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Crash bandicoot 2 cold hard crash all boxes
Crash bandicoot 2 cold hard crash all boxes







The gorilla enemies in Road to Ruin and Ruination are named obj_gorilla_boulder despite actually throwing logs.

crash bandicoot 2 cold hard crash all boxes

  • The floating robotic enemies in Night Fight and Totally Fly are strangely named obj_dragonfly.
  • crash bandicoot 2 cold hard crash all boxes

    Crash's spawn position in each level is marked by an object named obj_willy, a reference to the name Willy the Wombat which was used during development before the name Crash Bandicoot had been chosen.These names are still present in the game's files, some of which are noteworthy. Them being "Turtle Woods", "The Pits", "Crash Crush", "Un-Bearable", "Hangin' Out", "Diggin' It" and "Bee-Having".ĭuring the game's development, each game object was assigned a name to allow developers to identify the objects more easily. However, there are two extra files RT96G/ RT96V, though it is simply an untextured and un-colored version of the crate tiles.Īlthough the game does not have unused areas, it does have some unused scenery polygons never seen in the game from older versions of those levels. In the Ripper Roo boss fight, the files RT06G/ RT06V, RT16G/ RT16V, RT26G/ RT26V, RT36G/ RT36V, RT46G/ RT46V, RT56G/ RT56V and RT66G/ RT66V are used as the graphics for the TNT tiles used by the boss ("TNT", then the numbers 1 through 6, respectively). TNTs are never shown with the number 7 or 8 during the battle, making them unused. Grouped with the Ripper Roo files are some TNT textures with the numbers 1 to 8 on them. This idea was most likely scrapped as these filled slots could be difficult to distinguish due to their similarities to the unfilled ones. There are leftovers of some gem/crystal graphic slots, but most importantly, filled slots that originally would be 2D textures, which would be later replaced by the actual 3D models. Putting them back into their (supposedly) original positions will make them clash with some of the existing scenery. These include a leaner, 2 falling platforms and 2 crumbly falling platforms. In the files for the level "Road to Ruin", one can find some objects that are placed VERY far away from the actual level. The way the death platforms are named and set up in Air Crash would indicate that the player would be able to return to the main path while in the death route. This was probably removed due to being too unfair as the player would miss the death route and other crates on the main path. Using a level editor, it is possible to see that the end of Cold Hard Crash's bonus was originally connected to the first hole after Crash falls down from the ice-skating section, meaning that the platform would've gone up to that hole instead of near the bonus' start. It contains a small fraction of collision belonging to the pipe where the clear gem is hidden, but is placed as if the path would split at that point, as it did in the E3 demo. The zone "g1_aZ" is a leftover zone (an interactive area of the game, with collision, objects and/or cameras) from that version. The scenery of the hard path is also directly connected to the main path, which is not the case for any other section where the camera instantly changes, and is also why a piece of it can be seen near the area with the bonus platform. The E3 demo did not have a yellow gem path, as the gem platform was not there, and the gem path was instead a "hard" path, accessed by falling in the hole (the way up used the generic x-shaped platform encountered through the game). Old Revision Leftovers Old Sewer or Later Gem Path Leftover

    Crash bandicoot 2 cold hard crash all boxes code#

    These include a homing space bomb from the space levels used in early versions of the game, crate code leftovers from the first game, etc. Some of the in-game objects have different behavior not used in the final version of the game and that can only be accessed through hacking. The levels "Diggin' It" and "Bee-Having" contain obj_hive objects which go unused as they do nothing since the beehive's position is calculated through the obj_bee_hive object. Some of these unused paths are also mispositioned and can't hit Crash directly but will still damage him. Gin boss battle has data for 20 missile paths, as shown in the beta versions of this game, even though only 10 are used in the final versions.

    crash bandicoot 2 cold hard crash all boxes crash bandicoot 2 cold hard crash all boxes

    These two boxes, a TNT and a life crate, are destroyed due to a mistake in drawing the TNT crate, as some TNT crates automatically destroy other crates when too far away. Not technically "unused", but in the level "Totally Bear", there are two boxes which are never seen during normal gameplay. Ignore the clear gem platform outline and the checkpoint's position, they were added by the hacker. Although this signpost is no longer present in the final release, its object code and model data still remain in the game's files and are fully functional. As shown in the June 15th, 1997 prototype, the level "Ruination" once featured a stone signpost denoting the "easy" and "hard" paths through the level.







    Crash bandicoot 2 cold hard crash all boxes