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** The game's producer David Siller was in talks with Universal Interactive to make a third installment to ''VideoGame/AeroTheAcroBat'' as a 3D platformer, and considered making him a mascot as well. Game director Jason Rubin saw this as a betrayal and was furious at this decision.

to:

** [[https://www.unseen64.net/2018/08/02/aero-the-acrobat-3-a3ro-cancelled/artical In this Artical]] The game's producer David Siller was in talks with Universal Interactive to make a third installment to ''VideoGame/AeroTheAcroBat'' as a 3D platformer, and considered making him a mascot as well. Game director Jason Rubin saw this as a betrayal and was furious at this decision.
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Tweaked wording.


** Though credited as producer, David Siller voiced Aku Aku and Papu Papu.

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** Though credited as producer, Producer David Siller voiced has an UncreditedRole as the voice of Aku Aku and Papu Papu.
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* ActingForTwo:
** Brendan O'Brien voiced Crash Bandicoot, Doctor Neo Cortex and Doctor Nitrus Brio.
** Though credited as producer, David Siller voiced Aku Aku and Papu Papu.
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Corrected oversight.


* HostilityOnTheSet: During development David Siller's relationship with Andy Gavin and Jason Rubin was frequently strained. It eventually got to the point where Siller was removed from production after he hired Josh Mancell of Mutato Muzika to write the music.

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* HostilityOnTheSet: During development development, David Siller's relationship with Andy Gavin and Jason Rubin was frequently strained. It eventually got to the point where Siller was removed from production after he hired Josh Mancell of Mutato Muzika to write the music.
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* HostilityOnTheSet: During development David Siller's relationship with Andy Gavin and Jason Rubin was frequently strained. It eventually got to the point where Siller was removed from production after he hired Josh Mancell of Mutato Muzika to write the music.

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* WhatCouldHaveBeen:
** If Naughty Dog never signed on to the project, there would be no Crash Bandicoot; instead, they would've made ''Al O. Saurus and Dinestein'', a side-scrolling video game based on time travel and scientists genetically merged with dinosaurs (a spoof of both ''Franchise/BackToTheFuture'' and ''Franchise/JurassicPark'').
** Early designs of Crash originally had a tail, but it was removed to reduce the number of polygons on his body.
** According to the Crash Bandicoot files book, when the game was called Willy the Wombat, there were some different ideas included but scrapped:
*** Crash (in his early Willy stages) was going to be a zanier, fast-talking character doing impressions and quoting TV shows, movies, and books. This was scrapped because the creators thought that this would make him lame and annoying, Leading to the player un-identifying with the character.
*** Originally, power-ups consisted of flowers that increased his common abilities, such as a Special Flower for running faster, a Spring Flower for jumping higher, a Pepper Flower for increasing his Attacking power, and a Cactus Flower that harms you when collected, Also Skulls (If jumped on) would grant him invincibility and give you hints. Also some beaker power-ups and a lightning bolt power-up that serves other functions.
*** Aku-Aku was going to have different functions such as attacking enemies by serving as an extended spin attack, along with other mask power-ups that functions with enemies such as a Scare Mask that makes enemies run from you, a Laugh Mask that makes enemies run towards you, a Freeze Mask that freezing enemies, a Silly Mask that changes your attack with a stronger attack, and a Speed Mask that makes you run faster and makes you invincible. The idea was scrapped, but eventually brought up (albeit with masks having different properties) in ''VideoGame/CrashBandicoot4ItsAboutTime'' two and a half decades later.
*** There were plans for levels such as a sunken ship level, swimming levels, cavern levels, sewer levels, dungeon levels (in concept art), snow levels (with a snowboarding level), and levels that transition from 2D to 3D; but these ideas were scrapped due to technical limitations and [[SavedForTheSequel some of these ideas wouldn't be used until the other games]].
*** Crash originally had the ability to throw coconuts, rolling, double jumping, and a belly flop [[SavedForTheSequel before the sequel games included it]].
*** The game's HundredPercentCompletion gem collecting was going to unlock 3 cavern levels to go to instead of the Great Hall in the final version. Also, at one point, the gems would have unlocked Cortex as the final boss with N. Brio serving as the penultimate final boss that would have functioned differently with a three-phase structure, instead of the two-phase structure in the final version.
** There were some characters that were planned but never used. These characters were a country bumken hyena, a resort alligator, a thugged-out monkey, a shark (who didn't appear until ''Crash 3''), and a racing lizard.
** 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 awkward placing in the final game, just two levels into the second island). The fight is also somewhat harder, and [[EvilSoundsDeep his laugh is slightly lower-pitched.]] There were also "POW!" crates, which don't kill you, but make a pretty explosion when broken.
** Originally, "[[ThatOneLevel Sunset Vista]]" would have been [[https://www.youtube.com/watch?v=gPb6RBMk-d4 even harder]] and become even more of a MarathonLevel, with an entire section at the end featuring things like ''rotating flame platforms''.
** 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 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 and Hog Wild were switched around, as were Cortex Power and Heavy Machinery; Jaws of Darkness was originally on the second island just after Sunset Vista, [[NintendoHard Road to Nowhere]] immediately precluded 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]]).
** [[https://www.youtube.com/watch?v=6d5651XSuh0 A hand drawn intro and ending FMV were made for the game]] by Universal 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.
** Tiny Tiger and the Komodo Brothers were also designed to put into this game (hence their cameo in the prototype intro above and concept art from the Crash Bandicoot Files books show), but they were omitted [[SavedForTheSequel and spared for]] ''VideoGame/CrashBandicoot2CortexStrikesBack''.
** In early concept art of an unused Mining tunnel level shows that the Power Crystal was going to be introduced. However, they were saved for [[VideoGame/CrashBandicoot2CortexStrikesBack the sequel instead]].
** 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. He was also originally conceived as a fairy and then a genie, Not necessarily a voodoo mask. Even when he was conceived to go in that direction, it was initially someone who wore the mask as opposed to magically floating around on its own.
** 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:

* WhatCouldHaveBeen:
** If Naughty Dog never signed on to the project, there would be no Crash Bandicoot; instead, they would've made ''Al O. Saurus and Dinestein'', a side-scrolling video game based on time travel and scientists genetically merged with dinosaurs (a spoof of both ''Franchise/BackToTheFuture'' and ''Franchise/JurassicPark'').
** Early designs of Crash originally had a tail, but it was removed to reduce the number of polygons on his body.
** According to the Crash Bandicoot files book, when the game was called Willy the Wombat, there were some different ideas included but scrapped:
*** Crash (in his early Willy stages) was going to be a zanier, fast-talking character doing impressions and quoting TV shows, movies, and books. This was scrapped because the creators thought that this would make him lame and annoying, Leading to the player un-identifying with the character.
*** Originally, power-ups consisted of flowers that increased his common abilities, such as a Special Flower for running faster, a Spring Flower for jumping higher, a Pepper Flower for increasing his Attacking power, and a Cactus Flower that harms you when collected, Also Skulls (If jumped on) would grant him invincibility and give you hints. Also some beaker power-ups and a lightning bolt power-up that serves other functions.
*** Aku-Aku was going to have different functions such as attacking enemies by serving as an extended spin attack, along with other mask power-ups that functions with enemies such as a Scare Mask that makes enemies run from you, a Laugh Mask that makes enemies run towards you, a Freeze Mask that freezing enemies, a Silly Mask that changes your attack with a stronger attack, and a Speed Mask that makes you run faster and makes you invincible. The idea was scrapped, but eventually brought up (albeit with masks having different properties) in ''VideoGame/CrashBandicoot4ItsAboutTime'' two and a half decades later.
*** There were plans for levels such as a sunken ship level, swimming levels, cavern levels, sewer levels, dungeon levels (in concept art), snow levels (with a snowboarding level), and levels that transition from 2D to 3D; but these ideas were scrapped due to technical limitations and [[SavedForTheSequel some of these ideas wouldn't be used until the other games]].
*** Crash originally had the ability to throw coconuts, rolling, double jumping, and a belly flop [[SavedForTheSequel before the sequel games included it]].
*** The game's HundredPercentCompletion gem collecting was going to unlock 3 cavern levels to go to instead of the Great Hall in the final version. Also, at one point, the gems would have unlocked Cortex as the final boss with N. Brio serving as the penultimate final boss that would have functioned differently with a three-phase structure, instead of the two-phase structure in the final version.
** There were some characters that were planned but never used. These characters were a country bumken hyena, a resort alligator, a thugged-out monkey, a shark (who didn't appear until ''Crash 3''), and a racing lizard.
** 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 awkward placing in the final game, just two levels into the second island). The fight is also somewhat harder, and [[EvilSoundsDeep his laugh is slightly lower-pitched.]] There were also "POW!" crates, which don't kill you, but make a pretty explosion when broken.
** Originally, "[[ThatOneLevel Sunset Vista]]" would have been [[https://www.youtube.com/watch?v=gPb6RBMk-d4 even harder]] and become even more of a MarathonLevel, with an entire section at the end featuring things like ''rotating flame platforms''.
** 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 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 and Hog Wild were switched around, as were Cortex Power and Heavy Machinery; Jaws of Darkness was originally on the second island just after Sunset Vista, [[NintendoHard Road to Nowhere]] immediately precluded 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]]).
** [[https://www.youtube.com/watch?v=6d5651XSuh0 A hand drawn intro and ending FMV were made for the game]] by Universal 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.
** Tiny Tiger and the Komodo Brothers were also designed to put into this game (hence their cameo in the prototype intro above and concept art from the Crash Bandicoot Files books show), but they were omitted [[SavedForTheSequel and spared for]] ''VideoGame/CrashBandicoot2CortexStrikesBack''.
** In early concept art of an unused Mining tunnel level shows that the Power Crystal was going to be introduced. However, they were saved for [[VideoGame/CrashBandicoot2CortexStrikesBack the sequel instead]].
** 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. He was also originally conceived as a fairy and then a genie, Not necessarily a voodoo mask. Even when he was conceived to go in that direction, it was initially someone who wore the mask as opposed to magically floating around on
WhatCouldHaveBeen: [[WhatCouldHaveBeen/CrashBandicoot Has its own.
** 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.
own page.]]

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Example Indentation. Also fixed copious amonuts of flawed grammar


** "Stormy Ascent", the harder version of "Slippery Climb", was taken out at the last minute for being too difficult and because the Bonus Round was bugged with not enough time to fix it. It still exists in a mostly complete form (everything but the bonus level) and can be played with a Gameshark code. Over 20 years later, it finally got an official release in the form of DLC for ''VideoGame/CrashBandicootNSaneTrilogy''.

to:

** "Stormy Ascent", the harder version of "Slippery Climb", was taken out at the last minute for being too difficult and because the Bonus Round was bugged bugged, with not enough time to fix it. It still exists in a mostly complete form (everything but the bonus level) and can be played with a Gameshark code. Over 20 years later, it finally got an official release in the form of DLC for ''VideoGame/CrashBandicootNSaneTrilogy''.



* 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 would stop development altogether. What's interesting is that a modified form of the name Otzel was used in ''VideoGame/JakAndDaxter'' as the species of Daxter (Ottsel).

to:

* ExecutiveMeddling: Universal wanted the main character to be named Wez, Wezzy, or Wazzel the Wombat Wombat, or even Ozzy the Otzel, Otzel (possibly to make him the video game equivalent of Woody Woodpecker) Woodpecker), but Naughty Dog demanded to keep his name Crash Bandicoot or they would stop development altogether. What's interesting is that a modified form of the name Otzel was used in ''VideoGame/JakAndDaxter'' as the species of Daxter (Ottsel).



** The game's producer David Siller was in talks with Universal Interactive to make a third installment to ''VideoGame/AeroTheAcroBat'' as a 3D platformer and even considered making him a mascot as well, Game director Jason Rubin saw this as a betrayal and was furious at this decision.

to:

** The game's producer David Siller was in talks with Universal Interactive to make a third installment to ''VideoGame/AeroTheAcroBat'' as a 3D platformer platformer, and even considered making him a mascot as well, well. Game director Jason Rubin saw this as a betrayal and was furious at this decision.



** If Naughty Dog never signed on to the project, there would be no Crash Bandicoot; instead they would've made ''Al O. Saurus and Dinestein'', a side-scrolling video game based on time travel and scientists genetically merged with dinosaurs (a spoof of both ''Franchise/BackToTheFuture'' and ''Franchise/JurassicPark'').
** Early designs of Crash originally had a tail but it was removed to reduce the number of polygons on his body.
** According to the Crash Bandicoot files Book when the game was called Willy the Wombat there were some different ideas included but scrapped:
*** Crash (in his early Willy stages) was going to be a Zanier, Fast-Talking character doing impressions and quoting TV shows, Movies, and Books. This was scrapped because the creators thought that this would make him lame and annoying, Leading to the player un-identifying with the character.
*** Originally power-ups consist of flowers that increase his common abilities such as a Special Flower for Running Faster, a Spring Flower for Jumping Higher, a Pepper Flower for Increasing his Attacking power, and a Cactus Flower that harms you when collected, Also Skulls (If jumped on) would grant him invincibility and give you hints. Also some beaker power-ups and a lightning bolt power-up that serves other functions.
*** Aku-Aku was going to have different functions such as attacking enemies by serving as an extended spin attack, along with other mask power-ups that functions with enemies such as a Scare Mask that makes enemies run from you, a Laugh Mask that makes enemies run towards you, A Freeze Mask that freezing enemies, A Silly Mask that changes your attack with a stronger attack, and A Speed Mask that makes you run faster and makes you invincible(A precursor to the final 3 mask power in the final game maybe?). The idea was scrapped but the idea of multi-mask power-ups was used in VideoGame/CrashBandicoot4ItsAboutTime Years later.
*** There were plans for levels such as a sunken ship level, swimming levels, Cavern levels, Sewer Levels and Dungeon Levels (in concept art) Snow Levels (With a snowboarding level), and levels that transition from 2D to 3D, but these ideas were scrapped due to technical limitations and [[SavedForTheSequel some of these ideas wouldn't be used until the other games]].
*** Crash originally had the ability to Throw Coconuts, Rolling, Double Jumping, and a Belly Flop [[SavedForTheSequel before the sequel games included it]].
*** The game's HundredPercentCompletion gem collecting was going to unlock 3 cavern levels to go to instead of the great hall in the final. Also at one point the gems would have unlocked cortex as the final boss with N. Brio serving as the penultimate final boss that would have functioned differently with a three-phase structure instead of the two-phase structure in the final.
** There were some characters that were planned but never used, These characters were a Country Bumken Hyena, a resort alligator, a thugged out monkey, a shark (who didn't appear until Crash 3), and a racing lizard.
** 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 [[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?
** Originally, "[[ThatOneLevel Sunset Vista]]" would have been [[https://www.youtube.com/watch?v=gPb6RBMk-d4 EVEN HARDER]] and would have 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.

to:

** If Naughty Dog never signed on to the project, there would be no Crash Bandicoot; instead instead, they would've made ''Al O. Saurus and Dinestein'', a side-scrolling video game based on time travel and scientists genetically merged with dinosaurs (a spoof of both ''Franchise/BackToTheFuture'' and ''Franchise/JurassicPark'').
** Early designs of Crash originally had a tail tail, but it was removed to reduce the number of polygons on his body.
** According to the Crash Bandicoot files Book book, when the game was called Willy the Wombat Wombat, there were some different ideas included but scrapped:
*** Crash (in his early Willy stages) was going to be a Zanier, Fast-Talking zanier, fast-talking character doing impressions and quoting TV shows, Movies, movies, and Books.books. This was scrapped because the creators thought that this would make him lame and annoying, Leading to the player un-identifying with the character.
*** Originally Originally, power-ups consist consisted of flowers that increase increased his common abilities abilities, such as a Special Flower for Running Faster, running faster, a Spring Flower for Jumping Higher, jumping higher, a Pepper Flower for Increasing increasing his Attacking power, and a Cactus Flower that harms you when collected, Also Skulls (If jumped on) would grant him invincibility and give you hints. Also some beaker power-ups and a lightning bolt power-up that serves other functions.
*** Aku-Aku was going to have different functions such as attacking enemies by serving as an extended spin attack, along with other mask power-ups that functions with enemies such as a Scare Mask that makes enemies run from you, a Laugh Mask that makes enemies run towards you, A a Freeze Mask that freezing enemies, A a Silly Mask that changes your attack with a stronger attack, and A a Speed Mask that makes you run faster and makes you invincible(A precursor to the final 3 mask power in the final game maybe?). invincible. The idea was scrapped scrapped, but the idea of multi-mask power-ups was used eventually brought up (albeit with masks having different properties) in VideoGame/CrashBandicoot4ItsAboutTime Years ''VideoGame/CrashBandicoot4ItsAboutTime'' two and a half decades later.
*** There were plans for levels such as a sunken ship level, swimming levels, Cavern cavern levels, Sewer Levels and Dungeon Levels sewer levels, dungeon levels (in concept art) Snow Levels (With art), snow levels (with a snowboarding level), and levels that transition from 2D to 3D, 3D; but these ideas were scrapped due to technical limitations and [[SavedForTheSequel some of these ideas wouldn't be used until the other games]].
*** Crash originally had the ability to Throw Coconuts, Rolling, Double Jumping, throw coconuts, rolling, double jumping, and a Belly Flop belly flop [[SavedForTheSequel before the sequel games included it]].
*** The game's HundredPercentCompletion gem collecting was going to unlock 3 cavern levels to go to instead of the great hall Great Hall in the final. Also final version. Also, at one point point, the gems would have unlocked cortex Cortex as the final boss with N. Brio serving as the penultimate final boss that would have functioned differently with a three-phase structure structure, instead of the two-phase structure in the final.
final version.
** There were some characters that were planned but never used, used. These characters were a Country Bumken Hyena, country bumken hyena, a resort alligator, a thugged out thugged-out monkey, a shark (who didn't appear until Crash 3), ''Crash 3''), and a racing lizard.
** 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 Creek" (this would explain his rather awkward placing in the final game, just two levels into the second island.) island). The fight is also somewhat harder, and [[EvilSoundsDeep his laugh is slightly lower-pitched.]] There were also "POW!" crates, which don't kill you ([[EverythingTryingToKillYou oddly enough]]), you, but make a pretty explosion when broken. A precursor to Nitro Crates, perhaps?
broken.
** Originally, "[[ThatOneLevel Sunset Vista]]" would have been [[https://www.youtube.com/watch?v=gPb6RBMk-d4 EVEN HARDER]] even harder]] and would have 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.platforms''.



** The original level order was drastically different overall. For instance, Boulders/Hog Wild were switched around as were Cortex Power/Heavy 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]]).

to:

** The original level order was drastically different overall. For instance, Boulders/Hog Boulders and Hog Wild were switched around around, as were Cortex Power/Heavy Machinery, Power and Heavy Machinery; Jaws of Darkness was originally on the second island just after [[ThatOneLevel Sunset Vista]], Vista, [[NintendoHard Road to Nowhere]] immediately precluded [[ThatOneLevel The High Road]], 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]]).



** Tiny Tiger and the Komodo Brothers were also designed to put into this game (hence their cameo in the prototype intro above and concept art from the Crash Bandicoot Files books show), however they were omitted [[SavedForTheSequel and spared for]] ''VideoGame/CrashBandicoot2CortexStrikesBack''.
** In early concept art of an unused Mining tunnel level shows that the Power Crystal was going to be introduced, (Foreshadowing possibly). However, they were saved for [[VideoGame/CrashBandicoot2CortexStrikesBack the sequel insted]].
** 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.
*** Aku Aku was originally conceived as a fairy and then a genie, Not necessarily a voodoo mask. Even when he was conceived to go in that direction, it was initially someone who wore the mask as opposed to magically floating around on its own.

to:

** Tiny Tiger and the Komodo Brothers were also designed to put into this game (hence their cameo in the prototype intro above and concept art from the Crash Bandicoot Files books show), however but they were omitted [[SavedForTheSequel and spared for]] ''VideoGame/CrashBandicoot2CortexStrikesBack''.
** In early concept art of an unused Mining tunnel level shows that the Power Crystal was going to be introduced, (Foreshadowing possibly). introduced. However, they were saved for [[VideoGame/CrashBandicoot2CortexStrikesBack the sequel insted]].
instead]].
** 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.
*** Aku Aku
fruit. He was also originally conceived as a fairy and then a genie, Not necessarily a voodoo mask. Even when he was conceived to go in that direction, it was initially someone who wore the mask as opposed to magically floating around on its own.



** The game and the main character was originally named Willy the Wombat, It was changed to make the game look less dorky, for lack of a better word.

to:

** The game and the main character was originally named Willy the Wombat, Wombat. It was changed to make the game look less dorky, for lack of a better word.dorky.
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** There were some characters that were planned but never used, These characters were a Country Bumken Hyena, a resort alligator, a thugged out monkey, a shark (who didn't appear until Crash 3), and a racing lizard.


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*** Aku Aku was originally conceived as a fairy and then a genie, Not necessarily a voodoo mask. Even when he was conceived to go in that direction, it was initially someone who wore the mask as opposed to magically floating around on its own.

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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]].

to:

* ScrewedByTheNetwork: 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]].
Is there an issue? Send a MessageReason:
None


** The game's producer David Siller was in talks with Universal Interactive to make a third installment to ''VideoGame/AeroTheAcroBat'' as a 3D platformer and even considered making him a mascot as well, Game director Jason Rubin saw this as a betrayal and was furious at this desision. Despite this idea being scrapped this was the only game in the series, Siller would produce leading to him and many others being layoff at Universal Interactive with Mark Cerny to be the main product of the next three-game in the seires.

to:

** The game's producer David Siller was in talks with Universal Interactive to make a third installment to ''VideoGame/AeroTheAcroBat'' as a 3D platformer and even considered making him a mascot as well, Game director Jason Rubin saw this as a betrayal and was furious at this desision. Despite this idea being scrapped this was the only game in the series, Siller would produce leading to him and many others being layoff at Universal Interactive with Mark Cerny to be the main product of the next three-game in the seires.decision.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The game's producer David Siller was in talks with Universal Interactive to make a third installment to ''VideoGame/AeroTheAcroBat'' as a 3D platformer and even considered making him a mascot as well, Game director Jason Rubin saw this as a betrayal and was furious at this desision. Despite this idea being scrapped this was the only game in the series, Siller would produce leading to him and many others being layoff at Universal Interactive with Mark Cerny to be the main product of the next three-game in the seires.
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The actual name is Ottsel (From Otter and Weasel)


* 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 would stop development altogether. What's interesting is that the name Otzel was used in VideoGame/JakAndDaxter as the species of Daxter.

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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 would stop development altogether. What's interesting is that a modified form of the name Otzel was used in VideoGame/JakAndDaxter ''VideoGame/JakAndDaxter'' as the species of Daxter.Daxter (Ottsel).



*** The game's HundredPercentCompletion gem collecting was going to unlock 3 cavern levels (mentioned above) to go to instead of the great hall in the final. Also at one point the gems would have unlocked cortex as the final boss with N. Brio serving as the penultimate final boss that would have functioned differently with a three-phase structure instead of the two-phase structure in the final.

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*** The game's HundredPercentCompletion gem collecting was going to unlock 3 cavern levels (mentioned above) to go to instead of the great hall in the final. Also at one point the gems would have unlocked cortex as the final boss with N. Brio serving as the penultimate final boss that would have functioned differently with a three-phase structure instead of the two-phase structure in the final.
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Grammar.


* 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.

to:

* 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 would stop development altogether. What's interesting is that the name Otzel was used in VideoGame/JakAndDaxter as the species of Daxter.
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Moved from the main page.

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* DummiedOut:
** "Stormy Ascent", the harder version of "Slippery Climb", was taken out at the last minute for being too difficult and because the Bonus Round was bugged with not enough time to fix it. It still exists in a mostly complete form (everything but the bonus level) and can be played with a Gameshark code. Over 20 years later, it finally got an official release in the form of DLC for ''VideoGame/CrashBandicootNSaneTrilogy''.
** The prototype version included "POW" crates, explosive crates that destroyed surrounding boxes without harming Crash. They were removed in the final version, presumably because they were redundant with the TNT and had very little use outside of auto-collecting the other crates’ contents.
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*** Crash (in his early Willy stages) was going to speak as a fast-talker doing impressions and quoting TV shows, Movies, and Books. This was scrapped because the creators thought that this would make him lame and annoying, Leading to the player un-identifying with the character.

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*** Crash (in his early Willy stages) was going to speak as be a fast-talker Zanier, Fast-Talking character doing impressions and quoting TV shows, Movies, and Books. This was scrapped because the creators thought that this would make him lame and annoying, Leading to the player un-identifying with the character.
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*** Crash (in his early Willy stages) was going to speak doing impressions of celebrities and comedians and quoting Films, TV, and Books. This was scrapped because the creators thought voiced video game characters were lame and would have the player un-identifying with the character. Also, originally the story would have Crash being a mate for Tawna (named Karmen at this point) instead of her being a kidnapped DamselInDistress like in the final.

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*** Crash (in his early Willy stages) was going to speak as a fast-talker doing impressions of celebrities and comedians and quoting Films, TV, TV shows, Movies, and Books. This was scrapped because the creators thought voiced video game characters were that this would make him lame and would have annoying, Leading to the player un-identifying with the character. Also, originally the story would have Crash being a mate for Tawna (named Karmen at this point) instead of her being a kidnapped DamselInDistress like in the final.character.
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** The game and the main character was originally named Willy the Wombat, It was changed to make the game look less silly.

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** The game and the main character was originally named Willy the Wombat, It was changed to make the game look less silly.dorky, for lack of a better word.
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** In early concept art of an unused Mining tunnel level shows that the Power Crystal was going to be introduced, [[Foreshadowing Possibly as an early sequel tease]]. However, they were saved for [[VideoGame/CrashBandicoot2CortexStrikesBack the sequel insted]].

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** In early concept art of an unused Mining tunnel level shows that the Power Crystal was going to be introduced, [[Foreshadowing Possibly as an early sequel tease]].(Foreshadowing possibly). However, they were saved for [[VideoGame/CrashBandicoot2CortexStrikesBack the sequel insted]].
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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''.

to:

** In early concept art of a an unused Mining tunnel level shows that the Power Crystal was going to be introduced, however [[Foreshadowing Possibly as an early sequel tease]]. However, they were saved for ''VideoGame/CrashBandicoot2CortexStrikesBack''.[[VideoGame/CrashBandicoot2CortexStrikesBack the sequel insted]].

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*** Crash (in his early Willy stages) was going to speak doing impressions of celebrities and comedians and quoting Films, TV, and Books. This was scrapped because the creators thought voiced video game characters were lame and would have the player un-identifying with the character.
*** Originally the story would have include Crash being a mate for Tawna (named Karmen at this point) instead of her being a kidnapped DamselInDistress like in the final.

to:

*** Crash (in his early Willy stages) was going to speak doing impressions of celebrities and comedians and quoting Films, TV, and Books. This was scrapped because the creators thought voiced video game characters were lame and would have the player un-identifying with the character.
*** Originally
character. Also, originally the story would have include Crash being a mate for Tawna (named Karmen at this point) instead of her being a kidnapped DamselInDistress like in the final.



*** There were plans for levels such as a sunken ship level, swimming levels, Cavern levels, Sewer Levels and Dungeon Levels (in concept art) Snow Levels (With a snowboarding level), and levels that transition from 2D to 3D, but these ideas were scrapped due to technical limitations and [[SavedForTheSequel some of these ideas wouldn't be used until the sequel and other games]].

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*** There were plans for levels such as a sunken ship level, swimming levels, Cavern levels, Sewer Levels and Dungeon Levels (in concept art) Snow Levels (With a snowboarding level), and levels that transition from 2D to 3D, but these ideas were scrapped due to technical limitations and [[SavedForTheSequel some of these ideas wouldn't be used until the sequel and other games]].



*** The game's HundredPercentCompletion gem collecting was going to unlock 3 cavern levels (mentioned above) to go to instead of the great hall in the final. Also at one point the gems would have unlocked cortex as the final boss with N. Brio serving as the penultimate final boss that would have functioned differently with a three-phase stricter instead of the two-phase stricter in the final.

to:

*** The game's HundredPercentCompletion gem collecting was going to unlock 3 cavern levels (mentioned above) to go to instead of the great hall in the final. Also at one point the gems would have unlocked cortex as the final boss with N. Brio serving as the penultimate final boss that would have functioned differently with a three-phase stricter structure instead of the two-phase stricter structure in the final.
Is there an issue? Send a MessageReason:
None


*** Originally power-ups consist of flowers that increase his common abilities such as a Special Flower for Running Faster, a Spring Flower for Jumping Higher, a Pepper Flower for Increasing his Attacking power, and a Castus Flower that harms you when collected, Also Skulls (If jumped on) would grant him invincibility and give you hints. Also some beaker power-ups and a lightning bolt power-up that serves other functions.
*** Aku-Aku was going to have different functions such as attacking enemies by serving as an extended spin attack, along with other mask power-ups that functions with enemies such as a Scare Mask that makes enemies run from you, a Laugh Mask that makes enemies run towards you, A Freeze Mask that freezing enemies, A Silly Mask that changes your attack with a stronger attack, and A Speed Mask that makes you run faster and makes you invincible(A precursor to the final 3 mask power in the final maybe?).
*** There were plans for levels such as a sunken ship level, swimming levels, Cavern levels, Sewer Levels and Dungeon Levels (in concept art) Snow Levels (With a snowboarding level), and levels that transition from 2D to 3D, but were scrapped due to technical limitations and [[SavedForTheSequel some of these ideas wouldn't be used until the sequel and other games]].

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*** Originally power-ups consist of flowers that increase his common abilities such as a Special Flower for Running Faster, a Spring Flower for Jumping Higher, a Pepper Flower for Increasing his Attacking power, and a Castus Cactus Flower that harms you when collected, Also Skulls (If jumped on) would grant him invincibility and give you hints. Also some beaker power-ups and a lightning bolt power-up that serves other functions.
*** Aku-Aku was going to have different functions such as attacking enemies by serving as an extended spin attack, along with other mask power-ups that functions with enemies such as a Scare Mask that makes enemies run from you, a Laugh Mask that makes enemies run towards you, A Freeze Mask that freezing enemies, A Silly Mask that changes your attack with a stronger attack, and A Speed Mask that makes you run faster and makes you invincible(A precursor to the final 3 mask power in the final maybe?).
game maybe?). The idea was scrapped but the idea of multi-mask power-ups was used in VideoGame/CrashBandicoot4ItsAboutTime Years later.
*** There were plans for levels such as a sunken ship level, swimming levels, Cavern levels, Sewer Levels and Dungeon Levels (in concept art) Snow Levels (With a snowboarding level), and levels that transition from 2D to 3D, but these ideas were scrapped due to technical limitations and [[SavedForTheSequel some of these ideas wouldn't be used until the sequel and other games]].



*** The game's 100% completion gem collecting was going to unlock 3 cavern levels (mentioned above) to go to instead of the great hall in the final.

to:

*** The game's 100% completion HundredPercentCompletion gem collecting was going to unlock 3 cavern levels (mentioned above) to go to instead of the great hall in the final. Also at one point the gems would have unlocked cortex as the final boss with N. Brio serving as the penultimate final boss that would have functioned differently with a three-phase stricter instead of the two-phase stricter in the final.
Is there an issue? Send a MessageReason:
None


*** Aku-Aku was going to have different functions such as attacking enemies by serving as an extended spin attack, along with other mask power-ups that functions but with extra features such as enemies running towards and away from you and

to:

*** Aku-Aku was going to have different functions such as attacking enemies by serving as an extended spin attack, along with other mask power-ups that functions but with extra features enemies such as a Scare Mask that makes enemies running run from you, a Laugh Mask that makes enemies run towards you, A Freeze Mask that freezing enemies, A Silly Mask that changes your attack with a stronger attack, and away from A Speed Mask that makes you andrun faster and makes you invincible(A precursor to the final 3 mask power in the final maybe?).

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*** Originally power-ups consist of flowers that increase his common abilities such as a Special Flower he Runs Faster, a Spring Flower for Jumping Higher, and a Pepper Flower for Increasing his Attacking power, Also Skulls (If jumped on) would grant him invincibility.
*** There were plans for levels such as a sunken ship level, swimming levels, Cavern levels, Sewer Levels and Dungeon Levels (in concept art) Snow Levels (With a snowboarding level), and levels that transition from 2D to 3D, but were scrapped and [[SavedForTheSequel some of these ideas wouldn't be used until the sequel and other games]].
*** Crash originally had the ability to throw coconuts, rolling, and belly flop [[SavedForTheSequel before the sequel games included it]].

to:

*** Originally power-ups consist of flowers that increase his common abilities such as a Special Flower he Runs for Running Faster, a Spring Flower for Jumping Higher, and a Pepper Flower for Increasing his Attacking power, and a Castus Flower that harms you when collected, Also Skulls (If jumped on) would grant him invincibility.
invincibility and give you hints. Also some beaker power-ups and a lightning bolt power-up that serves other functions.
*** Aku-Aku was going to have different functions such as attacking enemies by serving as an extended spin attack, along with other mask power-ups that functions but with extra features such as enemies running towards and away from you and
*** There were plans for levels such as a sunken ship level, swimming levels, Cavern levels, Sewer Levels and Dungeon Levels (in concept art) Snow Levels (With a snowboarding level), and levels that transition from 2D to 3D, but were scrapped due to technical limitations and [[SavedForTheSequel some of these ideas wouldn't be used until the sequel and other games]].
*** Crash originally had the ability to throw coconuts, rolling, Throw Coconuts, Rolling, Double Jumping, and belly flop a Belly Flop [[SavedForTheSequel before the sequel games included it]].
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None


*** Crash (in his early Willy stages) was going to speak doing impressions of celebrities and comedians and quoting Films, TV, and Books. This was scrapped because the creators thought this would make him lame and would have the player un-identifying with the character.
*** Originally the story would have include Crash being a mate for Tawna (named Karmen at this point) instead of her being a kidnapped damsel in distress in the final.

to:

*** Crash (in his early Willy stages) was going to speak doing impressions of celebrities and comedians and quoting Films, TV, and Books. This was scrapped because the creators thought this would make him voiced video game characters were lame and would have the player un-identifying with the character.
*** Originally the story would have include Crash being a mate for Tawna (named Karmen at this point) instead of her being a kidnapped damsel in distress DamselInDistress like in the final.



*** Crash originally had the ability to throw coconuts, roll, and belly flop [[SavedForTheSequel before the sequel games included it]].
*** Dr. Nefarious Tropy originally had a 3 stage Boss fight where he gets more mutated with every defeat. Also, he was named Needy Tropy instead of Nefarious Tropy.

to:

*** Crash originally had the ability to throw coconuts, roll, rolling, and belly flop [[SavedForTheSequel before the sequel games included it]].
*** Dr. Nefarious Tropy originally had a 3 stage Boss fight where he gets more mutated with every defeat. Also, he The game's 100% completion gem collecting was named Needy Tropy going to unlock 3 cavern levels (mentioned above) to go to instead of Nefarious Tropy.the great hall in the final.

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** According to the Crash Bandicoot files Book when the game was called Willy the Wombat there were some different ideas included but scrapped.

to:

** According to the Crash Bandicoot files Book when the game was called Willy the Wombat there were some different ideas included but scrapped.scrapped:



* 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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* WorkingTitle: 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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*** Crash(Willy) was going to speak doing impressions of celebrities and comedians and quoting Films, TV, and Books. This was scrapped because the creators thought this would make him lame and would have the player un-identifying with the character.
*** Originally the story would have include Crash as a mate for Tawna (named Karmen at this point) instead of her being a kidnapped damsel in distress in the final.

to:

*** Crash(Willy) Crash (in his early Willy stages) was going to speak doing impressions of celebrities and comedians and quoting Films, TV, and Books. This was scrapped because the creators thought this would make him lame and would have the player un-identifying with the character.
*** Originally the story would have include Crash as being a mate for Tawna (named Karmen at this point) instead of her being a kidnapped damsel in distress in the final.



*** There were plans for levels such as a sunken ship level, swimming levels, and Cavern levels, but were scrapped and [[VideoGame/CrashBandicoot3Warped used for the third game]] [[SavedForTheSequel instead]].

to:

*** There were plans for levels such as a sunken ship level, swimming levels, and Cavern levels, Sewer Levels and Dungeon Levels (in concept art) Snow Levels (With a snowboarding level), and levels that transition from 2D to 3D, but were scrapped and [[VideoGame/CrashBandicoot3Warped used for the third game]] [[SavedForTheSequel instead]].some of these ideas wouldn't be used until the sequel and other games]].


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*** Dr. Nefarious Tropy originally had a 3 stage Boss fight where he gets more mutated with every defeat. Also, he was named Needy Tropy instead of Nefarious Tropy.

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** According to the Crash Bandicoot files Book when the game was called Willy the Wombatthere were some different ideas included but scrapped.
*** Crash(Willy) was going to speak doing impressions of celebrities and comedians and quoting Films, TV, and Books. This was scrapped because the creators thought this would make him lame and would have the player disconnect from the character.

to:

** According to the Crash Bandicoot files Book when the game was called Willy the Wombatthere Wombat there were some different ideas included but scrapped.
*** Crash(Willy) was going to speak doing impressions of celebrities and comedians and quoting Films, TV, and Books. This was scrapped because the creators thought this would make him lame and would have the player disconnect from un-identifying with the character.



*** There were plans for swimming levels but were scrapped and [[VideoGame/CrashBandicoot3Warped used for the third game]] [[SavedForTheSequel instead]].

to:

*** There were plans for levels such as a sunken ship level, swimming levels levels, and Cavern levels, but were scrapped and [[VideoGame/CrashBandicoot3Warped used for the third game]] [[SavedForTheSequel instead]].instead]].
*** Crash originally had the ability to throw coconuts, roll, and belly flop [[SavedForTheSequel before the sequel games included it]].



** 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]] ''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), above and concept art from the Crash Bandicoot Files books show), however they were omitted [[SavedForTheSequel and spared for]] ''VideoGame/CrashBandicoot2CortexStrikesBack''.


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** The game and the main character was originally named Willy the Wombat, It was changed to make the game look less silly.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** According to the Crash Bandicoot files Book when the game was called Willy the Wombatthere were some different ideas included but scrapped.
*** Crash(Willy) was going to speak doing impressions of celebrities and comedians and quoting Films, TV, and Books. This was scrapped because the creators thought this would make him lame and would have the player disconnect from the character.
*** Originally the story would have include Crash as a mate for Tawna (named Karmen at this point) instead of her being a kidnapped damsel in distress in the final.
*** Originally power-ups consist of flowers that increase his common abilities such as a Special Flower he Runs Faster, a Spring Flower for Jumping Higher, and a Pepper Flower for Increasing his Attacking power, Also Skulls (If jumped on) would grant him invincibility.
*** There were plans for swimming levels but were scrapped and [[VideoGame/CrashBandicoot3Warped used for the third game]] [[SavedForTheSequel instead]].
Is there an issue? Send a MessageReason:
None


* 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.

to:

* 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.backside.
----
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** Pinstripe was originally named Pinstripell Potorott.

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