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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: November 4, 1998
Released in EU: December 17, 1998


AnimationsIcon.png This game has unused animations.
CodeIcon.png This game has unused code.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.
BonusIcon.png This game has hidden bonus content.
DummyIcon.png This game has unusual dummy files.


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

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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 animation (Ci13V and Ci23V), depicting Crash's tongue getting stuck to ice.

(Source: airumuu)

Crash3 UnusedCrashAnimationCs3bV.gif

In the Medieval levels, there is an unused animation depicting Crash's bottom half tapping his foot (Cs3bV), which would have been played before his legs walked away from him after being cut in half by the knight lab assistant's sword.

Crash3 UnusedTrapdoorAnimationHG2bV.gif

Gee Wiz contains an unused animation of a trapdoor opening downwards (HG2bV), which is a leftover of an early futuristic bonus round that would have been located underground.

Unused Textures

Death Route Platforms

Crash 3 - FutureSkull.png Crash 3 - PrehistorySkull.png

In the Future and Prehistoric levels, textures for a death route platform are loaded into VRAM, but are never actually used.

The textures can be seen in Dino Might! and Future Frenzy on the July 17th, 1998 prototype.

Road Signs

Crash3 PitSign.png Crash3 TwoWaySign.png Crash3 RampSign.png

In the Highway levels, there are textures for three more road signs that are never seen in the levels.

  • The first sign reads "PIT" and was possibly intended to warn the player of pits that are close or ahead.
  • The second sign is a two-way sign. All levels have the yellow line indicating that it is a two-way road, although only Area 51? has police cars driving in the opposite direction.
  • The third sign depicts an arrow passing over a hill with a gap in the middle, possibly to instruct the player to take the ramps near large pits.

Flying Bomb

Crash3 BaronBomb.png

Among the texture data in the Baron levels there is a texture of a bomb (sharing the cannonball sprite from the Jet Ski levels). Originally intended to appear in Mad Bombers, these were flying bombs attached to a propeller that would be thrown from airplanes whenever the player flew behind them, although they were ultimately scrapped in place of the pilot lab assistants. However, a similar idea would appear a few years later in Crash Bandicoot: The Huge Adventure. An early version of the level featuring this concept can be found in the July 17th, 1998 prototype.

UFO Stripes

Crash3 StripesPatternUFO-1.png Crash3 StripesPatternUFO-2.png Crash3 StripesPatternUFO-3.png Crash3 StripesPatternUFO-4.png

Crash3 StripesPatternUFO.gif

Leftovers of an earlier texture set for the UFOs, featuring red light stripes flashing around them, still exist in the final game. These textures are used in the August 26th, 1998 prototype.

Early Load/Save Monitor

Crash3-EarlyLoadSaveTexture.png

The texture data for the warp room includes a texture used for an early iteration of the Load/Save monitor background seen in many pre-release screenshots.

Red Eye

Crash3-Aug14 RedEye.png

This eye was meant for use on N. Gin's cutscene model, but his eyes are pitch black in the final game. Removing the model's vertex coloring shows that this texture is actually used, but the UV mapping does not correctly fit the eye.

Debug Mode

Like in the previous games, this game also contains similar hidden debug features that can be enabled by changing a GOOL global variable, such as the use of various buttons and button combos.

Cheat Menu

Inputting Up, Up, Down, Down, Left, Right, Left, Right, Circle on the pause menu while in the warp room will bring up a new menu with options such as:

GET ALL
GET RELICS
OPEN LEVELS
CLOSE LEVELS
P: %d R:%d
  • GET ALL: Gives 25 crystals and 31 relics (24 Platinum, 6 Gold and 1 Sapphire), as well as all colored gems and all abilities for Crash.
  • GET RELICS: Gives 30 Gold relics.
  • OPEN LEVELS: Unlocks all areas of the warp room. Not available if you are not in the warp room.
    • CLOSE LEVELS: Locks the unlocked areas. This replaces the "OPEN LEVELS" option when enabled.
  • P and R: Adjusts the sound effects. P modifies the global sound pitch, while R modifies the reverb.

Startup

  • The Spyro the Dragon demo option is enabled by default when debug mode is turned on.
  • Holding R2 in the title screen will launch a level demo.
  • Pressing Circle in the intro cutscene will skip to the next scene.

Pause Menu Cheats

  • L1: Set lives to zero.
  • L2: Get all 5 colored gems and Super Powers.
  • R1: Get all crystals and gems ("all" meaning all 64 possible ones), all Super Powers and a couple other things.
  • R2: Max out box count (only the counter at the end of the levels is directly affected by this, breaking a box after using this code reverts the box count back to what it should be).

Player Cheats

If Crash is standing still (not ducking), three button combinations can be inputted:

  • Press L1 + Select: Set debug invincibility (invulnerable to most hazards).
  • Press L1 + Up: Gain an Aku Aku mask - does not work in levels where Aku Aku is not normally allowed.
  • Holding L1 + R1 before Crash respawns after dying will immediately revive him and act as if he had been hurt instead. You will still lose a life and can game over, though.
    • You can also use R1 + Select.

Level Cheats

  • Warp Room: press Triangle to disable the electric barriers.
  • China Levels: press Triangle to delete Pura.
  • Prehistoric Levels: press Triangle to delete the triceratops.
  • Highway Levels: hold Triangle to drive backwards. Interestingly, you cannot get further behind the start line, as there is a line of roadblocks preventing you from driving any further.
  • N. Gin: press R2 to destroy every mech part.
  • Neo Cortex: press Triangle to knock Cortex off his hoverboard.

Unused Text

UNKNOWN

A level name string that is displayed whenever an unused level slot is loaded.

NO CHEATS

A cheat menu function that has been replaced by the "CLOSE LEVELS" option. As well as closing the warp room areas, it would also turn off the free camera mode when enabled, a feature available in earlier builds that is no longer present in the final game.

Object's Internal Names

Much like the previous games, Crash 3's code contains internal object names used by the developers to identify them better.

  • Crash's spawn position in each level is marked by an object named obj_willy, a reference to the name Willy the Wombat which was used during development before the name Crash Bandicoot had been chosen.
  • Checkpoint crates are internally called obj_box_continue.
  • The stopwatch is internally referred to as obj_box_clock, as it was originally an iron crate with a clock graphic on it, seen in earlier builds.
  • The warp room object that generates portals, the load/save screen, etc. is internally known as obj_monty_hall, likely a in-joke referring to the late former host of the U.S. game show "Let's Make a Deal", where, in an analogue to what you have Crash do, contestants could choose from a set of doors, to choose what could be real or fake prizes, in some of its games.
  • The lab assistant enemies in the game include "ass" (standing for assistant/lab assistant) as a lone word as part of their internal nomenclature. As a result, many of them have very profane names as developer in-jokes, such as obj_asshole (lab assistant hiding under the ramps), obj_stonedass (lab assistant lifting a brick), or obj_ass_stroker (sailor lab assistant), to name a few.
  • Pura is named obj_bear, which was Polar's object in the previous game.
  • Crash's object in Road Crash is also profane (obj_willy#you_fuck), but not in other levels.
  • One of the iron bounce crates in Hang'em High that is located next to the bonus platform is called obj_box_spring_iron#mother_fucker.
  • Pot-carrying monkeys in the Arabian levels include the "ass" initials in the name (obj_vase_ass), despite being a real animal and not a lab assistant.
  • Whirlpool machines in Deep Trouble are named obj_laser.
  • The pair of sliding blocks on the oil floor before the third checkpoint in Sphynxinator are called obj_block#mother and obj_block#fucker.
  • Spiked mummies in Tomb Wader and Bug Lite are strangely called obj_jump_gator. The actual crocodile enemies are internally known as obj_croc instead.
  • Spiked shells in the Future levels are called obj_spinner. An early version of the enemy that can be found in the July 17th, 1998 prototype reveals that the original design featured spinning spikes around it.
  • Death routes are internally referred to as hard paths.

Red Gem Path

Bone Yard's red gem platform is called obj_elevator#to_secret, suggesting it was initially neither a gem path nor a hard path but a secret third thing.

Green Gem Path

The green gem path in Gone Tomorrow was originally a purple gem path, as evidenced by the gem platform being named obj_elevator#purple_gem instead of obj_elevator#green_gem. The purple gem platform could be seen in action in the August 14th, 1998 prototype.

Purple Gem Path

Tomb Time's purple gem path was originally a "hard" path instead, as the name for the purple gem door is obj_hardpathdoor. Earlier builds had a timer controlling the door, which would open only if the player reached it within a certain time limit.

Yellow Gem Path

Dino Might!'s yellow gem path was originally a death route, as the names for the yellow gem platforms are obj_elevator#to_hard, obj_elevator#hard_back_to_main, obj_elevator_catch#hard_from__main, and obj_elevator_catch#hard_from_hard.

Blue Gem Path

Sphynxinator's blue gem path was originally a death route, as the name for the blue gem platform is obj_elevator#to_hard.

Bug Lite Gem Path

The internal names of the gem platforms in Bug Lite reveal that the order of the gem colors was originally reversed (red, purple, yellow, green, blue), with only the yellow one remaining the same. The original order can also be seen in earlier builds.

  • The blue platform is referred to as obj_elevator#red_gem and obj_elevator_catch#red_gem.
  • The green platform is referred to as obj_elevator#gem_purple.
  • The purple platform is referred to as obj_elevator#green_gem.
  • The red platform is referred to as obj_elevator#gem_blue and obj_elevator_catch#gem_blue.

Future Frenzy Secret

Future Frenzy's secret path was originally a death route, as the name for the platform that takes the player back to the main level is called obj_elevator#hard_back_to_2D and obj_elevator_catch#hard_going_to_hard.

Super Power Oddities

Level buttons in the warp rooms are intentionally programmed to give the player a Super Power upon stepping on them. This means that if Crash has no Super Powers and steps on a button of a particular warp room (2-5), he will instantly receive a specific Super Power without further notice. Since you cannot access later warp rooms without defeating a boss first, this behavior cannot be seen in regular gameplay.

The buttons always give you the Super Power from the previous warp room, which means you get the Super Charged Body Slam in the second warp room, Double Jump in the third warp room, Death Tornado Spin in the fourth warp room, and Fruit Bazooka in the fifth warp room. The secret warp room buttons do not give you any Super Powers.

Regional Differences

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

European

  • Various physics differences as a side effect of retiming the game to run at 25 frames per second. Consequences include:
    • Crash runs slightly faster & jumps a little bit higher.
    • The attract mode demos have been rerecorded.
    • 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.
    • It takes slightly more time to skip some logos at the beginning.
    • The intermission vortex cutscenes are slightly slower (even if it's almost unnoticeable).
  • An anti-piracy warning splash screen is now displayed before the game starts, similar to the PAL release of the previous games.
  • You can choose a language at the title screen, or in-game via the options menu. Languages available are English, French, German, Spanish and Italian. The characters are fully dubbed, but the level names stay the same.
  • Many Aku Aku crates have been transformed into regular ? crates that transform back into Aku Aku crates if the player dies enough times.
  • When the chronometer 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.
  • Pura's sprint stays consistent, instead of getting an acceleration all of a sudden after a few seconds.
  • Crash now shouts "Whoa!" for certain death animations, such as when kicked by goats, caught by triceratops, carried away by pterodactyls, eaten by lions, etc.
  • The large font texture used as menu titles for the memory card and Enter name screens is now replaced with the default small font instead, likely to avoid potencial spacing issues with the localized text in other languages.
  • The memory card save icon is no longer animated.
  • The Spyro the Dragon demo lost the magazine quotes at the beginning.

Level Changes

  • The Crash-fish enemy in Dino Might! is smaller.
  • There are more obstacles in Orient Express & Midnight Run (which then disappear if you die enough times).
  • The countdown in Highway levels 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 the second game.

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 level stats from showing up after retrieving an item from the secret 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.
  • The music now plays in the attract demo of Tiny Tiger boss fight.

Enemies

Some enemies are tougher in the European version:

  • The wizard lab assistants 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 and giant lab assistants swing their weapons at a faster rate.
  • The UFO lab assistants take less time to charge up their beams.
  • The missile robots shoot four missiles instead of three.

Japanese

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

International Japan
Crash-Bandicoot-3-Warped-Titlescreen.png Crash 3 - NTSC-JTitle.png
  • The title screen is different. The logo is replaced with the Japanese logo, with an according logo animation featuring the globe bouncing towards the screen from the background. Crash also appears on the right side performing an extended version of his dance.
    • The music is replaced with the Crash Banji-kyuusu theme song, featured in most Japanese media and promo material associated with the series.
  • When having all 30 relics as Platinum, the saved profile shows Platinum color at the relic amount icon, instead of Sapphire color.
International Japan
Crash3 CrashIcon.png Crash3 CrashIcon JPN.png
  • Crash's icon in level stats has been changed to a higher-res version of extra life icon.
  • When Aku Aku is collected, he will 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.
International Japan
Crash TNT.png Crash Nitro.png Crash TNT JPN.png Crash Nitro JPN.png
  • The "TNT" label on TNT boxes has been replaced with an image of a bomb, and the "Nitro" label is written in Katakana.
  • Crash and Coco now make exclamations in various situations when riding the motorcycle and jet-ski respectively. Pura and the Baby T also make exclamations.
  • Tiny's pupils are bigger during the intermission vortex cutscenes.
International Japan
Crash 3 NeoTile.png Crash 3 NNNTile.png
  • The snake tiles in Egyptian levels all have the letter "N" instead of spelling out "NEO". This makes sense because "N" is still Cortex's insignia in Japan.
  • The giant lab assistants in Double Header have one less head. The save slot icon was changed accordingly.
  • Fake Crash has been omitted from Toad Village and Makin' Waves, but has been added to Hog Ride.
  • Dingodile and N. Tropy's health bars share the same palette as the Komodo Brothers' health bar in Crash 2.
  • Relics are localized as "Trophies".
  • When Uka Uka is on Cortex's face, both voices are heard in unison.
  • The China levels have less enemies.
  • 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.
  • Two cutscenes are slightly different so the lip-synching would match the character's lines: the Cortex fight (if you have at least 100%) and the good ending.
  • 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.
  • The Spyro the Dragon demo is not present.
  • Different rolling demos than other regions.

Relic Times

Relic times have been changed between versions. In the PAL release, they are mostly similar to the NTSC-U, with only a few adjustments in light of the lower framerate. In NTSC-J, however, the times are mostly unique, and Sapphire times are generally easier now.

Level America Japan Europe
Toad Village 1:03:00
0:57:50
0:44:03
1:05:00
0:57:50
0:44:00
1:02:00
0:56:52
0:43:04
Under Pressure 1:46:00
1:17:90
1:10:50
1:53:00
1:19:90
1:10:50
1:46:00
1:17:92
1:10:48
Orient Express 0:41:00
0:27:80
0:18:10
0:43:00
0:27:80
0:18:10
0:41:00
0:27:80
0:18:08
Bone Yard 1:45:00
1:40:20
1:21:00
1:47:00
1:40:20
1:21:00
1:43:00
1:38:20
1:19:00
Makin' Waves 1:08:00
0:58:23
0:53:23
1:15:00
1:00:20
0:53:20
1:08:00
0:58:20
0:53:24
Gee Wiz 1:35:00
1:22:73
1:05:90
1:37:00
1:22:70
1:05:90
1:34:00
1:21:72
1:04:00
Hang'em High 1:24:00
0:52:63
0:43:80
1:28:00
0:53:60
0:43:80
1:23:00
0:51:64
0:42:80
Hog Ride 0:45:00
0:41:46
0:35:03
0:47:00
0:41:40
0:35:00
0:45:00
0:41:44
0:35:04
Tomb Time 1:42:00
1:10:00
0:53:90
1:44:00
1:10:00
0:53:90
1:41:00
1:09:00
0:52:92
Midnight Run 0:51:00
0:38:23
0:18:20
0:54:00
0:38:20
0:18:20
0:53:00
0:38:20
0:18:20
Dino Might! 1:34:00
1:25:76
1:03:00
1:35:00
1:25:70
1:03:00
1:33:00
1:24:76
1:02:00
Deep Trouble 1:47:00
1:25:13
1:18:33
1:52:00
1:26:10
1:18:30
1:47:00
1:25:16
1:18:36
High Time 2:12:00
1:04:10
0:56:93
2:13:00
1:04:10
0:56:90
2:12:00
1:04:12
0:56:96
Road Crash 1:25:00
1:20:73
1:17:10
1:26:00
1:20:70
1:17:10
1:25:00
1:20:72
1:17:08
Double Header 1:27:00
1:21:13
0:59:40
1:28:00
1:21:10
0:59:40
1:27:00
1:21:16
0:59:40
Sphynxinator 1:42:00
1:22:63
0:56:70
1:42:00
1:22:63
0:56:70
1:42:00
1:22:64
0:56:68
Bye Bye Blimps 1:09:00
0:58:40
0:51:50
1:29:00
1:03:40
0:51:50
1:09:00
0:58:40
0:51:48
Tell No Tales 1:42:00
1:25:63
1:05:23
1:45:00
1:26:60
1:05:20
1:42:00
1:25:64
1:05:24
Future Frenzy 2:01:00
1:34:00
1:19:63
2:03:00
1:34:00
1:19:60
2:01:00
1:34:00
1:19:64
Tomb Wader 2:44:00
1:45:03
1:24:00
2:44:00
1:45:03
1:24:00
2:44:00
1:45:04
1:24:00
Gone Tomorrow 2:05:00
1:25:60
1:02:10
2:05:00
1:25:60
1:02:10
2:03:00
1:23:60
1:00:12
Orange Asphalt 1:36:00
1:31:30
1:21:80
1:36:00
1:31:30
1:21:80
1:36:00
1:31:28
1:21:80
Flaming Passion 1:43:00
1:13:10
0:59:40
1:45:00
1:13:10
0:59:40
1:42:00
1:12:08
0:58:40
Mad Bombers 2:08:00
1:55:23
1:38:13
2:18:00
1:55:20
1:38:10
2:08:00
1:55:20
1:38:16
Bug Lite 1:49:00
1:34:83
1:14:90
1:49:00
1:34:83
1:14:90
1:47:00
1:32:84
1:12:92
Ski Crazed 1:16:00
0:50:50
0:33:30
1:16:00
0:50:50
0:33:30
1:16:00
0:50:48
0:33:32
Area 51? 1:53:00
1:49:80
1:44:50
1:53:00
1:49:80
1:44:50
1:53:00
1:49:80
1:44:48
Rings of Power 1:20:00
1:01:43
0:51:73
1:20:00
1:01:43
0:51:73
1:22:00
1:03:44
0:53:76
Hot Coco 1:00:00
0:30:10
0:19:93
1:00:00
0:30:10
0:19:93
1:00:00
0:30:08
0:19:96
Eggipus Rex 0:55:00
0:50:03
0:44:83
0:55:00
0:50:03
0:44:83
0:55:00
0:50:00
0:44:80