6RBMk-d4 EVEN HARDER]] and would have been followed by [[NintendoHard Jaws of Darkness]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* WhatCouldHaveBeen: The prototype version of the game contains several (very buggy) removed levels, but also some other changes. Most notably, Ripper Roo was originally located [[ClimaxBoss at the end of the first island]], along with Up The Creek. (This would explain his rather awkward placing in the final game, just 2 levels into the second island.) The fight is also somewhat harder, and [[ArsonMurderAndJaywalking his laugh is slightly lower-pitched.]] There were also "POW!" crates, which don't kill you ([[EverythingTryingToKillYou oddly enough]]), but make a pretty explosion when broken. A precursor to Nitro Crates, perhaps?

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