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Crash Bandicoot: Warped

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Title Screen

Crash Bandicoot: Warped

Also known as: Crash Bandicoot 3: Buttobi! Sekai Isshuu (JP), Crash Bandicoot 3: Warped (EU)
Developer: Naughty Dog
Publishers: Sony Computer Entertainment
Platform: PlayStation
Released in JP: December 5, 1998
Released in US: October 31, 1998
Released in EU: December 17, 1998


GraphicsIcon.png This game has unused graphics.
TextIcon.png This game has unused text.
RegionIcon.png This game has regional differences.
BonusIcon.png This game has hidden bonus content.


ProtoIcon.png This game has a prototype article
BugsIcon.png This game has a bugs page
PrereleaseIcon.png This game has a prerelease article

So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?
Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.
Hmmm...
To do:
has a demo of a later (but not final) build.

Crash Bandicoot: Warped is the third game in the Crash Bandicoot series, and the direct sequel to Crash Bandicoot 2.

Unused Textures

In the Future and Jurassic-themed levels ("Future Frenzy", "Gone Tomorrow", "Dino Might!" and "Bone Yard"), textures for a death route platform are loaded into VRAM, but are never actually used. Bone Yard and Future Frenzy are the most plausible candidates to have death routes:

Crash 3 - FutureSkull.png
  • Future Frenzy's secret route is thought to be the death route due to the fact that the secret warp room was supposed to be home of the hidden levels ("Hot Coco" and "Eggipus Rex"). It also doesn't have a colored floor (unlike in Gone Tomorrow). The removal of the death route in favor of the secret entrance was probably to make obtaining the box gem more challenging, with the backtracking to the start of the main level.
Crash 3 - PrehistorySkull.png
  • Bone Yard's red gem route has no crates, and doesn't connect back to the path (death routes never connect back to the main path, though "Flaming Passion" is an exception to this). It was probably changed to a gem path due to being too early of a level to have a death route on although originally, Bone Yard and Dino Might! of the third warp room were switched and the death route there would have made more sense.

Unused Text

Strings of text of all level names and pause text is loaded with every level, including some debug-related ones:

OPEN LEVELS
CLOSE LEVELS
NO CHEATS
GET RELICS
GET ALL

Purple Gem Path

The purple gem path was originally not going to be in the level "Tomb Time" but instead on "Gone Tomorrow", as the green gem platform that leads to the green gem path in Gone Tomorrow is named obj_elevator#purple instead of obj_elevator#green, suggesting that it was originally intended to be the only purple gem path (not counting the one in "Bug Lite").

Tomb Time's purple gem path was originally a death route, or a hard path, as the name for the purple gem door has hard in it.

Object's Internal Names

Much like in the last game, Crash 3's objects also had names for the developers to identify them better. The lab assistant enemies have very profane names, such as obj_asshole and obj_motherfucker, as a developer's joke. Crash's object in the level "Road Crash" is also profane (obj_willy#you_fuck), but not in other levels.

Spyro the Dragon Demo

Inputing the Konami Code will let you play a demo of Spyro the Dragon (PlayStation).

Regional Differences

Excluding language, there are some minor differences between the different regional releases of the game:

Japanese Differences

Hmmm...
To do:
Images.

Much like the previous 2 games, Crash 3 also has many Japanese-exclusive differences.

North America Japan
Crash-Bandicoot-3-Warped-Titlescreen.png Crash 3 - NTSC-JTitle.png
  • The title screen is different, replacing the clock with the Earth and featuring a dancing Crash. The music is also completely different.
  • When having all 30 relics as Platinum, the SAVE/LOAD screen shows Platinum color at the relic amount icon, instead of Sapphire color.
  • Crash's icon when entering levels is different.
  • When Aku Aku is collected, he will sometimes inform the player about various aspects of the game in a tutorial-like manner. This does not happen in Time Trials.
  • The "TNT" label on TNT boxes has been replaced with an image of a bomb.
  • The relic times are different.
  • The relic times in Hot Coco and Eggipus Rex are the same times as in the levels you warp to those levels from in US version, while that's not the case in other versions.
  • Crash and Coco now make exclamations like "Yeeeey!" in various situations when riding the motorcycle and jet-ski respectively. Pura and the T-Rex also make exclamations.
  • The two-headed enemies have one less head.
  • Fake Crash has been omitted from Toad Village and Makin' Waves, but has been added to Hog Ride.
  • Bonus videos are unlocked after you defeat each boss. These can be seen in a separate menu, selectable in the title screen. The fifth video can also be viewed when booting the game just like in the second game, except you must hold Down + Triangle + L1 + R2. Again, you must reset your console after it finishes.
  • Support for the PocketStation (a Japan-only peripheral similar to the Dreamcast's VMU) was added. By connecting the game with a PocketStation, you will unlock a Tamagotchi-esque minigame.
  • Spyro the Dragon demo is not present.

European Differences

  • The manual doesn't tell you the code you can input on the title screen that lets you play the Spyro the Dragon demo.
  • There are three quotes from different sources in the US version that display before the gameplay of Spyro the Dragon demo, which are not in the European version.
  • The relic times are different. US times are rounded to the nearest 30th of a second and end in 0, 3 or 6 always. European times are rounded to the nearest 25th of a second and thus, the hundredths are always divisible by 4 (except when they end in 2) and are never odd numbers.
  • The relic times in Hot Coco and Eggipus Rex are the same as Road Crash and Dino Might! respectively as a glitch in the US version, while that's not the case in this version.
  • Developer times have been removed.
  • The US and Japanese versions will give you two Aku Aku masks if you keep dying on a level. The European version will never give you more than one, which is how it was in both the US and European versions of the second game.
  • When you have two Aku Aku masks, all mask crates in the underwater levels will become normal crates. This doesn't happen in the US version, but it's impossible to have three masks underwater, so breaking a 3rd mask crate will do nothing.
  • The wizard enemies take two hits to defeat. After the first hit, they'll lose their beard and robes, exposing their underwear. This still occurs in the US version if you hit them with the bazooka, but otherwise they go down in one hit.
  • The knight enemies and two-headed enemies swing their weapons at a faster rate.
  • The UFOs take less time to charge up their beams.
  • The missile-shooting robots shoot four missiles instead of three.
  • When entering a level in the US version, the same sound as in Crash 2 is heard. In the European version, a new sound is used.
  • The option to reverse the vertical aim for the Fruit Bazooka has been removed.
  • Fake Crash also makes an appearance in Hog Ride.
  • Many Aku Aku crates have been transformed into normal ? crates, that transform back into Aku Aku crates if the player dies enough times.
  • When the timer in Time Trial mode reaches 10 minutes in US version, the clock disappears and level returns to normal; in the European version, the clock freezes at 9:59:96 and changes color to a greenish color, and the level stays in Time Trial mode.
  • There is now a confirmation prompt for quitting the game from the pause menu.