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Crash Bandicoot: Warped

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Title Screen

Crash Bandicoot: Warped

Also known as: Crash Bandicoot 3: Warped (EU), Crash Bandicoot 3: Buttobi! Sekai Isshuu (JP)
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


AnimationsIcon.png This game has unused animations.
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.
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Crash Bandicoot: Warped is the third game in the Crash Bandicoot series, and the direct sequel to Crash Bandicoot 2.

Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info
Read about notable bugs and errors in this game.
Bugs


Unused Animations

CrashWarped Cix3V.gif

The Dingodile boss fight contains an unused death animation, Ci13V and Ci23V, depicting Crash's tongue getting stuck to ice.

(Source: airumuu)

Unused Textures

In the Future ("Future Frenzy" and "Gone Tomorrow") and Jurassic-themed ("Dino Might!" and "Bone Yard") levels, 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.pngCrash 3 - PrehistorySkull.png

The first texture is used on the "Alpha Demonstration" prototype.

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

With the exception of "GET RELICS", these debug options are available to the player after inputting a sequence of buttons on the "Alpha Demonstration" prototype.

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, this is further been proven by the "Alpha Demonstration" prototype having its gem platform purple.

Tomb Time's purple gem path was originally a "hard" path, as the name for the purple gem door has hard in it. The "Alpha Demonstration" had the door working on a timer, which stayed closed if it wasn't reached in time.

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_stonedass (China level brick lab assistant), 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.

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.

  • The title screen is different, replacing the clock with the Earth and featuring a dancing Crash. The music is also completely different.
North America Japan
Crash-Bandicoot-3-Warped-Titlescreen.png Crash 3 - NTSC-JTitle.png
  • 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.
North America Japan
Crash3-hud-international.png Crash3-hud-japanese.png
  • When Aku Aku is collected, he will sometimes inform the player about various aspects of the game in a tutorial-like manner, like in the previous two games. 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 the American version, while that's not the case in other versions.
  • Crash and Coco now make exclamations 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.
  • A Spyro the Dragon demo is not present.
  • Different rolling demos than other regions.

European Differences

  • It takes slightly more time to skip some logos at the beginning because of the slower framerate.
  • There is a language option on the main menu and the "options" menu of the European version (with all characters fully dubbed).
  • 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 American version that display before the gameplay of Spyro the Dragon demo, which are not in the European version (considering it's coming from US magazines, it only makes sense to not have these here).
  • The relic times are different. American 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.
  • Developer times have been removed.
  • The option to reverse the vertical aim for the Fruit Bazooka has been removed.
  • 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 the American version, the clock disappears and the 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.
  • Different rolling demos than other regions.
  • There's less space between characters on the little "Time Trial" info box (at the right of the screen when you select a level).
  • Crash runs slightly faster & jumps a little bit higher.
  • The "vortex" animation between loading times is slightly slower (even if it's almost unnoticeable).
  • Pura's sprint stays consistent, instead of getting an acceleration all of a sudden after a few seconds.
  • When a memory card is read, the words are at the same size as the others instead of being bigger.
  • For some reason, Crash tends to naturally run to the left or right on some bridges of the Warp Room.

Level Changes

  • The "bandifish" baddie in level 11 is smaller.
  • There are more obstacles in levels 3 & 10 (which then disappear if you die enough times).
  • Countdown before "bike races" is slightly faster.
  • Besides appearing in Toad Village and Makin' Waves, Fake Crash also appears in Hog Ride now.
  • The American 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 American 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 American version, but it's impossible to have three masks underwater, so breaking a 3rd mask crate will do nothing.

Bug Fixes

Some of the bugs that existed in the American version were fixed in the European version:

  • The mistake where Crash didn't do his dance after defeating Tiny was fixed. On the other hand, you can no longer hear N. Tropy's dialog after you defeat him unless you quickly make your way back to the first platform, or else you'll get sucked out of the level, as Crash doesn't do his dance there.
  • A bug that prevented the stats from showing up after retrieving an item from the extra Warp Room was fixed. Ski Crazed's character icon was also appropriately changed from Crash to Coco.
  • A bug that had relic times in Hot Coco and Eggipus Rex the same as Road Crash and Dino Might! respectively was fixed.

Enemies

Some enemies are tougher in the European version:

  • 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 American 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.