Resources - Version differences

Version build timeline

Pre-release:

2004-04-07 - 2004 Holiday Demo
2004-04-08 - Twinsanity E3 Demo
2004-05-19 - Unlimited Demo

Retail:

2004-08-05 - NTSC PS2 1.0
2004-08-13 - NTSC XBOX
2004-08-20 - NTSC PS2 2.0
2004-08-28 - PAL XBOX
2004-09-03 - PAL PS2
2004-09-03 - NTSC-J PS2
2004-10-08 - NTSC-Russian PS2

Other:

2004-08-23 - NTSC-U PS2 Review Build
2004-08-24 - E3 Digital Press Kit
2004-08-26 - Vivendi 2004 Press Kit
Crash Twinsanity was released for 2 consoles: PlayStation 2 and XBOX.

The XBOX version differs from the PS2 version in these ways:
  • Texture quality is overall better.
  • The lighting on characters and some environments is different, mostly darker.
  • NTSC and PAL share the same save slots.
  • Tip text at the bottom of the screen is higher up.
  • HUD counters are closer to the icons.
  • The game doesn't clean up particles after dying immediately.
  • Earning a life by getting 100 Wumpa fruit doesn't play a sound.
  • Loading the game requires confirmation.
  • Particles in general are more sparse, usually with a shorter lifetime.
  • Transitions into and out of cutscenes show the game's logo in the bottom left corner of the screen.
  • Some cutscenes desync from the audio due to ingame lag.
  • FMV Extras are called that way in the menu instead of "Movie". The name was also localized accordingly.
  • The rising slime in Classroom Chaos emits a sound that stays forever if the room is left by quitting or loading.
  • Pressing the A button brings up the main menu on the title screen (in addition to the Start button).
  • Scenery crystals and icicles are more opaque.
  • The sound of Cavern Catastrophe's drill opening is different.
  • This texture is different:
XBOX PS2
  • Weathervanes look different:
XBOX PS2
XBOX PS2

The PAL Platinum version is identical to the original PAL version.
The XBOX version works on the XBOX 360, although it suffers from big slowdowns.
The PS2 version works on early PS3's, but (at least on PAL) it has gamebreaking issues.
Another version of note is the Russian version. It's the NTSC 1.0 version with a localized font and text.

Comparison videos of PS2/XBOX and PS2/PS3:


The first released version, NTSC-U (1.0 on PS2), was released in North America on the 28th of September, 2004.
  • It runs at a 512x448 resolution at 60 FPS on PS2 and 640x480 at 60 FPS on XBOX.
  • Sliding in this version sometimes throws Crash in a random direction making slide jumps inconsistent.
  • The game crashes sometimes after Dingodile (specifically, when his model gets too far after you beat him).
  • The 100% completion FMV is the therapy session in this version.
  • This version contains some crates that don't exist in other versions:
NTSC-U (1.0 & XBOX) Other versions
NTSC-U (1.0 & XBOX) Other versions

These are exclusive to the XBOX variant of NTSC-U:
  • Respawning on a world crate with autosave on saves the game every time.
  • On some checkpoints, after loading the game for the first time, the game unpauses with the autosave screen open.
These are exclusive to the PS2 variant of NTSC-U 1.0:
  • Skipping FMV's requires waiting a second.
  • Cortex's and Mechabandicoot's plasma is huge compared to other versions.
  • The short area after the bus chase and before switching to Cortex has an unlocked camera.
  • There is no checkpoint right outside the top lab's interior and Cortex's position inside is far from the entrance.
  • The world checkpoint outside the 10th dimension lab doesn't auto-activate upon leaving the lab.
  • After loading the game, the "Autosave Enabled" screen doesn't appear.
  • Dying while activating the first Boiler Room Doom cutscene will lock Crash in place.
  • The checkpoint in front of the first ice wall in the Ice Climb exterior will not activate from a distance.
  • An additional checkpoint exists next to the world checkpoint at the start of Rockslide Rumble.
  • Next to Evil Crash's hut, one of the rocky platforms on the way to the gem has different collision than its visuals.
  • A big tree exists right next to the farm, which lets players bypass Totem Hokum easily:
NTSC-U 1.0 Other versions
  • The corridor just before the final boss contains a couple enemies:

The second version, PAL (1.01 on PS2), was released in Europe on the 8th of October, 2004.
  • This version runs at a 512x512 resolution at 50 FPS on PS2 and 640x480 at 50 FPS on XBOX.
  • The 100% completion FMV is a short animation montage in this version.
  • The font is smaller in order to fit letters from various languages in the font texture.
  • It has less gameplay lag than NTSC.
  • Some crashes (like the Dingodile one) were fixed.
  • Bodyslamming onto higher surfaces snaps less.
  • The Spyro trailer is unavailable ingame.
  • Lives are taken and shown immediately when the animation starts, instead of after the fadeout.
  • The airship departing cutscene was changed to show a different angle of the scene.
  • Walking near the fence at Farmer Ernest's farm will detach Cortex from Crash.
These are exclusive to the PS2 variant of PAL:
  • The sliding problem has been fixed and slidejumping is very tight and controllable.
  • Evil Crash has pathing problems in Bandicoot Pursuit making him run in circles in some places.
  • The menus are very slow.
  • A save cancelling confirmation was added.
  • The room before the last classroom has no enemies.
  • This is the only version missing the Spyro trailer from the disc.
  • Stunned Coco doesn't damage Crash.
  • Resetting Nina's walljumping tutorial is fixed.
  • This texture is different:
NTSC-U 1.0, NTSC XBOX, PAL XBOX NTSC-U 2.0, PAL PS2, NTSC-J PS2

These are exclusive to the XBOX variant of PAL:
  • The ':' symbol is missing from the font affecting the game time on save files, sound options, and the worm minigame timer.
  • There is no Spanish localization.

The third version, NTSC-J, was released in Japan on the 9th of December, 2004, only on the PS2.
  • It runs at a 512x448 resolution at 60 frames per second.
  • The 100% completion FMV is a short animation montage in this version.
  • Crashing fixes from the PAL version were ported over to this one.
  • Lives are reduced and shown immediately when the death animation starts, rather than after the fadeout.
  • The airship departing cutscene was changed to show a different angle of the scene.
  • Many menu actions and skipping cutscenes requires pressing circle instead of X.
  • Confirming the 'Continue without saving' screen puts you into the pause screen.
  • As with usual Crash Japanese localization, the TNT and Nitro crate textures were changed accordingly.
  • The shoulder button icons are on different heights.
  • Sliding is as tight as on PAL, but the random deviation from NTSC-U still exists.
  • Rusty Walrus's pathing is broken.
  • Evil Crash has pathing problems in Bandicoot Pursuit making him run in circles in some places.
  • Bodyslamming works just like on NTSC-U.
  • The disc contains the Spyro trailer, however it's unavailable ingame.
  • Walking near the fence at Farmer Ernest's farm will detach Cortex from Crash.
  • Stunned Coco doesn't damage Crash.
  • The room before the last classroom has no enemies.
  • Resetting Nina's walljumping tutorial is fixed.
  • Characters in galleries (except McDonalds and the Test one) have more fingers than in other versions:
NTSC-J Others
  • This texture is different:
NTSC-U 1.0, NTSC XBOX, PAL XBOX NTSC-U 2.0, PAL PS2, NTSC-J PS2

The game was re-released as part of the Crash Bandicoot Action Pack.
Only the NTSC-U version was different (NTSC 2.0). It came out on the 12th of June, 2007, only on the PS2.


  • The 100% completion FMV is the therapy session in this version.
  • Crashing fixes from the PAL version were ported over to this one.
  • The airship departing cutscene was changed to show a different angle of the scene.
  • Walking near the fence at Farmer Ernest's farm will detach Cortex from Crash.
  • The room before the last classroom has no enemies.
  • This texture is different:
NTSC-U 1.0, NTSC XBOX, PAL XBOX NTSC-U 2.0, PAL PS2, NTSC-J PS2