![]() 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 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. ![]() 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. ![]()
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