Traveller’s Tales

Crash Twinsanity [Beta – XBOX / PS2]

As we can read on wikipedia, Crash Twinsanity is an platform game developed by Traveller’s Tales and published by Vivendi Universal  for the PlayStation 2 and the Xbox. It was released in North America on October 2004, while a Nintendo GameCube version was planned but canceled for undisclosed reasons. In the videos below you can see removed and different parts from Crash Twinsanity beta version, as the lost level “Gone a bit coco”. If you can notice more beta differences, please let us know!

Thanks to Retroguy205 for the contribution!


The music for the removed level, Gone a Bit Coco, can also be heard in the video below.


Crash Bandicoot: Wrath of Cortex [PS2 – Beta]

Crash Bandicoot – Wrath of Cortex for the PS2 was a proposed sequel for the Crash Bandicoot series, the ones following… Crash Bandicoot. On his way to stop Neo Cortex from taking over the world! Granted that is what he is up to at the time… There seems to have a lot of changes between the beta and the final version, with removed levels, enemies and more differences here and there.

Also, below you can notice a target render video created by Traveller’s Tales that was used as a pitch to Universal Interactive for a new Crash game, before the project was eventually greenlit and became Wrath of Cortex.

For more information you can check the Crash Mania website, that has donate these images for the U64 Archive! Thanks a lot to HPZr :)

First video from Rlan3 Yt Channel! Thanks to Retroguy205 for the link to the videos of the unused levels!




Sonic R [Beta – Saturn]

Sonic R is a 1997 racing game developed by Traveller’s Tales and published by SEGA, which was released on the SEGA Saturn. The title made its debut at E3 1997 and was later launched in November, 1997. On the road to reaching store shelves, the game observed a multitude of beta changes, big and small, from how it was outlined in the beginning.

The Conception of Sonic R

Sonic R was first envisioned by one of the fathers of Sonic, Yuji Naka. It was originally going to be made by Sonic Team itself, but when they became busy creating Sonic Jam, they hired Traveller’s Tales as an alternative. Naka’s place in the project was switched to a supervising role, which included helping determine the character roster. The decision to employ the help of TT was made after they were impressed by their previous works, such as the Toy Story video game.

Kats Sato explains SEGA's decision to recruit TT.

Kats Sato explains SEGA’s decision to recruit TT.

The first working title of Sonic R was simply ‘Project: Sonic’.

One enduring rumour tells that it began as a Formula 1 game, later turned into a Sonic racing title, but this goes completely without corroboration from any reliable source.


E3 1997 Prototype

Its first unveiling was made by SEGA in the form of a teaser video at E3, showing off just over 30 seconds of very early prototype gameplay. According to one of the game’s programmers, Jon Burton, who was interviewed in the October 1997 issue of SEGA Saturn Magazine, work on Sonic R had begun in February of the same year; less than 4 months before the reveal. It was being worked on at the time by no more than six people: three artists and three programmers.

A playable demo of it was not present at E3 that year, and Burton explained that this was due to them having only started programming one track at that point, which was an incomplete Resort Island. The build showcased in the video impressed attendees, but in actuality, had “no AI for its opponents, limited animation and special effects”, according to Burton. The trailer in question states that it was approximately “20% complete” at the time.