Repository navigation
Releases
Crash Twinsanity for Windows 1.2.0
A Linux download, a skip for many more cutscenes, mods as the community ships them, new game options, SMAA, anisotropic filtering and 32:9, and fewer hitches.
Important
You need your own copy of the game: a disc image of the PAL release (Europe/Australia, SLES-52568). A translated or
modded copy of the PAL disc works too; the North American disc doesn't yet. The download has none of the game's files or
data. The program reads them from your disc image each time it starts.
New: Linux and the Steam Deck (#34)
Crash-Twinsanity-Linux-x86_64.AppImageis now beside the Windows zip: mark it executable and run it. It needs 64-bit
Linux with glibc 2.38 or later (Ubuntu 24.04, Linux Mint 22, Debian 13, Fedora 39, Arch and later ones). On older
distributions (Ubuntu 22.04, Debian 12, Linux Mint 21) it won't start; native/LINUX.md
explains how to build the program yourself there.- Each release's AppImage is built in Docker on Ubuntu 24.04 and started by the release's checks, which play the beach from
it. Settings, saves, mods and the log are in~/.config/crash-twinsanity. The options are the Windows version's, except
portable mode and the update check (the Linux version never connects to the internet). - The Steam Deck: on a Deck the first start is fullscreen on its 1280 x 800 screen, and the button prompts are the Xbox
controller's. LINUX.md has the steps to add it to Steam as a non-Steam game and a table of the buttons. It hasn't been
tried on a Deck yet: testers are wanted. Please tell us in #34 how it goes.
New: a skip for many more cutscenes (#28, #9)
With Skip cutscenes on (Options > Gameplay), holding any button now also skips many cutscenes that couldn't be skipped
before, like one of Cavern Catastrophe's, the Tiki Mon's, the party before the first fight with Cortex, Henchmania's fight
and the bus chase. The skip ends the scene's waits one after another, so the scene's scripts reach their end in a few
frames and leave the game as watching it would. It's TwinsanityEvolved's skip, used with its author's permission (see the
credits below). We played the game's scripted cutscenes watched and skipped from the same start and compared what each
left: 35 of the 51 now skip and end as when watched. The others play as before (whole, or skipped as in 1.1.0), until
they're checked.
Classroom Chaos' start, one of the two scenes that ended differently when skipped (#9), now ends as when played. The other,
the bear, was compared again: skipped and watched, it ends alike.
New: mods as the community ships them (#36)
- Sound effects right with a mod's levels. Community mods put in the mods folder played with garbled sound effects, while
the same mods built into a modified disc image played right. The sound banks of a mod's files were read from the wrong
place. Now they're read as the game's own, byte for byte. - Mod Crates (Crate Mod Loader's mods) work as they come, new levels included: each mod is a folder in the mods folder,
a Mod Crate or files laid out as the disc's. Files put straight in the mods folder still work as before. - Options > Mods: a mod's zip, or a changed disc image, put in the mods folder is imported as only the files it changes
(Import mods). The page lists the mods: turn each on or off and choose their order (the first wins where two change the
same file). Changes apply from the next start. - Your saves stay apart: while any mod is on, the game saves on a memory card of its own for that set of mods.
- A mod's changes to the game's program don't apply (the port has its own program): the Mods page and the log say when a mod
has some. - Tried with two of the community's mods, Padoru Pandemonium and Kaizo NitroInsanity.
- The modding guide (native/MODDING.md,
and MODDING.txt in the zip): a first mod step by step, what the port reads, the game's files, the community's tools, the
limits and how to share a mod.
New: game options (Options > Gameplay, all off by default)
- Infinite lives: a death costs no life. Lives you collect still count, and your saves stay ones the original game makes.
- Stronger Aku Aku (#30): with one or two masks, a TNT or Nitro blast takes a mask instead of a life, as in the earlier
Crash games. With three masks, or while blinking after a hit, blasts don't hurt. It's new: if it misbehaves somewhere,
please tell us in #30. - Slide jump (#11, #35): original, any moment (the long jump from the slide's very first moment) or easier
(any moment, a jump pressed just after the slide ends still counts, and you can steer in the air). The jump's height and
length stay the original's. - Level select (from HAB3X's Mac port): start any of the 16 levels from the main menu. Its play saves on a memory card of
its own, so your saves are never touched. - Speedrun timer: real time from New Game at the top of the picture, in the game's font, with each level's time shown
as you finish it and written in the log. - Drop shadow (#11, #35): a round shadow straight under you while you're in the air, to show where you'll land.
- Shadows on crates: your shadow falls on crates' tops too (the PS2 draws none there).
New: PC options
- Text language and voice language (#25): two options instead of one, so you can have, say, English texts with French
voices. A translated disc image is recognised: the text language row shows the language its texts are really in (such as
"português" for a disc like #25's, whose English texts are Brazilian Portuguese). - SMAA (Options > Display > Anti-aliasing): smoother edges than FXAA, without drawing the picture larger as SSAA does.
- Anisotropic filtering (Options > Display, off by default, 2x to 16x): textures seen at an angle, like faraway trees
and statues, stay sharper. - 32:9 for super-ultrawide screens (Options > Display > Widescreen), with the menus and the HUD kept in the middle 16:9.
- The resolution is applied when you stop on it (#39): stepping through the choices no longer draws each one, which on
weaker graphics cards meant drawing at 8x for a moment. - Check for updates (Windows only, off by default): turned on, each start asks GitHub once which version is the latest,
and the main menu tells you when there's a newer one. It never downloads, installs or runs anything. - Quit to desktop (#33) and a Credits page, both in Options > Gameplay.
Faster
- Fewer hitches when you reach a new area (#23, #32). The pauses came from the graphics card's shader programs, made the
first time each was needed. They're now made when the game starts. On our test PC, with the graphics driver's shader
cache emptied (as on the first start after an update), the slowest frame walking through the hub went from 247 ms to 30
ms; the start takes up to about a quarter of a second longer.
Fixed
- Ant Agony (#32): the metal doors streaked, the floors smeared and the lava cracks blocky. The renderer read those
textures from an old buffer left by the first boss's area, instead of the ones the level uploads. They're now drawn as
the PS2 draws them. - Under the Bug fixes option (off by default, as the original bugs are kept unless you turn it on), three bugs of the
PS2 game itself:- With three masks, the invincibility's particles stopped when you moved into the next area, while the mask stayed on
(#18, shown on the PS2 by NormanTheFox). - With two masks, Aku Aku's stars disappeared after a cutscene, as if there were only one mask (#18, checked on the PS2
game in PCSX2). - In Bandicoot Pursuit, Evil Crash could stand still at the start of the chase while Cortex ran on alone (found by
TwinsanityEvolved, checked on the PS2 game in PCSX2).
- With three masks, the invincibility's particles stopped when you moved into the next area, while the mask stayed on
- The log no longer says "the graphics card's time unknown" for the rest of a session when a single timer query never
gives its result (#32's log had it).
Aku Aku disappearing in two cutscenes (#18), by Cavern Catastrophe's excavator and at Dingodile's house, isn't solved yet:
it still has to be compared with the original game. Checked and unchanged: the knee slide's steering at 60 Hz doesn't swing past the stick's direction, and Crash
drowning in the 10th Dimension is drawn as the PS2 draws it.
The log
For your bug reports, the log now says more:
- what your disc image is: the retail disc, a modified copy or an unknown image, by redump.org's dumps;
- where the render thread's time goes (the PS2 graphics' emulation, OpenGL, waiting for the graphics card);
- what a frame slower than 50 ms spent its time on (loading, reading the disc, the renderer).
With the new game options off, the game plays as in 1.1.0, and at the default settings the 25 pictures of our checks are
the same as 1.1.0's.
Still to come
Moved to the next major version:
- The North American disc (NTSC-U v2.00, #14).
- A faster renderer, as an option for weaker PCs (#23, #37, #39).
Also on the roadmap: a skip for the cutscenes that still play whole, the characters' shadows at the chosen resolution (they
stay at the PS2's, softer than the rest of the picture), and a 16:10 shape for the Steam Deck's screen.
If you hit a bug, please open an issue with
log.txt (or log.previous.txt, the run before) from %APPDATA%\Crash Twinsanity\ (the User folder in portable mode,
~/.config/crash-twinsanity on Linux) and where in the game it happened.
Credits
- TwinsanityEvolved's cutscene skip, by menaman123 and the TwinsanityEvolved contributors, used with menaman123's
permission under its MIT licence ([menaman123/TwinsanityEvolved#19](https://github.com/menaman123/Twinsanit...
Crash Twinsanity for Windows 1.1.0
The characters drawn as on the PS2 at high resolutions, 6x and 8x, supersampling, Dithering and Draw distance options, and a lighter renderer.
Important
You need your own copy of the game: a disc image of the PAL release (Europe/Australia, SLES-52568). The download has
none of the game's files or data. The program reads them from your disc image each time it starts.
Fixed: the characters' look
Crash, Cortex, Aku Aku and every other character looked rougher in the port than in PCSX2, at any setting (#15, #19, #24).
We put the port beside the PS2 game running in PCSX2, at the same moments, and found four causes, all in the port:
- Stepped outlines. The game tints faraway things with a haze worked out from the depth of every pixel. The port worked
it out at the PS2's resolution whatever the scale, so every outline against something far, like the sky, kept blocks
the size of a PS2 pixel. The sky and clouds of the first boss's cutscene had the same problem. Both are now drawn at the
resolution you choose: at 8x the blocks along the outlines dropped from 20-28 to 0.2-2.2 per 1,000 PS2 pixels, no more
than PCSX2 shows in the same places (1.8-2.4). - Sharp-edged patches on the characters' bodies, such as two yellow triangles on Crash's snout, a pale strip on his
chest and a lighter patch on his arm, had been there since 1.0. The PS2's vector unit writes the colours of a few
vertices just after it sends them to be drawn, and the PS2 still picks them up; the port took the old colours. It now
reads them when the PS2 does: in the first boss's cutscene the characters' colours now match the PS2 game's. - Thin black or red lines along the edges of the characters' parts (Cortex's nose and cheeks while he talks, around
Crash's eyes). Triangles thinner than a PS2 pixel were left out at every resolution, and what was behind them showed
through. They're drawn now. - Blurry textures at high resolutions. The port picked each texture's level of detail as if drawing at the PS2's
resolution. It now picks it for the resolution you choose, as PCSX2 does, so textures are sharper at 2x and above.
About #15: the light green on Crash's chin and chest at the Iceberg Lab is the original game's coloured lighting, and stays.
New
- 6x and 8x resolution (#19): Options > Display > Resolution now goes up to 8 times the PS2's picture (5120 x 4096).
They need a strong graphics card. If your card can't hold one of the game's buffers at the chosen size, that buffer is
drawn by the software renderer instead of failing, and the log says which. - Anti-aliasing by supersampling: Options > Display > Anti-aliasing now offers SSAA 2x and SSAA 4x besides FXAA. They
draw the picture 2 or 4 times larger (up to 8x the PS2's) and shrink it to your window, for smoother edges. They cost the
graphics card more: on our test PC (an RTX 4070 SUPER) at the default 2x resolution, its time per frame went from 1.3 ms
to 2.2 ms with SSAA 2x and 5.4 ms with SSAA 4x. Off by default. - Dithering (#24): the PS2 game copies every frame into a 16-bit picture with a fine dither pattern, which the port
reproduces and which can show on edges and in the sky. Options > Display > Dithering: as the PS2 (the default) or
off, which keeps the picture's full colour, smooth and a little brighter. At the default setting, the beach measured
as bright as in PCSX2 with its default settings. - Draw distance (from HAB3X's Mac port): Options > Display > Draw distance: short, original (the default, the
PS2's), medium, long or unlimited. The farther settings draw the grass and small objects that otherwise pop
in as you get close, and show the detailed models of trees and statues from farther before they switch to their simpler
ones; unlimited draws everything however far. They cost the processor more: on the beach, unlimited has about twice as
much to draw (132,000 primitives a frame against 65,000), which an older PC (#23, #12) will feel; short draws less. The
game's distance haze stays as on the PS2: the far end of the view moves only where that wouldn't change the haze.
Faster
- The renderer's work on the processor is about a quarter lighter, and VU1's about a tenth. On older processors that's
what holds the game below 60 frames a second (#23, #12). On our test PC (an i7-8700K) at 1x with the frame rate
unlimited, the beach went from 71 to 93 frames a second (the render thread from 14.1 to 10.7 ms a frame), from 35 to 45
in one-thread mode, and from 55 to 63 with the game limited to two cores. Older processors should gain about as much,
though some may still not reach 60. More work on speed is on the roadmap. - The memory card's free space is checked once instead of every frame (an idea from JoseXD2's Android fork).
Changed
- High resolutions on smaller screens: when the game is drawn larger than your window or screen (8x on a 1440p screen,
say), the picture is now shrunk by averaging its pixels whatever the anti-aliasing setting, as SSAA already did. Before,
with anti-aliasing off or FXAA, the edges came back in steps. - The log now says which options you change while playing, and how long the graphics card takes for each frame beside
the processor's threads, so a slow game can be told apart from a slow graphics card. Its paths write the settings folder
as%APPDATA%\Crash Twinsanity. - Linux builds find the system's libraries on Arch, Fedora, openSUSE and other distributions, not only Debian's layout
(#27, reported and diagnosed by Sathreumohta).
Still to come: the characters' shadows stay at the PS2's resolution, softer than the rest of the picture at high
resolutions (on the roadmap).
The game plays exactly as in 1.0.19: these changes are in how it's drawn.
If you hit a bug, please open an issue with
log.txt (or log.previous.txt, the run before) from %APPDATA%\Crash Twinsanity\ (or the User folder in portable mode)
and where in the game it happened.
How to play
- Download
Crash-Twinsanity-Windows.zipbelow and unzip it anywhere. - Run
CrashTwinsanity.exein theCrash Twinsanityfolder. The program isn't signed, so Windows may warn about an
unrecognised app: choose More info, then Run anyway. - Pick your disc image when asked.
You need 64-bit Windows 10 or 11 and a graphics card with OpenGL 3.3. Your saves and settings from earlier versions are kept.
In portable mode, unzip the new version over the old folder: your User folder and portable.txt are never in the zip.
The download
- Built from commit 3c26eee with LLVM-MinGW (clang 23).
- Contains SDL 3.4.18 (zlib licence) and FFmpeg 9.0.2 (LGPL 2.1 or later, with only the MPEG-2 video decoder), with their
licences in thelicensesfolder. - SHA-256 of
Crash-Twinsanity-Windows.zip:d08f54ddee27946a54426699d93860045449dde346f7618eb37e48407cc2fc02
Crash Twinsanity for Windows 1.0.19
A log that answers a bug report's first questions.
Important
You need your own copy of the game: a disc image of the PAL release (Europe/Australia, SLES-52568). The download has
none of the game's files or data. The program reads them from your disc image each time it starts.
Changed
The log (log.txt) now says by itself what we've been asking for in the issues (#16, #20, #23, #24), so a report needs fewer
rounds:
- At the start: your Windows version (and Wine's, when the game runs under Wine or Proton), your processor and memory,
the screen the game opens on and your sound device, the game's options and resolution, the mods and texture pack in use,
and how the last session ended (closed, crashed, stuck, or closed by force). - While you play: how long each level took to load, and every minute of play the frame rate, the slowest frame and how
busy each of the game's threads was. - When the game closes, however it closes: a summary of the session's frame rate and how it closed. If the game ever
closes by itself, the log now says so, with where in the code it happened (it used to close without a word).
The log is made to be shared: its paths write your user folder as %USERPROFILE%, so your user name isn't in them, and the
game doesn't write your computer's name, serial numbers or addresses. Folders outside your user folder keep their names: have
a look before you share it if one has yours.
The game plays exactly as in 1.0.18.
If you hit a bug, please open an issue with
log.txt (or log.previous.txt, the run before) from %APPDATA%\Crash Twinsanity\ (or the User folder in portable mode)
and where in the game it happened.
How to play
- Download
Crash-Twinsanity-Windows.zipbelow and unzip it anywhere. - Run
CrashTwinsanity.exein theCrash Twinsanityfolder. The program isn't signed, so Windows may warn about an
unrecognised app: choose More info, then Run anyway. - Pick your disc image when asked.
You need 64-bit Windows 10 or 11 and a graphics card with OpenGL 3.3. Your saves and settings from earlier versions are kept.
In portable mode, unzip the new version over the old folder: your User folder and portable.txt are never in the zip.
The download
- Built from commit 90fa0f9 with LLVM-MinGW (clang 23).
- Contains SDL 3.4.18 (zlib licence) and FFmpeg 9.0.2 (LGPL 2.1 or later, with only the MPEG-2 video decoder), with their
licences in thelicensesfolder. - SHA-256 of
Crash-Twinsanity-Windows.zip:08d7adb4688a068415015024ebceb18c47d262f16539043949ab95ecb2506ab2
Crash Twinsanity for Windows 1.0.18
Two more cutscene skips fixed.
Important
You need your own copy of the game: a disc image of the PAL release (Europe/Australia, SLES-52568). The download has
none of the game's files or data. The program reads them from your disc image each time it starts.
Fixed
With Options > Gameplay > Skip cutscenes on (it's off by default), two more skipped scenes left the game stuck (#9):
- The Academy of Evil's first scene: after the skip, the spiral staircase stayed down, so the way to the Boiler Room
was shut until you lost a life. Now the skip raises it, as the scene does. - Rooftop Rampage, after the bus chase: skipping the scene where Nina hands over to Cortex left Cortex standing at
Nina's spot, unable to move. Now he's yours as soon as the scene is skipped, and the drones come for him as they do after
the scene.
With the skip option off, the game plays exactly as in 1.0.17.
If you hit a bug, please open an issue with
log.txt (or log.previous.txt, the run before) from %APPDATA%\Crash Twinsanity\ (or the User folder in portable mode)
and where in the game it happened. After a skip, the log says what the skip did (its lines start with skip:).
How to play
- Download
Crash-Twinsanity-Windows.zipbelow and unzip it anywhere. - Run
CrashTwinsanity.exein theCrash Twinsanityfolder. The program isn't signed, so Windows may warn about an
unrecognised app: choose More info, then Run anyway. - Pick your disc image when asked.
You need 64-bit Windows 10 or 11 and a graphics card with OpenGL 3.3. Your saves and settings from earlier versions are kept.
In portable mode, unzip the new version over the old folder: your User folder and portable.txt are never in the zip.
The download
- Built from commit 7ca56f1 with LLVM-MinGW (clang 23).
- Contains SDL 3.4.18 (zlib licence) and FFmpeg 9.0.2 (LGPL 2.1 or later, with only the MPEG-2 video decoder), with their
licences in thelicensesfolder. - SHA-256 of
Crash-Twinsanity-Windows.zip:2f8fa8964700ebabc67e630e4aafcab32169c86bf111e929048861e350dec7f3
Crash Twinsanity for Windows 1.0.17
Skipping cutscenes no longer breaks the game.
Important
You need your own copy of the game: a disc image of the PAL release (Europe/Australia, SLES-52568). The download has
none of the game's files or data. The program reads them from your disc image each time it starts.
Fixed
With Options > Gameplay > Skip cutscenes on (it's off by default), skipping a scene could leave the game broken (#9). When
a scene is skipped, the game now does what the rest of that scene would have done: it gives the controls back, tells the
characters the scene is over, and gives every character the scene took over back to itself.
- The skunk on Jungle Bungle's high path: after skipping its scene it could be drawn as Crash, or crash the game when you
attacked it. Both are gone. - Cortex chased by the bear: after skipping the scene the controls stayed locked and the bear caught you every time. Now
they come back. - The Iceberg Lab's scene: after the skip Crash stayed in a default pose and didn't respond for some seconds. Now he's in
his place and answers you after a second.
Some scenes still can't be skipped: the original game has no skip for them (its developers wrote skips for many scenes,
not all). The list is in the project's NATIVE.md,
"What a skip leaves".
With the skip option off, the game plays exactly as in 1.0.16.
If you hit a bug, please open an issue with
log.txt (or log.previous.txt, the run before) from %APPDATA%\Crash Twinsanity\ (or the User folder in portable mode)
and where in the game it happened. After a skip, the log says what the skip did (its lines start with skip:).
How to play
- Download
Crash-Twinsanity-Windows.zipbelow and unzip it anywhere. - Run
CrashTwinsanity.exein theCrash Twinsanityfolder. The program isn't signed, so Windows may warn about an
unrecognised app: choose More info, then Run anyway. - Pick your disc image when asked.
You need 64-bit Windows 10 or 11 and a graphics card with OpenGL 3.3. Your saves and settings from earlier versions are kept.
In portable mode, unzip the new version over the old folder: your User folder and portable.txt are never in the zip.
The download
- Built from commit c246ae1 with LLVM-MinGW (clang 23).
- Contains SDL 3.4.18 (zlib licence) and FFmpeg 9.0.2 (LGPL 2.1 or later, with only the MPEG-2 video decoder), with their
licences in thelicensesfolder. - SHA-256 of
Crash-Twinsanity-Windows.zip:dc3e6300868a975280e3887525ddb67de33c7cacebffa8da069495f0d61d60df
Crash Twinsanity for Windows 1.0.16
A fix for portable mode's dialog.
Important
You need your own copy of the game: a disc image of the PAL release (Europe/Australia, SLES-52568). The download has
none of the game's files or data. The program reads them from your disc image each time it starts.
Fixed
- Portable mode's dialog now lets you choose No. In 1.0.15, the dialog that asks before turning portable mode on or off
always had Yes chosen, and the arrows or the stick couldn't move to No (only Esc, B or a click on it worked). Now left
and right (keys, the d-pad or the stick) and the mouse choose between Yes and No, and Enter or A takes the one that's lit.
No is chosen at first, so a press by chance doesn't copy anything or close the game.
Everything else is as in 1.0.15, which brought portable mode (Options > Gameplay > Portable mode: settings, saves and mods
in a User folder beside the game) and the menus' buttons drawn right with HD texture packs. The game itself plays exactly
as in 1.0.14.
If you hit a bug, please open an issue with
log.txt (or log.previous.txt, the run before) from %APPDATA%\Crash Twinsanity\ (or the User folder in portable mode)
and where in the game it happened.
How to play
- Download
Crash-Twinsanity-Windows.zipbelow and unzip it anywhere. - Run
CrashTwinsanity.exein theCrash Twinsanityfolder. The program isn't signed, so Windows may warn about an
unrecognised app: choose More info, then Run anyway. - Pick your disc image when asked.
You need 64-bit Windows 10 or 11 and a graphics card with OpenGL 3.3. Your saves and settings from earlier versions are kept.
In portable mode, unzip the new version over the old folder: your User folder and portable.txt are never in the zip.
The download
- Built from commit 23b2343 with LLVM-MinGW (clang 23).
- Contains SDL 3.4.18 (zlib licence) and FFmpeg 9.0.2 (LGPL 2.1 or later, with only the MPEG-2 video decoder), with their
licences in thelicensesfolder. - SHA-256 of
Crash-Twinsanity-Windows.zip:0254d9496798d5024f99828252dc135c1b43db8107c304ace902f1f232f544fd
Crash Twinsanity for Windows 1.0.15
Portable mode, and the menus' buttons right with HD texture packs.
Important
You need your own copy of the game: a disc image of the PAL release (Europe/Australia, SLES-52568). The download has
none of the game's files or data. The program reads them from your disc image each time it starts.
New
- Portable mode (#11): turn on Options > Gameplay > Portable mode to keep your settings, saves, mods and texture
packs in aUserfolder besideCrashTwinsanity.exeinstead of%APPDATA%\Crash Twinsanity\: to carry the game on a
USB stick, or keep it all in one place. It's off by default: if you don't turn it on, nothing changes.- Turning it on copies your data into the game's folder and closes the game: start it again and it uses the
User
folder. Nothing is moved or deleted, and whatever was already there is kept as a backup folder. Turning it off copies
everything back the same way. - Put your disc image in the game's folder too, and the game finds it by itself, even after moving the folder or on a
USB stick that gets another drive letter. - The game's folder must be one you can write to (not
C:\Program Files): if it isn't, the game says so. - To update the game in portable mode, unzip the new version over the old folder (your
Userfolder andportable.txt
are never in the zip). More in the README.txt in the zip, "Portable mode".
- Turning it on copies your data into the game's folder and closes the game: start it again and it uses the
Fixed
- With an HD texture pack, the menus' button hints showed the pack's whole font squeezed into each button (A, B, LB,
RB...). Now they're drawn right, and the rest of the font still comes from the pack.
The game itself plays exactly as in 1.0.14.
If you hit a bug, please open an issue with
log.txt (or log.previous.txt, the run before) from %APPDATA%\Crash Twinsanity\ (or the User folder in portable mode)
and where in the game it happened.
How to play
- Download
Crash-Twinsanity-Windows.zipbelow and unzip it anywhere. - Run
CrashTwinsanity.exein theCrash Twinsanityfolder. The program isn't signed, so Windows may warn about an
unrecognised app: choose More info, then Run anyway. - Pick your disc image when asked.
You need 64-bit Windows 10 or 11 and a graphics card with OpenGL 3.3. Your saves and settings from earlier versions are kept.
The download
- Built from commit b409a4f with LLVM-MinGW (clang 23).
- Contains SDL 3.4.18 (zlib licence) and FFmpeg 9.0.2 (LGPL 2.1 or later, with only the MPEG-2 video decoder), with their
licences in thelicensesfolder. - SHA-256 of
Crash-Twinsanity-Windows.zip:b3fba94386e011f48a79c80a5848337681813417ff49b95a797915821ad52b08
Crash Twinsanity for Windows 1.0.14
The game's numbers now convert as on the PS2.
Important
You need your own copy of the game: a disc image of the PAL release (Europe/Australia, SLES-52568). The download has
none of the game's files or data. The program reads them from your disc image each time it starts.
Changed
- A number too large for its whole-number form now stops at the largest value, as on the PS2 (from HAB3X's Mac port).
On a PC processor it turned into the most negative number instead. A full run through every level found it happening
only in places where it changes nothing: some camera settings in High Seas Hi-Jinks and on the school's roof that the
game never reads, and a HUD animation that ends up the same either way. Now it can't make a difference anywhere.
The game itself plays exactly as in 1.0.13: the pictures are the same, frame by frame.
New on the project's page
- More screenshots in the README, taken while playing.
- The project's entry on recomp.fyi now comes from the repository itself.
If you hit a bug, please open an issue with
log.txt (or log.previous.txt, the run before) from %APPDATA%\Crash Twinsanity\ and where in the game it happened.
How to play
- Download
Crash-Twinsanity-Windows.zipbelow and unzip it anywhere. - Run
CrashTwinsanity.exein theCrash Twinsanityfolder. The program isn't signed, so Windows may warn about an
unrecognised app: choose More info, then Run anyway. - Pick your disc image when asked.
You need 64-bit Windows 10 or 11 and a graphics card with OpenGL 3.3. Your saves and settings from earlier versions are kept.
The download
- Built from commit 53783cd with LLVM-MinGW (clang 23).
- Contains SDL 3.4.18 (zlib licence) and FFmpeg 9.0.2 (LGPL 2.1 or later, with only the MPEG-2 video decoder), with their
licences in thelicensesfolder. - SHA-256 of
Crash-Twinsanity-Windows.zip:ab1b36a51c3a49959f5ea941ac9af8be5d24de9b05112c4b196e053f2a3c8302
Crash Twinsanity for Windows 1.0.13
Cutscenes skip only when you mean it.
Important
You need your own copy of the game: a disc image of the PAL release (Europe/Australia, SLES-52568). The download has
none of the game's files or data. The program reads them from your disc image each time it starts.
Changed
- Skipping a cutscene or a movie now takes a second's hold (with Options > Gameplay > Skip cutscenes on). Before, a
quick press was enough, so a button pressed by chance just as a scene started skipped it. The bar under "hold any button to
skip" fills over that second. - The log's first line names the version ("Crash Twinsanity 1.0.13"), so a bug report's log says which release it comes
from.
The game itself plays exactly as in 1.0.12.
New on the project's page
- Screenshots and an "Is it safe?" section in the README (#13): what the download holds, how to check it, and why
Windows may warn about it. - Forms for bug reports and suggestions, a contributing guide, a security policy and a code of conduct.
If you hit a bug, please open an issue with
log.txt (or log.previous.txt, the run before) from %APPDATA%\Crash Twinsanity\ and where in the game it happened.
How to play
- Download
Crash-Twinsanity-Windows.zipbelow and unzip it anywhere. - Run
CrashTwinsanity.exein theCrash Twinsanityfolder. The program isn't signed, so Windows may warn about an
unrecognised app: choose More info, then Run anyway. - Pick your disc image when asked.
You need 64-bit Windows 10 or 11 and a graphics card with OpenGL 3.3. Your saves and settings from earlier versions are kept.
The download
- Built from commit 9314326 with LLVM-MinGW (clang 23).
- Contains SDL 3.4.18 (zlib licence) and FFmpeg 9.0.2 (LGPL 2.1 or later, with only the MPEG-2 video decoder), with their
licences in thelicensesfolder. - SHA-256 of
Crash-Twinsanity-Windows.zip:483a925f0255db70062388153b12fce4bcc723c42912f1a1eaae1934ca82b860
Crash Twinsanity for Windows 1.0.12
A fix for older AMD graphics cards.
Important
You need your own copy of the game: a disc image of the PAL release (Europe/Australia, SLES-52568). The download has
none of the game's files or data. The program reads them from your disc image each time it starts.
Fixed
- The game didn't start on some older AMD graphics cards (#12): one of the game's graphics programs (shaders) used a word
that older AMD drivers reserve, so it couldn't be built and the game stopped at a black screen. It now uses another word.
The game itself plays exactly as in 1.0.11.
If you hit a bug, please open an issue with log.txt (or
log.previous.txt, the run before) from %APPDATA%\Crash Twinsanity\ and where in the game it happened.
How to play
- Download
Crash-Twinsanity-Windows.zipbelow and unzip it anywhere. - Run
CrashTwinsanity.exein theCrash Twinsanityfolder. The program isn't signed, so Windows may warn about an
unrecognised app: choose More info, then Run anyway. - Pick your disc image when asked.
You need 64-bit Windows 10 or 11 and a graphics card with OpenGL 3.3. Your saves and settings from earlier versions are kept.
The download
- Built from commit 533802b with LLVM-MinGW (clang 23).
- Contains SDL 3.4.18 (zlib licence) and FFmpeg 9.0.2 (LGPL 2.1 or later, with only the MPEG-2 video decoder), with their
licences in thelicensesfolder. - SHA-256 of
Crash-Twinsanity-Windows.zip:f28e5e556b75dc4197a9dc891a93d72a53ae3867a21cc4da66c6abb3345e48c9