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What Could Have Been / Crash Twinsanity

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Concept art from when the game was a sci-fi-themed RPG where Crash has a lizard alien friend named Foofie, that he would use as some kind of tool.

There's a lot of content from Crash Twinsanity that was scrapped, mainly due to the game's Troubled Production and transition from a serious and edgy game to a cartoony slapstick platformer like the previous game.


Examples

  • The very earliest pitch for Traveller's Tales' second game was instead a teamwork premise for Crash and Coco, with mechanics involving controlling the two characters, and Crash similarly carrying and throwing around Coco much like he does Cortex in the final game.
  • In early stages of development, the game was meant to have a Darker and Edgier sci-fi theme rather than a comedic theme, with a story of the Evil Twins taking chunks of planets to form an even bigger planet with Crash's home being one of them. This idea was scrapped because a similar story was used in another game so they had to go in the opposite direction, and the rest was history.
    • The game was also going to have RPG elements but the idea was scrapped.
    • There was concept art from this point of development of two levels set in a Gaudí-inspired greenhouse and on the floor of a dried-up ocean.
    • Crash originally had a pet alien blob named Foofie, This creature also acted as a space age key, a shield and goodness knows what else.
  • Several hours worth of content was removed from the game, including several returning characters, new levels and gameplay mechanics. Two members of the development team, Keith Webb and Paul Gardner, released a great deal of information on these removed items, which can be viewed here. Collecting yellow gems unlocks "unseen extras" which apparently feature ideas and concepts that never made it into the final version. This is lampshaded by Cortex once: "It should have been two new dimensions, but we've... ran out of time."
    • As seen in this video Crash was going to have more elaborate combat based attacks similar to later games.
    • There are mini games with Cortex based around Classic Arcade games such as Pac-Man and Space Invaders.
    • Another level was cut at a very early stage called MEGALOMANIAC MIND MANIA. The Psychetron transports Crash into Dr. Cortex's Brainovial Hyperbarium. The aim was to explore Cortex's twisted mind and discover the identity of the Evil Twins. Every enemy character was an ugly version of Dr. Cortex and The whole level was to be a musical number, sung by Dr. Cortex called 'Take a walk through My brains'
    • There was a level called Gone A Bit Coco, where Cortex would battle through Coco's mind, a place full of cuddly enemies and nonsensical cuteness.
    • Originally when you walked into Crash's garden (outside his house), a blue monkey wearing a bowler hat would leap on you and wrestle you to the ground. A gameplay mechanic (similar to Rollerbrawl) would take place, whereby you had to pin the Monkey to the ground for long enough in order to escape.
    • N. Trance was included to try to make some crossover between the different storylines of the ND/TT and VV games. N. Trance was built and textured but was cut because there were so many characters appearing in some cutscenes and it was becoming slow to load. The treasure room is an especially character-heavy scene, so the egg got dropped. N. Trance was going to be one of the doctors chasing after the treasure. When the team saw Evil Crash in the 10th dimension he was going to be eating N. Trance's brain with a spoon, like an egg. Later, N. Trance would turn up with a plaster over the crack. It was left out, because it's a bit gross.
    • There would have been a level where the player would control Mecha-Bandicoot through a tribal village.
    • The game over screen was originally going to have the Evil Twins mocking the player for their failure.
    • The hooks that Nina grabs hold of and swings from were originally meant to be cute birdies and lizards. She was going to grab the animal because she loves animals so much, but would accidentally squeeze them until their eyes popped out. This idea got cut, because it is a bit gross.
    • There was a level where Crash and Cortex swapped roles and it was up to you to beat up Cortex to make him evil again in a reverse role similar to the Doc Amok role.
    • Evil Coco slips from the doorway into the light. She is the polar opposite of Coco - dumb, flirtatious and trashy - who Crash's sister would be if she had made all the wrong life choices. She was scrapped for being too inappropriate.
    • There were plans for levels where you would play as Coco rescuing her brother from Cortex's lair Mission Impossible style.
  • At least two direct sequels were also planned, but never made it past early planning due to Traveller's Tales' Oxford unit shutting down. One of the ideas was a Pikmin - Mega Man (Classic) type game starring Dr. Neo Cortex called Cortex Chaos or "The All-New Cortex Show". When the studio was working on the early points of Crash Tag Team Racing it was also intended to be a direct follow on to Twinsanity with the other characters following Cortex into Crash's brain.
  • There were plans for a Nintendo GameCube port, but due to difficulties with porting the engine, the port was scrapped. Similar issues plagued the GameCube port of the previous game.

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