nyuuzyou/wikis huggingface dataset:
Crash Bandicoot (May 11, 1996 prototype)

A prototype of Crash Bandicoot for the Sony PlayStation.
==Notes==
This build originates from three different sources - a SCEA disc, a SCEE disc, and a bootleg copy with SCEI license. While all of them are identical content-wise, neither of them are perfect matches.
*An NTSC-U build, that seems to match the demo used at E3 1996.
*The game cannot be saved onto memory card.
*In the map screen, hold down L1 + L2 + R2 + Left and press R1 to unlock all levels and receive all collectibles.
**However, this build is restricted to the first two islands.
==Origin==
File:Crash (May 11, 1996 prototype) - Crash EU 51496.jpg|SCEA disc front.
File:Crash (May 11, 1996 prototype) - Crash Bandicoot v3.44.jpg|SCEE disc front.
File:Crash (May 11, 1996 prototype) - Bootleg Disc Copy.jpg|Disc front (bootleg).
File:Crash (May 11, 1996 prototype) - Bootleg Cover.png|Cover front (bootleg).
File:Crash (May 11, 1996 prototype) - Bootleg Disc.png|Disc front (bootleg).
File:Crash (May 11, 1996 prototype) - Bootleg Back Cover.png|Back cover (bootleg).
==Acknowledgments==
A huge thanks to psx-collector for providing the SCEA and SCEE dumps, and giving the original disc scans containing this build.
Bootleg images provided by Bryan Vee, and jj_ayda (via Reddit).
==See also==
*The Cutting Room Floor
*Reddit post about the bootleg copy of the game
Crash Bandicoot 2: Cortex Strikes Back (Sep 13, 1997 prototype)

A prototype of Crash Bandicoot 2: Cortex Strikes Back for the PlayStation.
==Notes==
* An NTSC-U build dated several weeks before the final.
* Very similar to the September 14th prototype, but an NTSC-U version, rather than PAL.
* No menus have any sound effects.
* It is impossible to skip the opening cutscenes, but the HUD can be pulled up with the triangle button during the cutscenes.
* Miscellaneous Notes:
** Game is emulatable: Yes (as of April 17, 2021).
** Game contains dongle protection: No.
** Game contains debugging symbols: No
** Dump was originally scrambled: No
==Screenshots==
Crash2-Sep13-1.png|Title screen
Crash2-Sep13-2.png|Gameplay
Crash2-Sep13-3.png|Gameplay
Crash2-Sep13-4.png|Gameplay
Crash2-Sep13-5.png|Gameplay
Crash2-Sep13-6.png|Gameplay
Crash2-Sep13-7.png|Gameplay
Crash2-Sep13-8.png|Gameplay
Crash2-Sep13-9.png|Gameplay
Crash2-Sep13-10.png|Gameplay
Crash2-Sep13-11.png|Gameplay
==Origin==
PSX - Crash 2 Reviewable.jpeg|Disc front.
==Videos==
<youtube heights="320" widths="224">6c_pBGyWAQk</youtube>
==Files==
==Acknowledgments==
A huge thanks to Hwd45 for doing the initial research on this prototype!
==See also==
* Project Deluge: PlayStation 1, Saturn, and CD-i (April 17, 2021)
* Cutting Room Floor (TCRF)
* Internet Archive (IA)
Crash Bandicoot 2: Cortex Strikes Back (Sep 14, 1997 prototype)

A PAL prototype of Crash Bandicoot 2: Cortex Strikes Back for the Sony PlayStation.
==Notes==
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%.
==Video==
<youtube widths="224" height="320">b1u-w-9T6iY</youtube>
==Origin==
File:Crash 2 (Sep 14, 1997 prototype) - PAL V3 Disc Front.jpg|Disc front.
File:Crash 2 (Sep 14, 1997 prototype) - PAL Review Disc Front.jpg|Disc front.
==Acknowledgments==
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==
*The Cutting Room Floor
*Redump.org entry
Crash Bandicoot 2: Cortex Strikes Back (Sep 29, 1997 prototype)

A late prototype of Crash Bandicoot 2: Cortex Strikes Back for the PlayStation.
==Notes==
A late build of the game with a few differences here and there.
* Pressing Right, Down, Down, Left, Down, Circle, Square, Triangle at the warp room unlocks the elevator, and gives all colored gems. Pressing Right, Down, Down, Left, Down, Circle, Triangle, Circle will cause the opposite effect, blocking the elevator and removing all colored gems.
* Demo mode lacks the "Demo" text flashing on-screen.
* It's totally impossible to skip the opening cutscenes. However, you can pull up the HUD if you want.
* Music volume is defaulted to 75% as opposed to 100% in the final game.
** Analog calibration option is called "Analog Pad" instead of "Calibrate".
** There is no centering options.
* On the load/save screen, Crash doesn't animate at all, except for blinking.
* Crash flashes white after being hit or when invincible.
* Skipping Crash's dances will also skip the hologram cutscenes.
* Leaving a level prematurely after collecting the crystal will make Crash leap out triumphantly of the portal even if he has earned nothing.
* You need to hold L2 instead of Triangle to go back to a boss battle.
* Polar makes a very different sound.
* If you have any crystals or gems, and use a secret exit, Crash won't take them out of his pocket in the warp room.
* The gem of a secret level will be invisible when Crash takes it out of his pocket in the warp room.
* Skipping the cutscene won't skip the Komodo Bros. animation, so you'll be able to move while they are still in the cutscene state.
* The area right after the bonus lacks the holes. The final game had several pits on both sides of the path, and there was only one boost pad.
* In Bee-Having, the electric fence before the second checkpoint is not rendered properly, and part of the hole ahead is covered by a glitched floor.
* Several sound effects are missing in N. Gin's battle.
* Almost all levels have slightly different music tracks.
* Dump verified using DIC.
* Miscellaneous Notes:
** Game is emulatable: Yes (as of April 30, 2021).
** Game contains dongle protection: No
==Screenshots==
File:Crash2-Sep29-1.png|Title screen
File:Crash_2_Sep_29_1997_prototype_-_01.png|Snow Go (Notice when Crash flashes white after being hit)
File:Crash_2_Sep_29_1997_prototype_-_02.png|Komodo Bros Boss
File:Crash_2_Sep_29_1997_prototype_-_03.png|Gameplay
File:Crash_2_Sep_29_1997_prototype_-_04.png|Gameplay
File:Crash_2_Sep_29_1997_prototype_-_05.png|Gameplay
File:Crash_2_Sep_29_1997_prototype_-_06.png|Gameplay
==Origin==
File:Crash2-Sep29-Disc.png|Disc front.
==Videos==
<youtube width="320" height="224">8cPv-Tlkk4E</youtube>
==Acknowledgments==
A huge thank you to the whole Crash Landing team, and especially psx-collector for agreeing to include this build in the release, and to Darkaiser/GDias in researching the build!
==See also==
*The original announcement article for this prototype.
*The Cutting Room Floor
*Redump.org entry
Crash Nitro Kart (Jul 29, 2003 prototype)

A prototype of Crash Nitro Kart for the Xbox.
==Notes==
* A build dated two months before the earliest final build.
* FMVs have no music or background noise and just has voice acting
* Debug coordinates are shown on screen at all times
* While levels have their names shown on the hub, the track preview will label all tracks as "Lost Earth"
* Terra is also referred to as "Lost Earth" in the pause menu
* Contains a non-functional online multiplayer feature
* Replaying cutscenes will crash the game
* Some powerups have different icons
* Some powerups are non-functional
* Game has some error handler screens which will show on occasion
** When attempting emulation (Xemu), the game will often hit a "Memory Exception" error screen. When switching from a different game to Crash Nitro Kart, a "CNK Error Handler" screen may appear instead.
* XBE information:
** Internal Name: Project Velocity
** Maker ID and Product Number: \x00\x00-0
** Executable Name: default.xbe
** Executable checksum (MD5): 5add93b4b45371b9a6640d073a8eeab6
* Miscellaneous Notes:
** Game is emulatable: No (as of September 12, 2021).
** Game contains dongle protection: No.
==Screenshots==
1390084995.png
1390085014.png
1390085028.png
1390085030.png
1390085237.png
1390085253.png
1390085307.png
1390085443.png
1390085449.png
1390085687.png
1390085870.png
1390086242.png
1390086265.png
1390087046.png
1390087426.png
CNK-Xbox-Jul29-Error1.png|Error message
CNK-Xbox-Jul29-Error2.png|Error message
==Origin==
Xbox - Crash Nitro Kart.jpeg|Disc front.
==Videos==
<youtube heights="352" widths="240">RjYQi3If4kE</youtube>
==Files==
==Acknowledgments==
A huge thanks to Hwd45 and Sazpaimon for researching this prototype! And a huge thanks to the anonymous donor that allowed for this release to happen!
==See also==
* Project Deluge: Xbox and Dreamcast (September 18, 2021)
* The Cutting Room Floor (TCRF)
* Internet Archive (IA)
Crash Nitro Kart (Oct 4, 2003 prototype)

A prototype of Crash Nitro Kart for the PlayStation 2.
==Notes==
* A "Gold Master" build apparently post-dating the final NTSC-U build and predating the final PAL build. Despite this, the build is an NTSC build and does not contain alternate language options.
* According to the exes, this build post-dates final by about two weeks. However, going off primary volume creation dates, the Gold Master inexplicably has a date in early 2002, compared to the final's September 17th 2003.
* The disc header contains evidence of the disc being a gold master - a couple strings:
 20030822PlayStation Master Disc 2.0
 CDVDGEN 1.50
* A number of the files differ from the final build.
** The executables differ.
** "ASSETS.GFC" and "ASSETS.GOB" differ.
** "LEGITA.TGA" seems to be incorrectly spelt as "LEGITGA" in the final.
** A number of "ARENA" music files are only present in the final.
** A number of files in VIDEO/CUT and VIDEO/TRACKS differ between the two.
* Miscellaneous Notes:
** Game is emulatable (in PCSX2): Yes (as of March 17, 2021).
** Game contains dongle protection: No.
==Screenshots==
CrashNitroKart-GoldMaster-Title.png|Title screen
CrashNitroKart-GoldMaster-MainMenu.png|Main menu
CrashNitroKart-GoldMaster-Loading.png|Loading screen
CrashNitroKart-GoldMaster-1.png|Gameplay
CrashNitroKart-GoldMaster-2.png|Gameplay
==Origin==
PS2 - Crash Nitro Kart Gold Master.jpeg|Disc front.
==Files==
==Acknowledgments==
A huge thanks to Hwd45 for doing the initial research on this prototype! And a huge thanks to the anonymous donor that allowed for this release to happen!
==See also==
* Project Deluge: PlayStation 2 (Initial Announcement Article) (March 20, 2021)
* Cutting Room Floor (TCRF)
* Internet Archive (IA)
Crash Nitro Kart (Sep 2, 2003 prototype)

A prototype of Crash Nitro Kart for the Xbox.
==Notes==
* The Intrinsic Alchemy and animated intro sequence can be skipped.
* All preview videos are based on earlier versions of the levels.
* A unique sound effect plays whenever the team meter fades in or fades out.
* The team meter is always blue and changes color to red during the Frenzy, regardless of the team.
* Velo Mask talks in this version. In the final game, an oversight prevents the audio clips from playing, which was later fixed in the Japanese releases.
* Masks will also comment whenever the CPU racers hit their teammates.
* The Ice Mine and Static Orb weapons use the default icons when juiced up.
* The colored outline on the ground surrounding the kart when the team meter is full is white.
* The hub themes do not play properly.
* Teammates cannot win trophy races for the player if they finish in first place.
* Deep Sea Driving and Barin Championship warp pad locations are swapped.
* The relic times are different.
* Some CNK letters are placed in different locations.
* Boss characters have no taunt animations.
* Big Norm has taunt clips that will play when the player is leading.
* Little Norm will shoot Bowling Bombs whenever the player is in front of him.
* Robot minions in the Geary boss race are transparent.
* Velo deploys TNT crates behind throughout the entire boss race.
* Most tracks have minor differences related to crate placements.
* The minimap for Hyper Spaceway is enabled in this version.
* The game has an error handler screen which will show on occasion.
==Screenshots==
CNK-Sep2_MainMenu.png|Main Menu
CNK-Sep2_CharacterSelect.png|Character Select
CNK-Sep2_BestTimes.png|Best Times
CNK-Sep2_InfernoIsland.png|Gameplay
CNK-Sep2_MeteorGorge.png|Gameplay
CNK-Sep2_BarinRuins.png|Gameplay
CNK-Sep2_ThunderStruck.png|Gameplay
CNK-Sep2_ElectronAvenue.png|Gameplay
CNK-Sep2_AdventurePause.png|Gameplay
CNK-Sep2_AdventureKrunk.png|Gameplay
CNK-Sep2_AdventureGeary.png|Gameplay
CNK-Sep2_AdventureVelo.png|Gameplay
CNK-Sep2_AdventurePodium.png|Gameplay
CNK-Sep2_ErrorHandler.png|Error handler
==Origin==
CNK-Sep2_Disc.jpg|Disc front.
==Videos==
<youtube heights="352" widths="240">r4Y7pSVRrM0</youtube>
==See also==
* The Cutting Room Floor (TCRF)
Crash Tag Team Racing (May 24, 2005 prototype)

A modified demo of Crash Tag Team Racing for the Sony PlayStation 2. 
==Notes==
* Originally sourced from an Official PlayStation Magazine demo disc. 
* The demo has a countdown timer, however that time has been modified by ePix so that there aren't any time restrictions.
* Skyboxes are 2D textured models but in the final game they are 3D textured models
* Chick Gizzardlips is smoking a cigar, likely because the rating for the game was pending at the time of this build.
Crash Team Racing (Sep 3, 1999 prototype)

A prototype of Crash Team Racing for the Sony PlayStation, dated around three weeks before the final build.
==Notes==
*Clancy Brown doesn't announce the publisher and developer identities.
*The opening cutscene starts right after the Naughty Dog box screen.
**There are no character grunts or sound effects.
*Crash has bigger pupils and his eyes have a darker tone in the main menu.
*The character selection menu uses a small font.
*Most of the characters icons are different.
*The loading screens lack the "Loading..." text.
*The start lights have a different design.
*The lap counter is separated by a hyphen.
*A different sound is heard when you get a power-up or 10 Wumpa fruits.
*There are no stats for any character in the character selection garage.
**Cortex uses a different model.
*It's impossible to skip Aku Aku/Uka Uka's hints during Adventure Mode.
*Some warp pads are surrounded by a checkered pattern.
*There are no subtitles during Ripper Roo cutscenes.
*Papu Papu's hair is untextured in the cutscenes.
*Gold and Platinum relics are 10 and 15 seconds less than Sapphire times, respectively.
*Nitros Oxide starts using bombs only after the second lap.
*The max percentage you can reach in Adventure mode is 100%.
*Characters animations are frozen in the credits.
**Penta Penguin and Fake Crash have epilogues.
*Cheat code inputs are different and easier to activate.
*A lot of sound effects are missing or different.
===Cheat codes===
The following codes are to be entered in the main menu. Penta Penguin and N. Tropy don't have a cheat code combination to unlock them.
Play Spyro 2 Demo	L1, R1, L1, R1, Left, Right, Left, Right, Square
Unlimited Wumpas 	Up, Up, Down, Down, Square
Unlock Ripper Roo	Up, Down, Left, Right, Square
Unlock Papu Papu 	Down, Up, Right, Left, Square
Unlock Komodo Joe	Left, Up, Right, Down, Square
Unlock Pinstripe 	Right, Up, Left, Down, Square
Unlock Fake Crash	Right, Right, Down, Down, Square
==Screenshots==
File:CTR (Sep 3, 1999 prototype) - 01.png|Intro.
File:CTR (Sep 3, 1999 prototype) - 02.png|Title screen.
File:CTR (Sep 3, 1999 prototype) - 03.png|Character selection.
File:CTR (Sep 3, 1999 prototype) - 04.png|High score.
File:CTR (Sep 3, 1999 prototype) - 05.png|Cups.
File:CTR (Sep 3, 1999 prototype) - 06.png|Dr. Neo Cortex.
File:CTR (Sep 3, 1999 prototype) - 07.png|Gameplay 1.
File:CTR (Sep 3, 1999 prototype) - 08.png|Gameplay 2.
File:CTR (Sep 3, 1999 prototype) - 09.png|Gameplay 3.
File:CTR (Sep 3, 1999 prototype) - 10.png|Gameplay 4.
File:CTR (Sep 3, 1999 prototype) - 11.png|Credits 1.
File:CTR (Sep 3, 1999 prototype) - 12.png|Credits 2.
File:CTR (Sep 3, 1999 prototype) - 13.png|Credits 3.
File:CTR (Sep 3, 1999 prototype) - 14.png|Credits 4.
==Origin==
File:CTR (Sep 3, 1999 prototype) - SCEA Disc Front.jpg|Disc front.
File:CTR (Sep 3, 1999 prototype) - SCEE Disc Front.jpg|Disc front.
==Acknowledgments==
A huge thanks to psx-collector for providing the original disc scans containing this build.
==See also==
*The Cutting Room Floor
*Redump.org entry
Crash Twinsanity / Spyro: A Hero's Tail (E3 prototype)

This disc was included in press kits distributed to attendees at E3 2004. The disc sleeve contained the label "E3 2004 Limited Edition Demo".
==Gallery==
File:Crash Twinsanity & Spyro - A Hero's Tail (Demo) SLUS-29101 20230114064426.png|Legal screen
==Notes==
*Todo: Were these games also playable at the Sony booth? Couldn't spot either during a cursory search from E3 2004 footage.
Crash of the Titans (Aug 26, 2007 prototype)

A European (german) localization prototype of Crash of the Titans for PlayStation Portable.
==Notes==
*Just about 3 months for NTSC-U build, 4 months for PAL and Australian release.
*No differences noticed.
==Origin==
File:20190918444.png
==See also==
* Redump.org entry
Crash of the Titans (Aug 27, 2007 prototype)

A prototype of Crash of the Titans for the PlayStation 2.
==Notes==
* Build post dates all final release builds.
* Miscellaneous Notes:
** Game is emulatable (in PCSX2): Yes (as of March 17, 2021).
** Game contains dongle protection: No.
==Screenshots==
PS2 - Crash (1).png
PS2 - Crash (2).png
PS2 - Crash (3).png
PS2 - Crash (4).png
PS2 - Crash (5).png
PS2 - Crash (6).png
PS2 - Crash (7).png
PS2 - Crash (8).png
==Origin==
PS2 - Crash.jpeg|Disc front.
==Files==
==Acknowledgments==
A huge thanks to ehw for doing the initial research on this prototype! And a huge thanks to the anonymous donor that allowed for this release to happen!
==See also==
* Project Deluge: PlayStation 2 (Initial Announcement Article) (March 20, 2021)
* Cutting Room Floor (TCRF)
* Internet Archive (IA)
Crayola Crayons Create a World (Jun 14, 1994 prototype)

A prototype build of Crayola Crayons Create a World, dated June 14, 1994. It was released by drx on February 23, 2008.
==Screenshots==
==Files==
==Header==
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Crayola Crayons Create a World (Jun 23, 1994 prototype)

A prototype build of Crayola Crayons Create a World, dated June 23, 1994. It was released by drx on February 23, 2008.
==Screenshots==
==Files==
==Header==
00000100 53 45 47 41 20 50 49 43 4f 20 20 20 20 20 20 20 SEGA PICO 
00000110 28 43 29 53 45 47 41 20 31 39 39 34 2e 4a 55 4e (C)SEGA 1994.JUN
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Crayola Crayons Create a World (Jun 30, 1994 prototype)

A prototype build of Crayola Crayons Create a World, dated June 30, 1994. It was released by drx on February 23, 2008.
==Screenshots==
==Files==
==Header==
00000100 45 53 41 47 50 20 43 49 20 4f 20 20 20 20 20 20 ESAGP CI O 
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