Crash Bandicoot 2: Cortex Strikes Back (Sep 14, 1997 prototype)

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Crash Bandicoot 2: Cortex Strikes Back (Sep 14, 1997 prototype)
Build date Sep 14, 1997
Build name Review
Dump status Released
Dumped by cater0mcfpsx-collector
Released by cater0mcfpsx-collector
File release date 2013
Origin CD-R
Game Crash Bandicoot 2: Cortex Strikes Back
System PlayStation
Genre Platform
Final build US Sep 29, 1997
EU Oct 30, 1997
JP Nov 4, 1997
Release date US Nov 11, 1997
EU Dec 12 1997
JP Dec 18, 1997
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A PAL prototype of Crash Bandicoot 2: Cortex Strikes Back for the Sony PlayStation.


The Cutting Room Floor research

This review version is mostly identical to the September 13th, 1997 build, with the only major exception of being a PAL prototype, so language options are present.

  • There are no sounds from any menu screens, including the title screen, when you press up, down, left, right or X. There's also no demos on this version, so the title music will just sit and play forever if you leave it alone.
  • Languages choices in the main menu are in different order, and they are partly implemented, it's that just the text is in English.
  • It's totally impossible to skip the opening cutscenes. However, you can pull up the HUD if you want.
  • The textures in the pause menu are the same as in the NTSC-J version, there is no calibration and screen centering options and music volume is defaulted to 74% as opposed to 100% in the final version.
  • Almost all levels have slightly different music tracks.
  • If you have any crystals or gems, and use a secret exit, you lose them and have to get them again.
  • Polar makes a very different sound.
  • The Eel Deal has an extra box hidden in the bonus, over the pile of iron boxes.
  • Un-Bearable looks slightly different. Texturing in several areas appears to be incomplete.
  • The area right after the bonus in Diggin' It lacks the holes.
  • The diggable soil in alpine levels is grey instead of magenta. This matches the appearance seen in the load/save icons in the final version. The player can also move while digging in and jumping out of it, helped even further by the fact that these two animations are longer.
  • Bee-Having uses real Nitros that Crash can stand on and that don't bounce. They were changed to being part of the scenery as they could still be blown up with attacks.
  • Due to an excess of polygons, Piston it Away crashes in the area with the gem. Areas around the gem are also prone to crash. This can be fixed with a cheat code.
  • You need to hold L2 instead of Triangle to go back to a boss battle.
  • If you hold R2 you can skip the boss battle when going to the next warp room.
  • Music volume 0% acts like it would be 100%.




A huge thanks to psx-collector for providing a new dump with all original timestamps, and giving the original disc scans containing this build.

See also