Playstation

Crash Bandicoot 2 [PSX – Beta]

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Crash Bandicoot 2: Cortex Strikes Back is a platform game and the sequel to Crash Bandicoot. It was developed by Naughty Dog and published by Sony Computer Entertainment for the PlayStation video game console and released in 1997. [Info from Wikipedia]

In the beta screens and videos there are some interesting beta stuff that were removed or changed: 3 levels that are shown (one with snow, the space one and another one in the sewer) are not used in the final version, while the warp room was really different from the one that we played. Even the HUD was changed (similar to the one from the first game), there was a Jetpack enemy (removed), a couple of animations and the design of some of the levels (like in the Turtle Woods) were not like the final version. For more informations you can check the Crash Mania website, that has donate these images for the U64 Archive! Thanks a lot to HPZr :)

In the second video below, OKeijiDragon noticed some more differences:

From what can be made out, the video shows vast differences compared to the final. Most of the levels layouts shown don’t resemble anything we know, except maybe the Jet Pack levels. Details include Crash 1’s HUD, and Easy / Hard poll in the middle of a Road to Ruin-like level, suggesting alternate routes were planned for levels.

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Crash Bandicoot [PSX – Beta]

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Crash Bandicoot is a platform game published by Sony Computer Entertainment and developed by Naughty Dog for the PlayStation. Crash was released in North America in 1996, but the development started in August 1994 with the title character, Crash, being designed by Charles Zembillas and Joe Pearson. The development of this game took place entirely in Los Angeles, California, after the entire staff had moved there from Boston, Massachusetts. Crash Bandicoot was the main focus of the Naughty Dog team during its development, so much so that ideas for another game, Al O. Saurus and Dinestein, were thrown out. Sony officially became publisher of the game during March 1995. In April that year the game went Alpha and was officially unveiled to the public in May of 1996 at the Electronic Entertainment Expo, where it was well received. [Info from Wikipedia]

From these old screens we can see some changes in the development, like a different boss bar or different colors for the characters and the background. Crash usually only picks up the same type of fruit in the game (they’re called Wumpas, and look a bit like apples), but in those beta screenshots there are a lot of different fruits. There’s a pineapple, a strawberry and a green fruit which is hard to recognize. The Aku Aku mask in the pineapple screenshot is different too. It seems like a 2D sprite, actually. And Papu Papu (the large man with the club) has a yellow hair ornament, instead of a blue one. For more informations you can check the Crash Mania website, that has donated these images for the U64 Archive!

In June 2009, Psx-Collector shared with Crash Mania some screens and info from an early playable demo that he found. In this beta there’s no music or gems, the Brio boss fight is unbeatable, Tawna’s colour scheme is different, the “TNT Crates” are  “POW Crates”, there’s a different Cortex Power Entrance, a couple of removed robot enemies, an harder design of Sunset Vista and Different Crate Placement! Thanks a lot to HPZr :)

Also, an unused level was found hidden in the game’s code: as we can see from a video in GarlandTheGreat’s Youtube channel, that area is completely playable:

I must say this is the hardest and quite possibly the best Crash Bandicoot level ever. It’s a shame they left it out of the game, as it only would have made an already excellent game better. Yeah, it’s hard, but it’s not that hard to beat normally. After all, there are three checkpoints here, contrary to Slippery Climb, which only has one. Getting the gem, however, is a nightmare, and I needed close to 50 attempts.

There are three invisible tokens (probably Tawna) on this level, but the bonus stage it unlocks doesn’t exist, so getting all three will crash the game. You can see it in jbreckmckye’s video. So, in order to get the gem, you have to avoid getting one of these. Location of tokens: 0:27, 3:21 and 4:48. I didn’t get the first one.

Some more info on the Stormy Ascent unused level were shared to us by Luis: the ‘invisible’ icons is actually Cortex. Because when pressing triangle, the pixels shows in the bottom right corner like the Cortex icons. It shows that Stormy Ascent is supposed to be the home of the 2nd Cortex bonus round. These were moved to Jaws of Darkness, which is why these pixels are left behind.

Thanks to kieranmay for the contribution!

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MDK [PC/PSX – Concept]

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MDK is a third-person shooter game developed by Shiny Entertainment and released in 1997 by Playmates Interactive Entertainment for the PC, Macintosh, and subsequently PlayStation. MDK’s gameplay is usually a third person shooter, except when sniper mode is entered. As expected, Kurt has a wide range of weapons to choose from, which differ in standard gameplay and sniper mode. [Info from Wikipedia]

Thanks to this old promo video that Chentzilla has uploaded on his Youtube channel, we can see a concept version of MDK, with some differences from the final version:

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Dreadnought (HMS Carnage) [PC PSX Saturn – Cancelled]

HMS Carnage (later renamed to Dreadnought / Dreadnoughts and internally know as Dread0) is a cancelled Victorian steam-punk shooter (with strategy elements) set on the red planet of Mars, that was in development for almost 3 years by the Tribe team at Ocean Software. It was an ambitious project, but only a small playable demo and detailed FMV were finished before Infogrames acquired Ocean in 1998 and decided to kill it some months later.

It seems that the game concept was somehow similar to Warhawk, released in 2007 for the Playstation 3, in which the player is able to use ground and air vehicles, turrets and on-foot weapons to kill their enemies and complete the mission objectives.

HMS Carnage was mainly a PC-CDROM game and the PSX / Saturn ports were an afterthought: the console versions would have been very different  with more action and less strategy.

At the time Ocean had a reputation for producing low quality movie tie-ins but with the much-hyped arrival of CDROM as a gaming format they wanted to develop some really ground breaking games. Ocean rebranded their internal development department as “Tribe”, invested a lot of money, hired a lot of new talent and asked everyone to come up with amazing original concepts huge enough to fill a CDROM.

HMS Carnage was one of the winning concepts, Silver was another (released 4 years later) and the third was a point ‘n click adventure with Hanna-Barbera characters, called “Zoiks” which was also cancelled.

The game kept its “HMS Carnage” title throughout most of the development, while “Dreadnought” was a name thought up by the marketing department towards the end (the development team didn’t much like it). Probably they though it was a more sellable title for a shooter.

Sadly the name-change was not enough to save the game. When Infogrames bought Ocean and review Dreadnought, too much work and money were still needed to complete the project: they thought that it could have been an economic failure and decided to cancel the development. After the cancellation, part of  the Tribe team went to work at Psygnosis.

A preview for HMS Carnage was published in Edge magazine issue 32 (1996), if you are able to scan those pages, please let us know!

Thanks a lot to Maria Ingold, Matt Wood, Julian Holtom for their help in preserving media and info from their lost project!

Thanks to Robert Seddon and Celine for the magazines scans!

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