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Proto:Crash Bandicoot: Warped/August 14th, 1998 build

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This is a sub-page of Proto:Crash Bandicoot: Warped.

Hiddenpalace.org logo.png  This prototype is documented on Hidden Palace.

The August 14th, 1998 prototype of Crash Bandicoot: Warped is a preview version of the game dated around two months before the final NTSC-U release version. It was released anonymously on October 25th, 2019.

Contents

Cheat Features

Cheat Menu

This build contains a small menu that can be accessed by inputting Up, Up, Down, Down, Left, Right, Left, Right, Circle while the game is paused. There are four features to be seen: GET ALL, OPEN LEVELS, ALLOW CAM, and NO CHEATS.

  • GET ALL: Gives 25 crystals and 25 Silver relics from the start, as well as all colored gems and all abilities for Crash.
    • Notably, Tomb Time is the only level where the crystal is not retrieved when enabling this. Instead, a crystal will be assigned to ID 09, which does not belong to any level.
    • Furthermore, this option will only make the Cortex button to appear in the fifth chamber - although it is not functional due to the level not being on the disc, the player can remedy this by retrieving Tomb Time's crystal to make the other buttons reappear.
  • OPEN LEVELS: Unlocks all areas of the warp room. Logically not available if you are not in the warp room.
  • ALLOW CAM: Enables a free camera with the second controller. The pause menu is disabled on the first controller, but you can access it by holding down R2 and pressing Start. See the full instructions below.
  • NO CHEATS: Ditto. This only appears if a toggleable cheat is enabled.

Freecam Controls

These controls are specific to the DualShock controller. D-Pad and left analog stick are interchangeable.

  • Left/Right: Modify X position.
  • Up/Down: Modify Y position.
  • L1/R1: Modify Z position.
  • Triangle/X: Modify X rotation.
  • Square/Circle: Modify Y rotation.
  • L2/R2: Modify Z rotation.
  • Start (in controller 1): Toggle frame advance mode.
  • R2 (in controller 1): Advance frame.
  • R2 + Start (in controller 1): The only way to bring up the pause menu ever again.
  • Select: Snap back to trail.
  • Any controller 2 button: Detach and freeze from trail (if attached). Certain levels, such as the game over screen, will freeze the game if this is enabled. Note that this freezes the camera trail, which is used by the game to control what to load, what to display, player movement, etc. If you want to progress in a level, press Select to snap the camera back to its trail and continue.

Level Stats

Holding R2 and opening a level portal allows you to see the time trial leaderboards without the level's crystal, but also displays a fourth value set under the times. This fourth line displays the number of deaths and the playtime of the level, although it will only keep track of it until the level's crystal is retrieved. It applies to all levels that can display times, including Dingodile and N. Tropy.

General Differences

Startup

Crash3-Aug14 AlphaDemonstrationScreen.png
  • The game starts with a warning screen labeling this preview as an Alpha Demonstration Disc and explicitly prohibiting any duplication or distribution of the disc content.
  • A music track not used in the final version of the game is played here as a placeholder for the main theme. See the Soundtrack section for more details.
  • There is no announcer presenting the company entities and the game's title.
  • The Sony Computer Entertainment screen is similar to Crash 1, being a static text on a plain background.
  • Universal's screen looks mostly identical to the Crash 2's one, just with the copyright info updated.
  • There is no Naughty Dog box animation - it simply shows the company's logo with "Developed by" text above on a plain background.
Aug 14 Final
Crash3-Proto TitleScreen.png Crash-Bandicoot-3-Warped-Titlescreen.png
  • The title screen also features a plain background and no sound effects at all.
    • Attempting to skip the logo animation will instead freeze it in its current frame.
  • There are no idle demo modes.

Gameplay

Crash 2 Aug 14 Final Japanese
Crash-icon-comparison-4.png Crash-icon-comparison-2.png Crash-icon-comparison-3.png Crash-icon-comparison-1.png
  • Character icons are in a rather primitive state, seemingly styled after Crash 2 in terms of size and shading:
    • Crash's icon is a higher-res variant of his life icon - a re-drawn version of which is in fact used in the Japanese version.
    • Coco's icon is closest in pose to her pause screen icon, only with a green flower in her hair as opposed to blue, and rather rough shading.
    • Tiny, N. Gin, and Cortex re-use their boss portraits from the previous game as placeholders, albeit with minor differences, such as N. Gin and Tiny's lack of shading and Cortex's eyes and head shape being a bit larger.
    • Dingodile and N. Tropy are mostly similar to their final icons with minimal changes, such as Dingodile's ears and snout being redrawn and N. Tropy's clock being changed from grey to green.
      • Interestingly, their icons in Crash Team Racing bear a closer resemblence to the icons in this build than in the final game.
Aug 14 Final
Crash3-Protos WarpRoomThumbnail.png Crash3 WarpRoomThumbnail.png
  • The Time Twister's portal graphic features a totally different design for the load/save screen. The fifth chamber also seems to be missing.
  • Sapphire relics are known as Silver relics instead. Logically, they are silver-colored (not to be confused with Platinum relics, which are white).
  • A white screen is used for loading transitions, rather than a distorting vortex effect.
    • The music does not fade out when entering a portal either.
  • The intermission vortex cutscenes, opening cutscene and ending cutscenes are all missing throughout the game.
  • There are no specific music tracks for bonus rounds and alternate routes - the main path music is always used in both instances instead.
  • Much of the music is incomplete and differs from their final variants, usually with slightly different melodies or rhythm. The processing is much rougher and playback glitches are therefore frequent in this build, particularly at the beginning of certain tracks.
    • All tracks are in mono, regardless of the output option.
  • Music volume is defaulted to 100% as opposed to 75%.
  • Crash has only the two idle animations inside the levels: sighing and repeatedly glancing side to side, which are the same ones used in Crash 2. Additionally, he can also perform the dance while in the warp room.
  • Crystals, gems, and relics don't play the choir sound effect, nor do they drop firework particles when collected.
  • Checkpoint crates lack the chime sound when opened.
  • Blank slot crates will give a single Wumpa fruit instead of nothing.
    • The fruit counts towards the main tally even when the player is in a bonus round.
  • Gem platforms do not have the correct textures applied, and may commonly miss their solid outer edge.
  • When all crates are destroyed, the clear gem will show up as soon as the box counter appears onscreen, regardless of where the player is. In the final game, the gem will only spawn when the player gets closer to the box counter.
  • Percentage values are mostly carried over from the Japanese version of Crash 2 - 2% for colored gems, 1% for entering a boss level, 4% for defeating a boss, and 0% for relics. Defeating Neo Cortex would also add 6%, although the level not present in this build.
    • The relics required to unlock the secret chamber are point-based. Silver is worth 1 point, Gold is worth 1 point and Platinum is worth 2 points. You need to have a total of 25 points to unlock the platform. Once the secret chamber is unlocked, all the 3 new levels are available.
  • Masks are lost upon returning to the warp room, so they can't be taken into other levels.
  • The dynamic difficulty adjustment system can only provide one Aku Aku mask regardless of the number of deaths, identically to Crash 2 and the PAL release.
  • Extra lives will change into a x20-Wumpa fruit once the player collects it. In the final game, it changes into a single Wumpa fruit instead.
  • The yellow aura visual effect is missing when Aku Aku is summoned or lost.
  • During Aku Aku invincibility, Crash's speed will always be locked to his default running speed, meaning that every move he performs will retain the same speed, whether he is sliding, crawling, or running with the Speed Shoes.
    • As a result, his crawling speed will be faster.
  • Breaking another Aku Aku crate while invincible won't reset the invincibility timer.
  • Crash stops crouching if releasing the crouch button while crawling under iron crates, as there is no obj_box_duck_area property that forces the player to crouch.
  • The shockwave caused by the super body slam cannot pick up Wumpa fruits and extra lives nearby.
  • Double jumps can be only chained once with enemy and object bounces.
  • Crash's spin range is smaller while hanging on meshes, like in Crash 2.
  • Death routes always return to outline form if you die in bonus rounds, time trials, or even after Crash has already accessed them.
  • Crash can display idle animations while invincible or standing on any surface, such as buttons, lifting and moving platforms.
  • The angel death animation re-uses the wing flapping sound from Crash 2.
  • The disintegrating and balloon deflating death animations lack sound effects.
  • Descriptions for the Super Powers do not exist yet, and the life sound effect plays when grabbed.
    • They will also go offscreen after a second just like all other collectibles, whereas in the final it stays onscreen until the screen fades out.
  • The exit portal doesn't appear after a boss fight is over - Crash will normally be teleported out of the boss arena, although his warping animation will always face towards the knocked out boss.
  • The Fruit Bazooka controls are very clunky at this point, not working properly in many areas of the levels throughout the game:
    • The vertical axis is inverted.
    • You have to wait until the animation of Crash putting the bazooka away ends before you can move again.
    • Crash does not pull the bazooka in the direction he is currently facing, and tends to pull it forward in most areas. This is particularly annoying in side-scrolling sections, as he usually aims it as if he were in 3D sections.
    • The shooting range is unlimited, allowing you to destroy objects and enemies from a greater distance.
    • Crash can pull the bazooka while invincible, although the invincibility will immediately be cancelled.
    • Crash's torso is not affected by ambient lighting when holding the bazooka.
    • Wumpa shots will despawn as soon as Crash puts the bazooka away.
    • The Wumpa explosion visual effect shares the same one as the TNT explosion.
    • Checkpoint and iron arrow crates are detected as a target when you aim at them.
    • Crash cannot bring the bazooka while inside bonus rounds.
  • A number of textures across the game have different lighting or UV mapping.
  • Many objects can be seen through scenery, objects, or walls. For example, Crash's body can be seen through lifting platforms.
  • Counting down TNT crates will instantly explode upon stepping on a gem platform.
  • Jumping from a certain height and then performing a tornado spin while standing over reflective surfaces will make Crash's reflection incorrectly appear below him in mid-air.
  • The game over screen matches the one seen in Crash 2.
  • Quitting the game will return to the startup intros instead of the title screen.
    • Music and FX volumes also retain their current values, rather than resetting to default.
  • The gem stats in the pause menu indicate a total of 40 gems in the game instead of 42.
    • The Relics tab displays the totals of all relic types at the same time, rather than only Sapphire by default when nothing is collected, and displaying the rest if you have at least one of them. The displayed relic is also always a Platinum.
      • Relics are sorted from the lowest tier to the highest (Silver, Gold, Platinum), whereas in the final game it is from the highest to the lowest (Platinum, Gold, Sapphire).
    • The controller vibration option is called "Shock" instead.
    • The "Calibrate" option from Crash 2 is still available here.
    • Vibration and calibration options are available at all times, regardless of the controller used.
  • N. Gin and Neo Cortex boss fights are completely absent and thus neither of their buttons will do anything when stood on. Cortex's button is also not normally accessible as only up to 24 crystals can be obtained without glitches.
    • The Fruit Bazooka is automatically awarded as you step on one of the level buttons of the fifth chamber. This behavior also works in the final game, although it is not normally noticeable as the player receives the Super Power before the following chambers are opened.
  • "Hot Coco" as a secret level and Eggipus Rex did not exist yet.
  • Fake Crash's cameos after completing the game did not exist at this point.
  • There is a dongle protection in this version which can stop the game from running on real hardware and emulators.

Time Trial

Time Trial mode is overall in a primitive state at this point. The most noticeable change is how the time crates work here, where instead of freezing the clock for said time, it will subtract the amount of time from the box. Despite this, they still cannot get the chronometer to go below 0 seconds.

  • All levels have placeholder relic requirements of 2:00:00 for Silver, 1:40:00 for Gold, and 1:15:00 for Platinum.
  • Time crates are absent from the majority of the levels in the game, aside from Makin' Waves, Gee Wiz, High Time, Double Header, Future Frenzy, Tomb Wader, Flaming Passion, and Hot Coco.
  • There is no "Entering Time Trial" onscreen notice the first time you start the time trial.
    • No ticking sound effect plays when touching the stopwatch.
  • Starting the time trial with Aku Aku doesn't remove any Aku Aku masks in possession.
  • Some ? and life crates never become basic ones.
  • Basic crates always provide a single Wumpa fruit which is picked up instantly, while ? crates make varying amounts of Wumpas to appear.
    • They are immediately counted when a basic crate is broken, rather than moving to the HUD.
  • When hitting the time crate, there is no visual effect of the subtracted second moving to the chronometer.
  • Bonus platforms will still be present in the levels, although not accessible.
  • Gem paths and death routes are disabled.
  • Extra lifes aren't removed.
  • Iron checkpoint crates don't turn into regular iron crates, thus they can still be activated.
  • Crash will leap up when becoming invincible. The animation was disabled for this mode in the final game.
  • Time crates don't count when destroyed by nearby explosions.
  • If the player dies or manually restarts a level too many times, the game will still adjust the level's difficulty (like providing free Aku Aku masks) even though no lives have been lost.
  • The end-of-level screen when finishing the time trial is more barebones.
    • The time trial leaderboard is missing.
    • When a relic is received, the relic will go offscreen after a second just like all other collectibles, whereas in the final it stays onscreen until the screen fades out.
    • The game will always give you the option to either retry the time trial or return to the warp room. The final game always forces you back to the warp room when the first level relic is obtained.
      • The retry option reads "Restart Level" instead of "Restart Trial".
  • On the Enter Name screen, there are no sound effects when navigating or selecting an option. The screen also takes a little longer to show up.
    • There is a "Cancel" button to ignore the saving of a new record. Selecting it will discard the current time, making it possible to get a relic without any recorded times.
    • Inserting the last initial won't bring the player to the "Done" button automatically.
  • The music volume will decrease during the Enter Name screen just like in the final game, but it will not reset to normal when restarting a level. This effect is cumulative and one can make the volume go down to 0% by repeating the time trial multiple times.
  • After manually resetting a level from the pause menu, the camera will pan to the first frame of the level's cinematic entrance for a split second.
  • If you restart the level after receiving a relic and then return to the warp room afterwards, the relic you received won't count.

Levels

Medieval Levels

  • There are no swallows or butterflies at all.
  • Chickens don't scream or drop feathers when shot by the Fruit Bazooka.
  • There are no invisible barriers on top of the stone bridge fences.
  • Spinning the magic orbs from the wizards will simply make them go through Crash and leave him unharmed, whereas in the final game they also get destroyed.
  • Lily pads are arranged differently in the moat background at the start of the bonus rounds.
    • The water lacks transparency and the reflection of the castle wall is missing.

Atlantis Levels

  • The background lacks the city details, and is more of a navy-blue color.
  • Respawning at the starting point will cause Crash to spawn facing towards the camera.
Aug 14 Final
Crash3-Proto Pufferfish.png Crash3 Pufferfish.png
  • The pufferfish are purple instead of red.
  • In Time Trial, the chronometer visually freezes for a few seconds when Crash loses a mask while being electrocuted.
  • The icons for the Super Powers in the pause menu erroneously have the underwater color filter applied.

China Levels

  • You cannot sprint by holding R2.
  • Hanging life crates are ? crates but with extra lives. They also do not automatically give you the contents within.
  • The tick made when breaking crates while you are sprinting gets higher and higher, as if you were racking up combos.
  • Invincibility frames won't protect you against enemies and hazards.

Prehistoric Levels

Crash3-Aug14 CavemanLabAssistant.png
  • Some minor differences can be seen in the scenery of the levels:
    • Dinosaur skulls in the scenery have an extra hole in front of the eye sockets.
    • Ground textures are different, featuring a different grass shape, with small rings inside.
      • They also lack a proper transition to the swamp floor around chase sections.
  • The triceratops that chases Crash is ridden by a caveman lab assistant (also seen in concept art), who is completely absent in the final game. It has two poses for riding the triceratops: one on top of its body, and the other clinging to its front horn. When the triceratops stops moving, the caveman is thrown forward and lands on the front horn.
    • The triceratops shakes its head when it stops moving, as if trying to get the caveman off its horn.
    • It will only make the growling noise when Crash is caught or at the end of the final chase sequence.
    • Oddly, the triceratops cannot destroy any obstacles during the chase, such as crates, fallen logs and grasses, or throw the Wumpa fruits away, unlike earlier builds.
    • Instead of being flattened when Crash is caught by the triceratops, the same animation where Crash gets run over by the boulder in the previous game is used.
      • The triceratops also keeps running after catching Crash, rather than stomping on Crash's flattened body.
    • Pulling out the Fruit Bazooka while the triceratops is chasing you will make it instantly despawn.
  • In the bonus rounds, Crash does the balancing animation when standing on the edges.
  • Baby T slides forward a little when he stops moving, instead of halting abruptly.
    • Due to a bug, performing the super body slam close enough to Baby T will make him disappear.
      • Performing it on his back also won't destroy any surrounding vegetation or crates, or defeat any enemies.
    • Body slamming on the egg will not hatch it either.
    • Aiming with the Fruit Bazooka at Baby T will detect him as a target.
  • Most of crates placed individually on swamp floors have different rotations.
  • Grass is not correctly detected as a target by the Fruit Bazooka, but can still be destroyed.
Aug 14 Final
Crash3-Aug14 PrehistoricBonus.png Crash3 PrehistoricBonus.png
  • The bonus platform has a lower quality texture.
  • The reflection of Crash's torso when pulling out the bazooka erroneously appears on certain parts of the normal ground.

Jet Ski Levels

  • The controller does not rumble while controlling the jet ski.
    • It does not rumble when the sailor lab assistant whacks Coco into the water with his oar either.
  • When entering the exit portal, the wake of the jet ski will not disappear.
    • The directional arrow doesn't go away either, which results in it being erroneously displayed on the Enter name screen as well.

Arabian Levels

  • You can pass through the bouncy tarps if jumping underneath them.
  • You can walk over the bouncy tarps when spinning or sliding on them, or walking from a normal surface to them. In the final game, you will automatically bounce instead.
    • They will be detected as a target when you aim the Fruit Bazooka at them.
    • Bouncy tarps aren't programmed to bounce Crash during invincibility.
  • The death animation of Crash being knocked off the meshes by a scorpion was sped up in the final game.
  • The death animation of Crash bumping into a pot-carrying monkey was also sped up in the final game.
  • The low-poly model of the wooden floor is also brown in High Time and Flaming Passion, which makes them suddenly change color when getting closer.
  • Cocktails make no sound effects when being thrown or exploding.
  • Scorch marks are green instead of red. In the final game, only three of them are green, which can be found in Flaming Passion.
  • Pot-carrying monkeys will not be defeated in one hit when Crash loses a mask or while he is invincible.
  • No sound effect plays when the blades thrown by sword-throwing lab assistants hit the wall.
  • The low-poly model of the towers and domes in the scenery features way less polygons.
  • Due to an oversight with the sword-throwing lab assistants, you automatically receive the Speed Shoes once the blade projectile hits the wall. This means that you will always receive this Super Power prematurely in High Time.
    • Furthermore, a visual bug will cause the Death Tornado Spin to also be incorrectly displayed in the menu tab as if the player already had it. Once you legitimately receive it, then the Fruit Bazooka will show up prematurely instead.

Highway Levels

  • There are no swallows at all.
Aug 14 Final
Crash3-Protos HighwayTrafficLights.png Crash3 HighwayTrafficLights.png
  • The traffic lights are completely silent and received subtle tweaks in the final game.
  • You can drive backwards with no restraints, though the camera won't follow you.
    • The roadblocks behind the start line are missing, so the player can fall off the map and go out of bounds (aside from Road Crash). This is not normally noticeable in the final game unless you enable debug mode to drive backwards.
  • The start boost is automatic.
  • One of the engine noises when accelerating is missing.
  • Winding signs cannot be taken down.
  • The boost sound effect when running into a turbo pad lacks one of the sound effects.
Aug 14 Final
Crash3-Aug14 HotRodLabAssistantBack.png Crash3 HotRodLabAssistantBack.png
Crash3-Aug14 LicensePlate.png
Crash3 LicensePlate.png
  • Hot rod lab assistants have a pale skin tone in the default model.
    • The license plate texture is larger and is part of the car texture, rather than a separate graphic. The smaller, separate variant is also present, but is only used on police cars.
    • Textures on the back of the lab assistant's head have been slightly altered.
    • The car's grille and headlights geometry are present in the default model, whereas in the final game they are only found in the alternate model without the shadow used for mid-air jumps.
    • The hot rod engine sound is different.
  • It is not possible to grab the box gem without touching it when driving nearby.
  • The position number in the HUD will flash to 316th in a split second when switching between specific positions - 6th and 5th place in Hog Ride, and 9th, 8th and 7th place in Road Crash and Orange Asphalt.
  • Opponents will continue racing endlessly around the map of every level, always respawning on top of the start line after finishing the race. In the final game, they will only continue racing in Road Crash as the map is a complete circuit, and they will only repeat it once.
  • In Time Trial, the chronometer visually freezes for a few seconds when Crash goes out of bounds.

Egyptian Levels

Aug 14 Final
  • Switches make a different sound effect.
  • The fire from the flamethrower lab assistants has a shorter range.
    • They will not be immediately defeated when the player is hit by the fire.
  • The sliding blocks dropped by the lever pulling lab assistants don't lose the collision for Crash when he gets crushed by them, meaning he can be carried over by the blocks while in the squashed state.
  • Crash still blinks his eyes after being covered in dust by the jar monkeys. In the final game, his eyes are always static.
    • There is no explosion sound effect when Crash is hit by such projectiles.
    • Crash cannot use the Fruit Bazooka to earn additional Wumpa fruits from the helpless monkey.
  • You cannot bounce on the pull levers in succession.
  • There is no sound effect when Crash is shaking on the roof after being poked by the spear floors.
  • Moving platforms only make a sound when moving from right to left.
  • Crash cannot use the Fruit Bazooka to hit the switches to open the doors.
    • Wumpa shots can pass through closed doors and hit objects behind them.
  • There are no invisible barriers in the column gaps of the pyramid walls.
  • In Time Trial, the chronometer visually freezes for a few seconds when Crash loses a mask while being crushed by doors or falling blocks.

Baron Levels

Crash3-Aug14 BaronCrystal.png
  • During the cinematic entrance, the plane moves at the same speed during the gameplay and you also have full control of the plane.
  • The ability to pause is disabled while the sunlight is shining through the screen.
  • The blimp/airplane/ring counter uses a darker text color.
  • Instead of receiving the crystal automatically, you are required to collect it from a balloon that will be dropped by the last remaining blimp or airplane after being shot down.
  • The directional arrow will not reappear once you respawn after restarting the time trial or if you die after destroying all blimps or planes.
  • Health balloons can regenerate only 10% of player's health, rather than 50%.
Aug 14 Final
Crash3-Aug14 StopwatchBalloonSprite.png Crash3 StopwatchBalloonSprite.png
  • The sprite version of the stopwatch balloon has a regular crate with a clock icon on it.
    • The balloon holding the stopwatch is also yellow instead of red.
  • Crates will vanish if you shoot far enough on them, which doesn't add to the box counter, making the box gem far more difficult to obtain in these levels.
  • The plane can block the numbers in the HUD if going over them.
  • All levels use Bye Bye Blimps' theme.

Future Levels

Crash3-Aug14 FutureTextures.png
  • The early underwater theme is used as a placeholder. The Future theme is not present in this version.
  • The floor and platform textures in the 3D sections feature an orange palette rather than bright chrome, with wooden railroads on the lower scenery and more open.
  • Laser fences in the 3D sections play the same sound effect as the orange ones in the side-scrolling sections.
  • The invisible wall on the sides is more enclosed, making it more difficult to pass through the fences while the laser is active.
  • UFO lab assistants glow red, similarly to the indicator normally used for hot/fire objects that will kill Crash upon contact. They cannot be defeated with a tornado spin, and hitting them will burn Crash's backside and make him bounce once, the same death animation for the lava and closed spiked shells.
  • The spherical robots make no sound when activating/deactivating the force field.
    • Running into them while the force field is off will burn Crash's backside, rather than disintegrating him.
  • Elevators are buggy, and it's very easy to get stuck on them. They are also colored orange, as are most of the levels.
  • Side-scrolling sections have shorter invisible barriers on the sideways, allowing Crash to go out of bounds if jumping towards the camera.
  • Spiked shells make only one sound effect, which also isn't used in the final game.
  • Checkpoint crates feature a proper reflection in the mirrors.
  • Crash's torso is not reflected in the mirror when he pulls the Fruit Bazooka.

Warp Room

  • The early underwater theme is used as a placeholder. The warp room theme is not present in this version.
Aug 14 Final
Crash3-Protos LoadSaveScreen.png Crash3 LoadSaveScreen.png
  • The load/save screen has a much more minimalist design, lacking the ornamental assets around it, as well as the "LOAD/SAVE" text imprinted on it. The monitor itself is also colored blue instead of yellow and turquoise.
    • Coco stands on the right side of the screen, looking to the left, rather than standing on the left side, looking towards the center of the room.
      • Coco also has no collision and can be walked straight through.
Crash3-Aug14 SaveSlotOversight.png
  • Levels don't feature proper save file icons yet. Rather, they use Crash 2's level icons as placeholders.
    • Save slots display a life counter instead of the relic one, identically to Crash 2.
    • There is an oversight with the save file icons where the bottom right icon shares the same palette values as the top right one, resulting in a visual bug on the bottom right save slot if the player ever saves the game on the top right file.
    • When entering the game via the "Load Game" option, the memory card menu will not open in the slot selection screen by default.
  • The Time Trial leaderboard box features a darker text color and reads "Best Times". The requirements for relics are missing, and rather than showing a blank top time as "1st", each chamber has the initials of that world's boss (TNY, DIN, NTY, NGN, CTX) holding a default score of 2:00:00 for every level - with the exception of the secret chamber, which presumably uses the initials of the Silver relic (SVR).
  • When Crash enters a portal, his warp sucking animation always points forward instead of toward the center of the portal sphere, causing the animation to point away from it when entering from the edges.
  • The animations for Coco entering and exiting a level have not yet been implemented, as Crash enters and exits her levels in exactly the same way he does with his own stages.
  • Electric gates feature blue textures and lack a proper sound effect when Crash is pushed back.
    • The controller does not rumble when touching the gate either.
  • There are more stars in the sky.
    • The shade of red in the sky has a stronger tone of red between the first and second, and third and fourth chambers.
Crash3-Protos WarpRoom2Camera.png
  • Some of the textures have different lighting, such as the bricks.
  • Wall collisions are more finicky, meaning that the player can often clip out of the scenery and fall off the warp room, especially in the fourth and fifth chambers.
    • If the player dies while a portal is present, that portal's image will be used on all of the other portals in the warp room until the player either enters a level, or restarts the game.
  • In the first chamber, there is a misplaced wall brick texture on the floor next to the portal pad.
    • One of the gears in the scenery is missing its shaft.
    • There is some collision on the floor completely surrounding the portal pad, forcing the player to jump in order to enter the portal.
  • The camera angle in the second chamber is much higher up and can even partially hide Crash.
  • When returning from the third and fourth chamber levels, the music will start playing only after Crash has dropped the retrieved collectibles and performs his dance.
Aug 14 Final
Crash3-Aug14 WarpRoomElevator.png Crash3 WarpRoomElevator.png
  • A non-shaded gem is used as a placeholder for the middle platform that leads to the secret chamber.
  • When the middle platform lands on the central area after leaving the secret chamber, the textures of each chamber (aside from the first one) will break for a brief moment before they get rendered properly. This is due to the game taking longer to replace the textures for the secret chamber, which occupies the same space in VRAM as the aforementioned chambers, causing the game to load them.

Secret Chamber

Crash3-Protos NeodyneHiddenSillhouette.png
  • The room sign reads "Neodyne Systems" in this version, a pun on "Cyberdyne Systems" from the Terminator series.
  • There are no sound effects at all.
  • The secret entrances in Hang'em High and Future Frenzy buttons will spawn Crash at the normal entrance of these levels, making it impossible to access the secret routes without hacking.
  • If you unlock the secret chamber without having all Super Powers yet, the game will give the remaining ones as you step on one of the level buttons belonging to that particular chamber - for example, stepping on Hang'em High will give the Super Charged Body Slam as it belongs to the second chamber, while Future Frenzy gives the first three Super Powers as it belongs to the fourth chamber. Stepping on the new levels will give all Super Powers.
    • Getting a Super Power by stepping on a level button still works in the final game, although this does not apply to the secret chamber buttons.
  • As there is no spawn point set, returning to the warp room from any of the secret levels will put Crash in front of the load/save screen.
  • There is a hidden texture behind the tissue generator that depicts the silhouette of a lab assistant android.

Level Differences

Toad Village

  • When standing behind the wooden logs, a minor glitch can cause the scenery textures to partially overlap Crash and Aku Aku's models.

Main Level

  • The stopwatch is placed further to the middle and closer to the spawn point.
  • The second Aku Aku crate is merged into the pile of three crates before the first knight lab assistant, bringing the total number of crates to 41 instead of 42.
  • The pit on the left in the final uphill section at the end of the level does not have a death trigger, so the player will get stuck after falling into it.

Bonus Round

  • The camera is more zoomed in at the entrance and exit.

Under Pressure

Main Level

  • A wrong texture under the starting point can be seen applied incorrectly when the camera pans over at the beginning of the level.
  • The stopwatch is placed before the first stack of basic crates.
  • The rock formation in the upper right corner of the level outside the first electric tunnel was altered a bit.
  • At the first downstream with two eels, there is a giant rock formation with rendering issues in the scenery that was replaced by a small formation.
  • A rock formation is missing under the small tunnel afterwards.
  • The two sharks above the trio of coral reefs covering crates are placed slightly to the right, which was likely changed due to the second one overlapping with the mine ahead.
  • There is an iron crate inside the third tunnel, right before the final checkpoint.
  • There are rock formations above and under the exit portal tunnel that were removed in the final game.

Orient Express

  • There are no swallows at all.

Main Level

Crash3-July17 RemovedScaffoldings.png
  • The camera angle in the cinematic entrance pans over to an area without scenery. In the final game, the camera is adjusted so as not to show this.
  • There is no invisible barrier behind the starting point, meaning you can just walk backwards and fall into the void and die.
  • The stopwatch is placed in front of the first two crates.
  • The first pit has a misplaced ground geometry on the left side.
  • There are two scaffoldings holding hanging baskets on the left side after the first barrel wagon that were removed in the final game. The background when passing through them also displays some flickering.
  • You are more likely to slam into the wall while attempting to reach the upper floor of the second tower when taking the ramp due to the middle floor's geometry having a rough collision. This seems to be related to the obj_slap_coco placed in the tower walls, which is missing from this build.
    • The columns on the upper floor of the second tower have incorrectly assigned or oriented textures.
Aug 14 Final
Crash3-Protos OrientExpressRemovedEnemies.png Crash3 OrientExpressBarrel.png
  • After the final checkpoint, two oriental lab assistants were replaced by a barrel wagon in the final game.
  • In the last vertical split-path, the camera will still follow the bottom path when taking the upper one without bumping into the ramp.

Bone Yard

  • The level is called "Dino Might!" instead, as it swapped names with the third chamber's prehistoric level.
  • There are no butterflies at all.
  • The majority of the vines on tree trunks that creep along the ground, in particular those on the right side of the scenery, are absent in the final game.

Main Level

  • The stopwatch is placed further to the left, closer to the first crate.
  • The skybox color is light-blue in the volcanic crater area instead of pitch black.
  • The camera may break at the end of the volcanic crater area and not follow the player when attempting to backtrack while walking on the edge.
  • The second pterodactyl from the last chase sequence is present here - due to a bug, it cannot be seen in the final game as it is drawn before the player reaches this area, causing it to fly away prematurely. In particular, its growl can be heard from a distance in the swamp after the third checkpoint.

Gem Path

Crash3-July17 BoneYardCavemanRedGem.png
  • The red gem path camera transition has a different angle.
  • The first checkpoint crate is a regular one instead of iron, meaning it is impossible to get the box gem for the level. It also brings the total number of crates to 67 instead of 66.
  • There are invisible steps behind the start area of each chase sequence.
  • When the second chase sequence begins, the caveman lab assistant will fall off from his saddle and be squashed by the triceratops. This animation does not play anywhere else.
    • You can interact with him by turning around as soon as the triceratops starts moving, such as spinning him away, jumping on him, or even taking damage upon contact.
  • In the second chase, the second mini-volcano is placed further to the right.
  • There is no invisible barrier in the cave behind the exit portal, causing the player to fall when approaching it.

Makin' Waves

  • The level is called "Aye Matey".

Main Level

  • There is a bomb out of bounds behind the starting point.
  • The first row of Wumpas is placed further to the left, being closer to the stopwatch.

Tiny Tiger

Aug 14 Final
Crash3-Protos TinyThumbnail.png Crash3 TinyThumbnail.png
  • The boss icon isn't shown on the right when the button is pressed down, as well as the portal graphic missing Tiny in the picture.
  • Occasionally when leaving the level, Crash will respawn in front of the first chamber, rather than being ejected from the level's portal.

Main Level

  • There is no music in the level.
  • The skybox is blue, while the bottom half is black.
  • The pre-fight cutscene features a higher camera pan that shows off the embroidered cover above Cortex's throne, rather than focusing on Cortex himself. Cortex himself, as well as the enclosure containing him and his throne, don't exist, leaving an empty void where they would've appeared.
    • The cutscene lacks sound effects.
    • The fragments released by the pillars that Tiny breaks have bright yellow undersides.
Aug 14 Final
Crash3-Aug14 TinyIntro.png Crash3 TinyIntro.png
  • The podium has only a single trident on each side of Tiny's platform, and the blue teal texture behind Tiny is of lower quality.
Aug 14 Final
Crash3-Protos TinyWallTexture.png Crash3 TinyWallTexture.png
  • The pillar paintings on either side of the Colosseum walls were replaced by a portrait of a lab assistant in Roman armor.
    • Texture tiles also have a higher resolution in the final game.
  • The only sound effects present are Tiny's jumping & stomping, and his roar when releasing the lions, which are re-used from Crash 2.
  • You cannot spin on Tiny right away as he performs his final trident attack.
  • The controller does not rumble when hitting Tiny.
  • If you hit Tiny with a super body slam, he will lose his collision and will not be able to physically hurt Crash. You won't be able to attack him either, with the sole exception of body slams.
  • Staying close to Tiny as he gets up after being hit will harm Crash.
  • Lions cannot be defeated by jumping on them.
    • Defeating too many lions consecutively can freeze the game.
  • Crash will do his dance after defeating Tiny. In the final NTSC-U release, there is an oversight preventing it from happening.
  • The game is not programmed to give free Aku Aku masks in this level if the player dies too many times.

Gee Wiz

  • There are 93 crates throughout the level, rather than 100 in the final game. However, the total box counter indicates 105 crates, leaving 12 crates unaccounted for, making it impossible to get the box gem. These crates are a leftover layout of the old futuristic bonus round from earlier builds, located beyond the end of the level.

Main Level

  • The stopwatch is placed further to the left side.
Aug 14 Final
Crash3-Aug14 GeeWizCrateLayout.png Crash3 GeeWizCrateLayout.png
  • The 2x2x2 locked crates found in the final game are just a single one here.
  • The puddle of water originally reached the wooden log just after it, where it stopped between the Aku Aku crate and locked crates in the final game.
  • The slot crate before the final checkpoint cycles through Nothing - Fruit - Life - TNT - Aku Aku. This pattern cannot normally be seen in the final game.

Bonus Round

  • The crate hovering over the bottomless pit in the bonus round is placed further to the right.

Time Trial

  • The only time crates in the level are one 2-second and 3-second crate right at the beginning.

Hang'em High

Aug 14 Final
Crash3-Protos HangEmHighThumbnail.png Crash3 HangEmHighThumbnail.png
  • The camera angle in the portal graphic is further up.
  • Some elements of the scenery are missing.

Main Level

  • The two buildings on each side at the beginning lack a ceiling, as seen in the cinematic entrance.
  • There is only one iron arrow crate at the beginning instead of two.
  • The third bouncy tarp at the top is placed horizontally.
  • The stopwatch is placed behind the right basic crate, instead of being on the right side of it.
  • An extra row of five Wumpa fruits is present on the bouncy tarp after the first scimitar lab assistant.
  • In the second bouncy tarp after the first checkpoint, a row of five Wumpa fruits under the suspended ? crate is missing.
  • Afterwards, the stack of crates is spaced further behind.
  • At the beginning of the second hanging mesh, there is an extra gap right before the first two crates.
Aug 14 Final
Crash3-July17 HangEmHighBonusSection.png Crash3 HangEmHighBonusSection.png
  • The ground where the bonus platform is located is much higher up, meaning you can simply jump back on the railing - as such the iron arrow crate is not there.
  • There are two more rows of Wumpa fruits at the end of the second hanging mesh section.
    • The scenery around is more enclosed.
  • The second hanging mesh extends further forward, while the wooden floor is shorter.
  • The box arrangement after the final checkpoint is different. Rather than the Nitro on top, there is a slot crate with a TNT below.
  • The bouncy tarp ahead lacks a row of four Wumpa fruits under the suspended basic crate, which is also placed further to the left.
  • The last stack of crates after the pot-carrying monkey is placed further behind.
  • As there are no Nitro crates in the level, the Nitro detonator is consequently missing.
  • There are two extra TNTs right before the box counter. That brings the total number of crates to 81 instead of 96.

Bonus Round

  • The bonus entrance transition has a different camera angle and the platform clips through one of the buildings.
  • The bridge of iron crates and the exit platform are lowered, which makes the slot crate harder to see as the HUD icons overlap it.
  • The scenery has flickering issues when the platform is carrying in and out of the bonus round.

Secret Path

The secret route has absolutely no objects in it, besides Crash's spawn object. Only collision and scenery are there, which also means it is not possible to complete as the last jump is too far. This also means there is no yellow gem.

  • The camera angle in the starting point is further to the left.
  • Overall the scenery lacks some buildings and details.
  • A building in the scenery at the middle of the straight 3D hallway features an open area.
  • The towers around the platforms in the second side-scrolling segment are missing.
  • The penultimate platform is wider.
  • At the end of the path, the final platform that would hold the yellow gem features a parapet wall on the right edge. This implies that the secret path would not have the platform connecting to the end of the main level path, but rather an exit portal.
  • Due to the lack of a proper respawn point, if you die, you will enter a death loop and won't be able to stop dying until you run out of lives.

Hog Ride

Main Level

  • Driving at low speeds on the edges of the asphalt can cause the player to clip through the terrain and fall off the map, as there is no floor collision in certain spots.
  • There is a cactus placed next to the road on the right side of the starting area.
  • The stopwatch is placed at the center of the road after the start line.
  • The first crate is moved more to the right.
  • The second curve sign erroneously points to the left.
  • There is a cactus placed next to the road after the second police car, while a second one is present next to the gas station.
  • The basic crate next to the third police car afterwards is placed further to the left.
  • The basic crate before the fifth police car is placed further to the right.
  • Another cactus placed next to the road afterwards.
  • The box counter is placed on the right side of the road rather than in the middle.

Tomb Time

  • The door leading to the alternate path is a timed door instead of a purple gem door, which will lock out after about a minute inside the level. Once closed, you will not be able to access the path until you re-enter the level.
    • If you enter the path within the time limit, the door will remain open even if you die afterwards.
  • The spotlights are brighter.
  • Crash plays the balancing animation when on the edges of the green snake tiles.
  • When Crash is killed by the jar monkeys in the first section, the death animation of him being covered in dust always plays, whereas in the final game an oversight causes the angel animation to be used interchangeably.
  • Sometimes an audio bug can happen when breaking crates around the final oil floor section, causing a specific sound effect to loop indefinitely.

Main Level

  • There are no extra lives on each side of the Cortex sphinx head at the start of the level.
  • The stopwatch is placed on the right side of the entrance.
Aug 14 Final
Crash3-Aug26 TombTimeCorridor.png Crash3 TombTimeCorridor.png
  • The corridor with the first set of jar monkeys is narrower.
  • The first Aku Aku crate is placed further behind, next to the lever pulling lab assistant.
  • The second Aku Aku crate at the beginning of the left path is missing.
Aug 14 Final
Crash3-Aug14 TombTimeLeftPathEnding.png Crash3 TombTimeGemPathEnding.png
  • The connection back from the alternate path to the main path near the end of the level is different: the deactivated moving platforms are always present, and there is an extension of the ground next to them, which makes entering the alternate path from the back as easy as slide-jumping onto the platforms. There are also four extra crates on said new ground, bringing the total number of crates to 98 instead of 95.
  • The final two crates are placed on each side of the floor.
  • There is an extra row of two red scarab platforms at the very end, which was replaced by a solid floor in the final game.
  • The ! switch is placed on the right edge.

Hard Path

  • The collision for the walls is extremely rough, making it easy to fall off through the walls.
  • There is no clear gem at the end of the path.

Midnight Run

  • The columns on the upper floor of the towers have incorrectly assigned or oriented textures.

Main Level

  • The stopwatch is placed in the middle of the level just after Pura, rather than behind the second oriental lab assistant.
  • In Time Trial, manually resetting the level from the pause menu will replay the level's cinematic entrance, causing Coco to fall off the scenery and die each time the level is restarted in this way, as the spawn point is offcamera and the game only draws what is visible on the screen.

Dingodile

Dingodile Tiny Tiger
Crash3-Aug14 BossThumbnailPlaceholder.png Crash3-Protos TinyThumbnail.png
  • The level uses a seemingly even earlier version of Tiny Tiger's portal graphic as a placeholder, with the camera angle placed further back.
  • The boss portal displays level stats like regular levels, featuring a crystal, gem and relic, despite none of these being obtainable here.
  • The early underwater theme is used as a placeholder. Dingodile's boss theme is not present in this version.

Main Level

  • The pre-fight cutscene has some flickering in the scenery and lacks sound effects.
    • Since there is no voice acting, Dingodile's mouth also does not move during the sequence.
  • Normal footsteps sound effects are used rather than the snow ones.
  • The only sound effect to play is the landing of the fireball attack, which re-uses the generic explosion sound effect as opposed to a unique sound.
  • Dingodile has no animations while firing his gun upwards - he will just spin in place.
  • Dingodile loses health when he is directly attacked, rather than losing health when his flamethrower explodes like in the final game.
  • The controller does not rumble when hitting Dingodile.
  • The game is not programmed to give a free Aku Aku mask in this level if the player dies too many times.

Dino Might!

  • The level is called "Bone Yard" instead, as it swapped names with the first chamber's prehistoric level.
  • The collision for the scenery is a bit rough at some parts, causing Crash to be able to go out of bounds in certain areas.
  • The scenery textures around the start of chase sequences are the same as Bone Yard. In the final game, it was changed to a greenish tone.
  • Mini-volcanoes lack sound effects.
    • They will be detected as a target when you aim the Fruit Bazooka at them.
  • You can crawl under the yellow gem platforms.
  • When the Crash-fish spins, it re-uses Crash's spin animation and sound effect.
    • It also doesn't make splash particles and sounds.
  • Crash-fish will not devour Crash when killed by it, instead he will simply disappear instantly upon contact.
  • In Time Trial, Baby T doesn't appear out of the egg already.
  • Through glitches, if you ride Baby T past where Crash is normally dismounted, the triceratops will not come out of the cave if Crash is mounted on him.
    • This causes the game to lag when approaching the last puddle of lava towards the end of the chase sequence, launching Crash very high into the sky as soon as the lag starts.
    • Attempting to start the chase while dismounted from Baby T will freeze the game.

Main Level

Crash3-Aug14 DinoMightCrateLayout.png
  • There is no invisible barrier behind the starting point, allowing the player to walk out of bounds.
  • The stopwatch is placed on the center.
  • The first mini-volcano is placed further to the right.
  • At the beginning of the level, there is a ? crate and an Aku Aku crate right ahead. In the final game, the Aku Aku one switched places with the ? one and in its place was added a stack of iron crates with a life crate on top.
  • The tree trunks in the scenery around the nest where Baby T's egg is located are greyish.
    • There is a step around the nest, forcing the player to jump to proceed.
  • At the end of the Baby T section, the first mini-volcano is placed further behind, while the second one is further to the right.
  • Crash will not automatically dismount Baby T when reaching the volcanic crater area, which also results in an invisible barrier preventing the player from continuing while Crash is mounted.
  • There is extra vegetation at the very end of the final chase.
  • The exit portal is placed further away from the wall.
  • There is no invisible barrier at the end of the level, meaning you can just walk backwards and go out of bounds.

Bonus Round

  • Locked crates at the end of the bonus round do not provide Wumpa fruits automatically.

Gem Path

  • There is an invisible current at the beginning.
  • A locked crate is missing from the stack with the TNT in the volcanic crater area. As a result, Crash will take damage when he attempts to break the bottom crates with the super body slam, as it will destroy the TNT crate as well. It also brings the total number of crates to 111 instead of 112.
  • There is a fallen log placed between the first and second pterodactyls.
  • Due to the absence of Eggipus Rex, the second pterodactyl behaves like a regular enemy.
    • The log it's standing on is also closer to the middle of the level path.
  • There is another fallen log placed right before the seventh lava pool.
Aug 14 Final
Crash3-Aug14 DinoMightGemPath.png Crash3 DinoMightGemPath.png
  • There is no gem at the end, as well as some of the floor nearby being fully covered by swamp.
    • The swamp also lacks reflections.
  • Some of the trees placements in the scenery at the end of the path were removed in the final game.
Aug 14 Final
Crash3-Aug14 DinoMightGemPathSecret.png Crash3 DinoMightGemPathSecret.png
  • Instead of five hidden extra lives at the end of the yellow gem path, there is an exit portal in this build. It is also named obj_warp_out_secret.
    • The secret exit on its own does nothing, aside from spawning Crash in front of the load/save screen instead of in the third chamber, and adding an extra 1% when used.
  • There is no tower of iron crates after the portal to prevent the player from going out of bounds.

Deep Trouble

  • This level holds the blue gem instead of the red one.
  • Pufferfish in the tunnels will not die when Crash loses a mask.
  • Sometimes an audio bug can occur that causes a particular sound effect to loop indefinitely.
  • A black polygon will appear on the background in the upper right corner of the screen when Crash goes further down the level.

Main Level

Crash3-Aug14 DeepTroubleBoxes.png
  • The stopwatch is placed further below on the ground, before the submergible.
  • The blocked path of iron crates containing TNTs features four more TNTs.
  • The camera is zoomed in on the first segments of the submergible until the first shark.
  • There is an extra Nitro crate covering the path afterwards, with a path of Wumpa fruits going over it. The other Nitro above is also placed further up.
  • The coral reef holding a ? crate before the first tunnel section is placed slightly to the right.
  • There is an iron crate inside the first tunnel section.
  • The scenery on the right outside the first electric blades tunnel was altered - the top is a rock formation in the final game.
  • There is more vegetation in the scenery in the first downstream section after the first eel.
  • There are holes on the rocky formation in the scenery in the second downstream section inside the tunnel.
  • The scenery on the right outside the second electric blades tunnel was altered - the top is a rock formation in the final game.
  • Activating the ! switch at the end of the level will not cause Crash to drop the submergible once he approaches the tunnel to go back to the death route split-path. You have to manually lose the submergible by taking damage instead.
  • Crash does not drop the submergible when approaching the exit portal.
    • Speed boosting next to the portal will get past it and won't suck Crash in.

Alternate Path

Crash3-July17 DeepTroubleHardPathTunnelExit.png
  • The two basic crates inside the iron crates covering the death route are TNTs instead.
    • Due to the different crate arrangement, it's possible to access the path early by exploding the TNTs by spinning next the iron crates.
  • The path of Wumpa fruits and the checkpoint crate at the beginning are missing, bringing the total number of crates to 87 instead of 83.
  • The rocky scenery is unfinished on the right side of the level in the downstream tunnel section.
  • The geometry for the exit tunnel is mostly missing.
  • The bottom left Nitro crate after the tunnel is closer to the bottom right one, resulting in a tighter space to dodge.

High Time

  • The level holds the red gem instead of the purple one.
  • It shares the same portal graphic as Hang'em High.
  • Overall, there are less elements in the scenery, such as oriel windows, decorative tents and buildings.

Main Level

  • The stopwatch is placed on the right side of the wooden planks, rather than further back on the left side, next to the spawn point.
  • The respawn point at the start of the level is farther ahead.
  • In the first upwards section, there is a single iron arrow crate instead of two at the bottom and top.
  • The first upwards section isn't split properly, allowing Crash to stand on the vertical wall halfway through.
  • There is a pair of bounce crates right next to the bonus platform.
    • A building is missing on the right side of the scenery.
  • The death route platform is placed further behind, and the right basic crate was replaced by an Aku Aku crate in the final game.
  • In the second upwards section, there is also a single iron arrow crate instead of two at the bottom and top.
  • The start of the wooden floor bridge with the sword-throwing lab assistant was expanded in the final game.
  • There are two extra basic crates making a line of three next to the TNTs at the end, bringing the total number of crates to 89 instead of 85.

Bonus Round

  • The camera angle in the bonus entrance transition is different, showing an overview of the bonus round and some flickering in the background.
  • The last building is placed lower.

Death Route

The death route is located next to the main path, and part of it can also be seen from a distance during regular gameplay. In the final game, the entire section was moved away from the main level.

  • There are no Wumpa fruits throughout the path.
  • The iron arrow crates are placed further to the left.
  • There is a parapet wall extending to the middle in the left bottom edge of the upwards floor.
  • There is a keyhole window overlapping the wooden floor before the hanging mesh section that was removed in the final game.
Aug 14 Final
Crash3-Aug14 HighTimeDeathRoute.png Crash3 HighTimeDeathRoute.png
  • A sword-throwing lab assistant is present in the hanging meshes segment, which was removed in the final game. Interestingly, this would have been the only instance in the game where Crash would have to pull his legs up on the hanging meshes in order to avoid the blade attacks.
  • There is no scorch mark near the end.
  • The exit portal is misplaced, and the buildings in the scenery are different.

Road Crash

Aug 14 Final
Crash3-Aug14 HotRodLabAssistantFront.png Crash3 HotRodLabAssistantFront.png
  • This level features an earlier version of the hot rod lab assistants, lacking textures for the hood scoop, grille, and headlights.
  • Cactuses have a darker palette.

Main Level

  • The stopwatch is placed further to the left.
  • The first two crates are placed further behind, close to the stopwatch.
  • The first ramp has two basic crates in mid-air placed lower. It was changed to a single one in the final game.
  • The ? crate in the first set of roadblocks is placed further to the left.
  • The alien sign that leads to Hot Coco in the final game is absent, as is the level itself (technically).
  • A gas station is present on the right side of the road next to where the alien sign would be placed in the final game.
  • The ? and basic crates before the second ramp are placed in the middle of the road.
  • There is a line of three basic crates before the third ramp. It was changed to a single one in the final game.
  • There is no curve sign on the right side of the road after the third ramp.
  • The ? crate after the third boost pad is placed on the right side of the road.
  • In the fourth ramp, there are three basic crates in mid-air placed lower that are extremely difficult to reach.
  • In the fifth ramp, there is a life crate in mid-air placed lower, followed by a removed stack of four crates on the road, bringing the total number of crates to 36 instead of 25. The stack was replaced by a single ? crate in the final game.
    • Oddly, there is a ? crate placed in the same spot as the life crate. This is barely noticeable as hitting the life crate will break both, although one may notice the player receiving Wumpa fruits upon breaking it for the first time. Furthermore, the box tally will add two crates to the total.
  • Another stack of four crates is present after the fifth boost pad, which was replaced by a line of four crates in the final game.
  • The basic crate before the final curve is placed on the right side of the road.

Double Header

  • The rain is strong and always constant, unlike the final game, where the rain gets heavier as Crash progresses through the level.
    • There is also no rain ambience sound effect.
  • No water droplets are released from certain elements, such as wooden logs, pennant banners, the bonus round scenery, or castle gateways.
  • There are no lightning visuals.
  • Castle structures are not drawn throughout the level's chunks, so they only become visible as you get closer.
  • The decorative bushes are overall misplaced in the scenery.
  • No sound is heard when the giant lab assistants swing their clubs.
    • Knocking them down or bouncing on their bellies will not make any sound either.
    • The blur effect of the clubs when they swing is missing.
    • They cannot be defeated with the Fruit Bazooka.
  • There is no death animation of Crash being smacked against the camera by one of the swinging clubs at this point, he turns into an angel instead.

Main Level

  • The camera angle in the cinematic entrance pans over the background, which has some flickering.
  • The stopwatch is placed slightly to the right.
  • There is no invisible barrier behind the starting point, meaning you can just walk backwards and fall into the void and die.
  • The puddle of water after the bonus is more greyish in color.

Bonus Round

  • The bonus transitions feature a slightly different camera angle, which pans over to a part without scenery of the skybox, and results in serious rendering issues in the bonus round area.
  • Raindrops don't fall diagonally.

N. Tropy

N. Tropy Tiny Tiger
Crash3-Aug14 BossThumbnailPlaceholder.png Crash3-Protos TinyThumbnail.png
  • Just like Dingodile, it also shares the same seemingly earlier version of Tiny Tiger's portal graphic as a placeholder.
  • The boss portal also displays level stats like regular levels, featuring a crystal, gem and relic. The gem corresponds to the second gem in Sphynxinator.
  • The early underwater theme is used as a placeholder. The boss theme is not present in this version.

Main Level

Crash3-Aug14 NTropyArabian.png
  • There is no pre-fight cutscene.
  • The camera is zoomed noticeably closer than in the retail build.
  • All sound effects are missing.
  • The platform Crash stands on is textured differently, appearing to re-use assets from the Future levels and lacking the gear pattern seen in the final build.
  • N. Tropy's orb projectiles have a unique homing trajectory here which isn't used at all by his retail counterpart - the orbs would home in on Crash and chase him until they gradually disappear. In the final game, they are either shot high or low and don't track Crash at all.
  • The patterns of the platforms that appear to reach N. Tropy on the other side are always the same.
  • The controller does not rumble when hitting N. Tropy.
  • N. Tropy will not automatically kill Crash if he is on the same platform as him.
  • The lighting for the oriental scenery is much brighter.
Aug 14 Final
Crash3-Aug14 NTropyArabiaTexture.png Crash3-NTropyArabiaTexture.png
  • The arabian scenery has different textures in the background and features a largely grey palette, as opposed to the dark blue hue seen in the final game.
  • The generic angel death animation is used when Crash is killed by all of his attacks.
  • If the player dies too many times, the game will provide an Aku Aku mask. In the final game, that only happens with Tiny Tiger and Dingodile.
  • Crash respawns facing towards the camera.

Sphynxinator

  • The level is called "Sphynxter".
  • The gem path in this level requires the green gem instead of the blue one.

Main Level

  • The stopwatch is placed further to the left side of the level.
  • The floor on either side of the first pit at the start of the level is missing a collision. As a result, the player can clip through the scenery fall off the stage.
  • The camera transition in the platform at the end of the left split-path has a slightly different angle.
  • The moving platform after the first checkpoint clips through the level's geometry.
  • A patch of 2x2 red scarab platforms is present after the spear floor. It was later replaced by a normal floor.
  • The scenery on the right side of the corridor is missing.
  • There is an extra pit at the end of the oil section before the final checkpoint.
    • It also features a misplaced black polygon on the left side of the scenery.
  • The ? crate before the moving columns is missing afterwards.
  • Another ? crate right before the bonus entrance is missing, bringing the total number of crates to 103 instead of 105.
  • The bonus platform is slightly clipped into the level's geometry on both sides.
Aug 14 Final
Crash3-Aug14 SphynxinatorExtraTrap.png Crash3-Final SphynxinatorRemovedTrap.png
  • There is an extra spear floor right before the last set of jar monkeys.

Gem Path

Aug 14 Final
Crash3-Aug14 SphynxinatorGemPath.png Crash3-Final SphynxinatorGemPath.png
  • The corridors and ceiling are very narrow, and the collision for the walls is extremely rough, making it very easy to fall off through the walls.
    • Due to the tighter walls, most hieroglyphics patterns are consequently different across the path.
  • Also due to the tight space, most pits are square-shaped.
    • These pits feature a proper texture in the edges connecting to the oil surfaces.
  • The fourth step of the stairs at the beginning doesn't have a proper collision, making it very easy to fall off through.
  • There is a snake before the first pit.
  • A flamethrower lab assistant is present before the second set of jar monkeys.

Bye Bye Blimps

  • When the stopwatch falls from the sky after shooting the blimps, it will "break" as if it were a regular crate when it hits the ground.
  • Due to a glitch, the number of pilot lab assistants flying around the player can be reduced by shooting down a blimp before they start spawning onscreen - you can get no pilots to spawn at all if you shoot down the nearest blimp quickly enough.
  • The ability to pause or shoot gets temporarily disabled when a blimp is falling down.
  • If you pause the game while there are too many bullets onscreen, a visual glitch will cause the text and 3D models on the menus to stop drawing.

Main Level

  • The spawn point is placed slightly lower.
  • There are only 5 blimps rather than 7, and the first one is placed closer to the spawn point, before the stopwatch balloon.
  • There are no health balloons.
  • The ballooned stopwatch is placed behind the first blimp.

Tell No Tales

  • The color of the buoys are inverted. The yellow ones are on the left side, while the red ones are on the right side.

Main Level

  • The stopwatch is placed further to the left.
  • The crystal replaces the extra life in the final game on the final ramp at the end.

Future Frenzy

  • It shares the same portal graphic as Gee Wiz.
  • Some elements of the scenery are either slightly misplaced or missing.
  • It is not possible to backtrack from the 2D section back to the beginning of the level as the platform lacks the backtracking function and will disappear when going offscreen, making the box gem impossible to get through normal means.

Main Level

  • The stopwatch is placed slightly further to the left.
  • The third conveyor belt moves faster.
  • There is a ! switch next to four outline crates, bringing the total number of crates to 130 instead of 133. They were replaced by a stack of 2x2x2 locked crates in the final game.
  • The Aku Aku crate at the start of the side-scrolling segment is located in mid-air right after the iron crates.
  • You cannot fall off the edge of the first conveyor belt in the side-scrolling segment.
  • The skyscraper wall around the second checkpoint is all made of glass.
Aug 14 Final
Crash3-Aug14 FutureFrenzyRemovedConveyorBelt.png Crash3-Final FutureFrenzyRemovedConveyorBelt.png
  • There is a conveyor belt afterwards that was replaced by a normal floor in the final game.
  • The skyscraper in the second launcher fan with TNT crates is lower, and almost reaches the rooftop level around the final checkpoint.
  • The conveyor belt right after the bonus platform moves faster.
  • The orange laser fence layout after the final checkpoint is different - the first one is placed on the ground and located further to the right, the second one is higher, while the third one entirely missing.
  • The crystal is placed further forward, at the edge of the conveyor belt.
  • Afterwards, there is a flipping platform where the pit is, which also has a larger gap as the edge of the floor is shorter.
  • After the final elevator, the wall of glass extends to the third launcher fan.
  • The pit gap in the third launcher fan is larger due to the edge of the floor on the other side being shorter.
  • The skyscraper wall at the end of the level is entirely made of glass.
  • The Nitro detonator is not present, despite the level having Nitro crates.
  • The exit portal is placed further back, overlapping the box counter.

Bonus Round

  • The bonus platform model is offset upwards. The actual collision is still below the model.
  • The bonus transition is zoomed out and causes flickering in the scenery.
  • There are no Super Power hints in the wall.
  • The last two suspended crates at the end are placed lower.

Secret Path

  • It shares the same portal graphic as Bone Yard.
  • The conveyor belts are darker.
  • The scenery has flickering issues at some parts.
  • All flipping platform sections are conveyor belts instead.
  • There are no laser fences.
  • The suspended Nitro crates are placed lower.
Aug 14 Final
Crash3-Aug14 FutureFrenzySecretStart.png Crash3-Final FutureFrenzySecretStart.png
  • The beginning has the same height of the rest of the path and with no gap in between.
  • There is an extra basic crate next to the first pair of Nitro crates.
  • The conveyor belt before the checkpoint moves faster.
  • A tower is missing on the right side of the scenery next to the checkpoint area.
Aug 14 Final
Crash3-Aug14 FutureFrenzySecretMiddle.png Crash3-Final FutureFrenzySecretMiddle.png
  • There are two conveyor belts - one after the stack of crates and other before the wall of crates. Both were replaced by a normal floor in the final game.
  • The last stack of crates is surrounded by two overlapping UFO lab assistants.
Aug 14 Final
Crash3-Aug14 FutureFrenzySecretEnding.png Crash3-Final FutureFrenzySecretEnding.png
  • There is a gap between the platform and the last conveyor belt.
  • The clear gem is placed slightly lower, while the platform out of the path is misplaced half-sunken and in front of the gem.
  • The scenery at the end of the path features a trio of giant pillars.
Crash3-Aug14 FutureFrenzyDeathRoutePlatform.png
  • The exit platform turns into a death route platform when transitioning to the main level. This is a leftover from a point in development where the secret path was originally intended to be a proper death route, as seen in the July 17th, 1998 prototype.
  • Due to the lack of a proper respawn point, if you die, you will enter a death loop and won't be able to stop dying until you run out of lives.

Time Trial

  • A 1-second time crate is missing in the first section, next to the set of Nitro crates.
  • A 2-second time crate is missing at the beginning of the side-scrolling section, after the first spiked shell.
  • A 1-second time crate is missing before the first launcher fan.
  • A 1-second time crate is missing before the first elevator.
  • A 1-second time crate is missing after the bonus entrance.
  • A 2-second time crate is missing before the second elevator.

Tomb Wader

  • The level holds the purple gem instead of the the blue one.
  • It shares the same portal graphic as Tomb Time and Sphynxinator.
  • The icons for the Super Powers in the pause menu erroneously have the underwater color filter applied.
Aug 14 Final
Crash3-Aug14 Scarab.png Crash3 Scarab.png
  • Scarabs have different elytra textures.
  • Round platforms that float in the water are significantly smaller.
  • Crash will automatically crouch jump if he is deep enough into the water.
    • You can actually survive the flooded water by crouch-jumping repeatedly in quick succession.
    • Crash will not drown if he falls into the water once it starts receding.
  • Getting blown up by TNT crates will play the default explosion animation instead of the generic angel one.
  • Bouncing over the shields of the shield lab assistants shares the same properties as a bounce crate - the bounce is higher and the sound pitch gets higher with each successive jump.
    • They cannot be defeated with the spin attack when their shield is up or if you are bouncing over the shield.
    • Performing the super body slam on the shield or spinning on top of it can cause Crash to get stuck inside the lab assistant.
  • Due to a glitch, Crash is unable to hit the wheels to open doors after taking any damage if he is next to one. As a result, you will have to lose a life or re-enter the level to use them again.
    • If you take damage and enter a loading zone with the wheel object while you are flashing, the game will crash.
    • Alternatively, you can backtrack to make it unload then reload it to fix.
  • Timed doors will not go up immediately after Crash is crushed, causing him to get stuck inside and eventually die if there are no masks left.
    • If the water rises while Crash is crushed, he will immediately switch to the drowning death animation.
    • The doors also don't make any sound when they come down.
  • The water won't stop rising during the Aku Aku invincibility.
  • The wading animation contains an oversight which doesn't result in a death when spinning next to a TNT crate or getting crushed by a timed door while touching the water on its rising or flooded state, as Crash will instantly revive.
  • There is a glitch that if you die at a certain point of the level and respawn at the very beginning of the level, depending on the water level can make Crash instantly drown every time he respawns, softlocking the game. Otherwise, there will be a slightly flooded water at the beginning, making Crash wade through the first segment of the level - approaching the first scarab will unload the water state.

Main Level

  • The camera angle in the cinematic entrance comes from the right side of the level, flying over to the left and then zigzagging to the right again. In the final game, the camera simply approaches from the back.
  • There is no invisible barrier at the beginning of the level, meaning you can just walk backwards and fall into the void and die.
  • The respawn point at the start of the level is farther ahead.
  • The camera angles in the second and third checkpoint corridors are higher up.
  • The bonus platform is slightly clipped into the level's geometry on both sides.
  • There is an extra pit in the rising water section after the bonus entrance.
  • There is a ? crate suspended over the first stack of iron crates instead of an Aku Aku one.
  • The third stack of iron crates contains four basic crates on them.
  • The crates behind the shield lab assistant after the final checkpoint are TNT crates instead of Nitro crates.
  • The fifth stack of iron crates also contain four basic crates on them, bringing the total number of crates to 96 instead of 88.
  • There is no death zone in the pit at the end, meaning you can fall and walk into the void.

Gone Tomorrow

  • It shares the same portal graphic as Tomb Time and Sphynxinator.
Aug 14 Final
Crash3-Aug14 MissileRobot.png Crash3 MissileRobot.png
  • Missile robots are colored red with green eyes rather than olive with red eyes, and shoot four fireballs from a random side each.
    • They make no sound effects.
    • Their draw distance is smaller.
    • They are invulnerable against Aku Aku invincibility while launching missiles. Rather, Crash will be knocked back when attempting to defeat them.
    • The wrecking animation doesn't play when defeated by spin or invincibility.
  • The crystal for this level is not present.

Main Level

  • There is no cinematic entrance.
  • Crash spawns further behind.
  • The first conveyor belt moves faster.
  • There is a spiked shell next to the first two crates.
  • The trio of crates before the first missile robot has a basic crate on the right, which was replaced by an Aku Aku one in the final game.
  • The conveyor belt before the first checkpoint moves faster, and a regular UFO lab assistant is present instead of the ground one.
  • The scenery has some flickering around where the four outline crates are located.
  • A skyscraper is missing in the scenery at the end of the first section.
  • After the first checkpoint, the conveyor belt moves faster.
  • The second skyscraper in the side-scrolling section is lower, as the rooftop level can be seen.
  • The first crate bridge consists of two sets of outline crates. Hitting the ! crate will fill in the top row, which is supposed to make the bottom row inaccessible. The bottom row is triggered by a ! crate in the gem path. The bottom row can still be broken by tornado-spinning and jumping out of the spin.
    • The scenery of the skyscraper behind is incomplete.
  • The conveyor belt afterwards moves faster.
  • The fifth skyscraper is also lower.
  • The glass background after the second crate bridge starts before the laser fence.
  • After the final checkpoint, there is a single iron arrow crate instead of two.
  • The background afterwards in the upper floor is filled of glass.
  • At the beginning of the final section, a ? crate was removed in the final game, bringing the total number of crates to 75 instead of 87.
  • The final conveyor belt moves faster.

Bonus Round

Crash3-Aug14 GoneTomorrowBonus.png

The bonus round is a straight line with two life crates. It is also not normally accessible as the platform is locked.

Gem Path

  • True to its internal name, the gem platform in this level was originally purple instead of green. Consequently, the gem path has purple shading on the floor instead of green.
  • The gem transition has a different camera angle and also features rendering issues in the level's scenery.
  • The skyscraper holding the "CORTEX TOWERS" billboard at the start of the path is placed almost offscreen.
  • The first conveyor belt moves faster.
Aug 14 Final
Crash3-Aug14 GoneTomorrowChangedLayout.png Crash3-Final GoneTomorrowChangedLayout.png
  • The conveyor belts were extended and the floor was shortened, and the UFO lab assistant was removed in the final game.
  • The conveyor belt after the missile robot moves faster.
  • At the end of the gem path, the skyscraper holding the "NGIN ROCKETS" billboard is placed too close to the platform.
  • A skyscraper is missing in the scenery at the end.

Orange Asphalt

  • The level name is misspelled as "Orange Asphault".
  • It shares the same portal graphic as Road Crash.

Main Level

  • The first two basic crates are placed in the middle of the road.
  • The first ramp on the left contains three basic crates in mid-air. It was changed to a single one, placed higher.
  • The following two basic crates before the third police car are in different position - the first one is placed in the right side of the road, while the second one is placed slightly to the right.
  • The two basic crates after the roadblocks are placed on the right side of the road.
  • After the first ramp jump, there is a stack of four crates on the right, which was replaced by a single crate in the final game.
  • The second pair of ramps are closer to each other.
  • In the two ramp section ahead, the first ramp contains two basic crates in mid-air placed lower down, while the second one doesn't have any. A crate was moved to the second ramp in the final game.
    • The right roadblock on the second ramp is placed straight. In the final game, it's tilted.
  • Afterwards, the path of Wumpas is placed on the middle of the road, which was moved to the left corner in the final game.
  • After the ramp with a boost pad behind, there are two extra basic crates in the left side of the road.
Aug 14 Final
Crash3-Aug14 OrangeAsphaltHole.png Crash3-Final OrangeAsphaltHole.png
  • Afterwards, there is a pit on the side of the boost pad, which was removed in the final game.
    • The curve sign is also erroneously pointing to the right.
  • In the left ramp followed by a pit, there is a stack of four crates which was replaced by a single crate in the final game.
  • In the ramp ahead, the three mid-air crates on the first one are placed lower down.
  • The second left ramp contains three mid-air crates instead of a single one.
  • The third right ramp agains contains three mid-air crates instead of a single one, bringing the total number of crates to 34 instead of 20.
  • The box counter is placed after the finish line, although the gem can still be collected by going out of bounds near the finish line. The game will respawn you after the finish line, making it able to collect it and turn around.

Flaming Passion

  • The level is called "Crash Kabob".
  • It shares the same portal graphic as Hang'em High.
  • Some elements in the scenery are either missing or removed, such as towers, tower domes, oriel windows, decorative tents and buildings.

Main Level

  • There is no cinematic entrance.
  • The building on the left, before the first checkpoint, features the pointed window texture rather than the keyhole one.
  • There are four fire traps after the first checkpoint instead of three, although only two are functional due to the other two arsonists erroneously facing the opposite direction. The extra arsonist is placed on the right side.
  • The crystal is placed higher up between the vertical flying carpets, making it easy to miss when jumping between them. It was moved further back in the final game.
  • The building before the second climb is smaller, forming a gap between the two buildings.
Aug 14 Final
Crash3-Aug14 FlamingPassionUpwardsLayout.png Crash3-Final FlamingPassionUpwardsLayout.png
  • After the second checkpoint, a vertical flying carpet is used rather than a floor with iron crates. There is also parapet walls on the bottom edge.
  • There are no scorch marks in neither of the following three arsonists in the upwards section.
  • At the top before the death route platform, the building ahead of the left is smaller, being able to see the rest of the level in the background.
  • The bouncy tarp after the death route has a small gap between the wall, causing Crash to fall when bouncing next to the wall.
  • An extra arsonist is present afterwards. There is no ceiling and the wall on the right is a parapet instead.
  • A pot-carrying monkey is present right before the third checkpoint. It was replaced by a scimitar lab assistant in the final game.
  • The building on the left containing an arsonist after the bonus entrance is wider and larger, making the bonus platform clip through it when returning to the level. The building on the left afterwards is higher, while the right one is lower.
  • The final bouncy tarp also has a small gap between the wall.

Bonus Round

Crash3-Aug14 FlamingPassionBonus.png
  • The bonus round is a straight line with two life crates, bringing the total number of crates to 49 instead of 75.
  • The total box counter is set to 0.

Death Route

Crash3-Aug14 FlamingPassionDeathRoute.png

The death route does not exist yet, meaning no green gem either. The platform to it is locked, and the only traces of it in the level are the four Wumpa fruits at the beginning, the collision around that area, and the exit platform, which is placed out of bounds. Similarly to High Time, however, the path would have been located next to the main level, whereas in the final game it is placed further away.

Mad Bombers

Crash3-Aug14 MadBombersBalloons.png
  • There are no regularly-placed crates in the levels, instead, three ballooned crates come out from each of the first four airplanes destroyed. However, crates may go downwards, making it impossible to hit them.
  • Pilot lab assistants deal 1% damage instead of 2% in the final game.
  • The balloon attached to the crystal is not displayed properly.

Main Level

  • The spawn point is placed slightly lower.
  • The stopwatch is not placed on this level, making it impossible to start the time trial to earn a relic.
    • If placed back manually, the stopwatch will not disappear when shooting the airplanes, meaning you can destroy four of them first, then start the time trial and destroy the last one for an easy Platinum relic.

Bug Lite

  • It shares the same portal graphic as Tomb Time and Sphynxinator.
  • Similarly to Gone Tomorrow, the crystal for this level is not present.
  • The icons for the Super Powers in the pause menu are erroneously colored black.
  • The inside of the pyramid goes completely dark when the firefly flies away. In the final game, the walls emit some lighting.
    • The spotlights are brighter.
  • Pits in the outside sections have a different texture around the corners.
  • Pulling the Fruit Bazooka in the outside sections will turn Crash's torso and the bazooka itself completely black.
    • Wumpa fruit shots are also black, and the explosion visual effect does not appear.
  • The anubis statue pillars share the same texture used in Tomb Time, featuring more stripes and cracks.

Main Level

  • There is no cinematic entrance.
  • There is no invisible barrier at the beginning of the level, meaning you can just walk backwards and fall into the void and die.
  • There is a 2x2 stack of crates at the beginning that was replaced by a snake in the final game. The snake is placed ahead instead, where the row of Wumpa fruits would be located afterwards.
  • Next to the first pit, there are misplaced textures on the right side of the scenery.
  • The second pit containing a crocodile is smaller.
    • The crocodile also cannot be seen before it gets out and after it jumps into the pit.
  • At the end of the second pit, there are more misplaced textures on the right side.
  • The decorative building in the scenery next to the third pit is untextured.
  • The floor textures at the entrance of the pyramid have a blue tone, and after the first checkpoint, the floor textures from the pyramid itself are placed further ahead.
  • The first pit inside the pyramid is larger.
  • There are three closing doors instead of two before the wall of crates.
  • There are four red scarab platforms instead of two after the wall of crates.
  • The blue gem platform is missing, making it impossible to get the extra gem.
  • In the second outside section, anubis statues and some pillars on the left side of the scenery have the moonlight blue shading from the beginning section applied.
  • There are four extra Nitro crates scattered after the wall of locked crates, and the pit right ahead is missing. That brings the total number of crates to 131 instead of 120.
  • The pits before the final checkpoint are smaller.
  • There are two extra red scarab platforms after the final checkpoint.
  • In the third outside section, anubis statues and some pillars on the left side of the scenery also have the moonlight blue shading applied.
  • The exit portal doesn't light up the surrounding scenery.

Bonus Round

  • The bonus platform is misplaced half-sunken. If the player dies in the bonus round, Crash will also respawn half-sunken into the ground.
Aug 14 Final
Crash3-Aug14 BugLiteBonus.png Crash3 BugLiteBonus.png
  • The bonus round design uses iron crates for its solid platforms like all other Egyptian bonuses, whereas in the final game Bug Lite is the only bonus to use Egyptian scenery.
  • The three 4x1 iron crate bridges are made of basic crates instead.
  • The firefly's lighting and the Fruit Bazooka do not function in the bonus, making it extremely difficult to complete it without carrying at least two Aku Aku masks.
  • The total box counter is set to 0.

Gem Path

While the gem path is completely non-existent, three iron checkpoint crates are the only traces far out of bounds (iron checkpoint crates are scattered throughout the path in later prototypes before being completely removed).

  • The first crate would be placed after the giant pit with the green gem platform.
  • The second crate would be placed at the beginning of the purple gem path room in 2D perspective - with scarab and moving platforms, while the third one would be at the back of the same room where the yellow gem platform drops the player.

Ski Crazed

It is actually Hot Coco in everything but name. All of its data was moved onto new files in the final game. It is the only level in the entire trilogy to behave like this.

  • It shares the same portal graphic as Makin' Waves.
  • The level stats indicates a crystal, which is unobtainable normally.
  • The level is referred to as "Ski3" in the pause menu.
    • It also says this is level 27.
  • The directional arrow is present in this level. Since there is no path to follow as you are free to explore a large open area, it doesn't work properly and points towards out of bounds direction.
  • The sky coloration has an intense shade of red, which was later used in the "real" Ski Crazed.
  • Sharks don't move around.

Main Level

  • There are three bombs instead of two on each side behind the ramp close to the starting point.
  • There are two extra bombs surrounding two ? crates in the eastern corner of the map.
  • In the ramp next to a checkpoint crate near the volcano, the bombs behind it form a U-shape, whereas in the final game it's only the two parallel lines.

Time Trial

  • From the starting point, there is a life inside a ? crate next to a 3-second time crate among the set of six bombs, but once you take this life and restart the level, that crate becomes another 3-second time crate.
  • With the exception of checkpoint crates and Nitros, every time crate is a 3-second one instead of 2-second.

Area 51?

  • It shares the same portal graphic as Hog Ride.
  • Pause menu says this is level 26.
  • You are given a crystal for winning the race instead of a gem.
  • There is only one other UFO who you encounter very early on.
  • The icons for the Super Powers in the pause menu are erroneously colored black.
Aug 14 Final
Crash3-Aug14 UFO.png Crash3-Final UFO.png
  • The UFO model is untextured, does not emit light, and it re-uses the hot rod lab assistant car's sound effects.
    • It has a simpler behavior, constantly moving from one side to the other and ignoring obstacles, as well as not hovering in the air to dodge police cars.
    • It does not fly away after crossing the finish line either.
  • Traffic cones are missing from the sides of the road. Instead, there are power poles in the scenery, which were removed in the final game.

Main Level

  • The stopwatch is not placed on this level, so it is not possible to start the time trial.
  • There are three basic crates instead of two, slightly to the right.
  • A basic crate before the first roadblock is missing.
  • Another basic crate after the first police car is missing.
  • There are three basic crates instead of one before the first boost pad.
  • There are two basic crates behind the first ramp. In the final game, there is a single one floating.
  • There are three extra basic crates before the second police car.
  • There are two extra basic crates after the third police car.
  • The basic crate after the fourth roadblock is placed closer to the pit, and more to the right.
  • There are two extra crates right before the second ramp.
  • There are two basic crates behind the second ramp. In the final game, there is a single one floating.
  • There are two more crates after the fifth boost pad.
  • Three crates are missing after the seventh roadblock.
  • The sixth boost pad before the third ramp is placed on the left side of the road.
  • There are three extra crates before the seventh police car.
  • A basic crate is missing before the eleventh roadblock.
  • The two crates afterwards are placed on the left side of the road and are more farther away from each other.
  • A basic crate on the right curve after the fourteenth roadblock is missing.
  • There are three crates instead of one after the seventh boost pad.
  • In the final section, the crates after each boost pad are missing, bringing the total number of crates to 30 instead of 24.
Aug 14 Final
Crash3-Aug14 Area51TrucksEnding.png Crash3-Final Area51Ending.png
  • The final ramp in the level has Crash to jump over untextured trucks, which were removed in the final game.
  • The checkered line texture and finish line structure are missing.
  • The box counter is missing at the end, making it impossible to collect any gems.

Rings of Power

  • It shares the same portal graphic as Mad Bombers.
  • The level stats shows a crystal, which is unobtainable normally, while the gem is the box gem - winning the race gives the Future Frenzy's secret gem.
  • Pause menu says this is level 28.
  • A life sound effect plays when flying through the active rings, while a TNT beep sound plays when flying through the inactive ones.

Main Level

  • The spawn point is further upwards.
  • There is no Death Tornado Spin icon on the first ring to hint the player on how to gain extra speed.

Soundtrack Differences

Most of the tracks are early variants of their respective themes, featuring different melodies or rhythm.

Level Aug 14 Final Notes
Title Screen
File:Crash3 TitleTheme.ogg This theme acts as a placeholder for the main theme and the warp room, and is also assigned to levels for which the music hadn't been composed yet. It could be heard on the game's official website, as well as in the demo featured as a hidden unlockable in Spyro the Dragon upon booting it up. In 2013, composer Josh Mancell posted the "pre-console" version of this track on his SoundCloud, labeling it as a demo for the underwater levels.
Warp Room File:Crash3 WarpRoomTheme.ogg
Future
Medieval
The differences are the lowered octave strings at the beginning and repeated harp samples.
Atlantis
It has different mixing and glitches out at the beginning.
China
Prehistoric
It has a different breakdown moment.
Jet Ski
It has an unused supposed woodblock sample that isn't present in the final, then later replace by a different instrument with slight changes in the melody too.
Arabian
Highway
It has a slower rhythm (190 bpm in the beta, 205 in the finished result) and different instrumentation, such as the trumpets.
Egyptian
It lacks ride bells and the samples are quieter.
Bye Bye Blimps
Mad Bombers

Unused Content

Unused Graphics

Mutato Muzika

Crash3-Protos MutatoMuzika.png

The title screen level data contains an unused splash screen (bmutD) of Mutato Muzika - the game's composers - which would be displayed after the Universal logo. Interestingly, the exact same screen originally appeared in the June 15th, 1997 prototype of Crash 2.

Early N. Tropy's Head Clock

Crash3-Aug14 CutsceneNTropyClock.png

Despite this build not having any kind of cutscenes, all of the character textures used in the intermission vortex cutscenes (except for Aku Aku's) can be found in the warp room texture data. This texture sheet contains an early, static version of the clock texture used on N. Tropy's hat.

Early Medieval Textures

Crash3-Protos UnusedMedievalTexture1.png Crash3-Protos UnusedMedievalTexture2.png

In the Medieval levels, there is a set of leftover textures, including a question mark that implies it is from an earlier version of the bonus round that was originally located underground. The texture is different from the one used in prerelease footage, meaning that the trapdoor bonus platform's textures must have been redone atleast once before scrapping the whole idea and using floating platforms.

Older Prehistoric Death Route

Aug 14 Final
Crash3-Aug14 PrehistoricSkull.png Crash 3 - PrehistorySkull.png

The unused death route texture present in the Prehistoric levels is of lower quality. The death route had already been removed at this point, so efforts to enhance it were pointless.

Alien Sign

Crash3-Protos AlienSign.png

In the Highway levels, an early version of the alien sign is already present in the texture pages, despite not being in the level yet. It has smaller eyes and the coloring is reversed, featuring a black outline filled with yellow instead of a black face with yellow eyes and mouth.

This texture can been seen in the September 26th, 1998 prototype.

Blue Gem Door

Crash3-Aug14 UnusedBlueGemDoor.png

In the Egyptian levels, the textures for the gem path door in Tomb Time can already be found in the texture pages. Interestingly, the gem is colored blue here, suggesting that the blue gem path would initially be located in this level before being assigned to Sphynxinator.

Early Baron Icons

Crash3-Aug14 UnusedBiplaneIcon.png Crash3-Aug14 UnusedCocoBiplaneIcon.png Crash3-Aug14 UnusedBlimpIcon.png

The early set of HUD icons in the Baron levels seen in earlier builds is still present in the texture pages:

  • The health icon of Crash's biplane, the Orange Baron, that was later replaced by Crash and Coco's aviator icons is still present in Bye Bye Blimps and Mad Bombers. A variant of Coco's biplane icon, the Flying Queen, can also be found in Bye Bye Blimps.
  • The blimp icon that was replaced with rotating 2D pre-rendered sprites is still present in Bye Bye Blimps and Mad Bombers.

Conveyor Belt Edges

Crash3-Aug14 UnusedConveyorBeltTextures.png

Crash3-Aug14 RotatingConveyorBelt.gif

In the Future levels, there are unused textures of the 2D floor edges that were likely intended to rotate in the conveyor belt segments.

N. Tropy Clock

Crash3-Aug14 UnusedTropyClockGraphic.png Crash3-Aug14 UnusedTropyClockPointer.png

Although the N. Tropy boss fight does not have a pre-fight cutscene at this point, the level already contains the textures for the clock and the hour hand. Notably, there is only one hand instead of two, and its graphic is quite similar to the one used in the title screen logo.

Unused Text

Early Level Names

The pause menu contains an array of level strings grouped in with the other text, which is intended to display the name of the current level while the game is paused. Since each level file contains its own pause menu code, the menu text is also stored separately in each file and is loaded within the level. However, a couple of these level strings appear to be outdated depending on the level in this build, revealing names from an earlier point in development that cannot normally be seen.

The majority of the levels feature an earlier set of strings that includes leftover names for Future Frenzy, Gone Tomorrow, Bug Lite, Ski Crazed, and Area 51?. With the exception of Ski Crazed, such levels already feature the updated strings in their pause menu code, making their older names to be present only in other levels where these strings would not be displayed.

  • Future Frenzy is referred to as Fast Forward.
  • Gone Tomorrow is referred to as Future2.
  • Bug Lite is referred to as Egypt4.
  • Area 51? is referred to as Highway4.
  • Ski Crazed is referred to as Ski3.

This particular set of level names can be found in the code for the title screen, the game over screen, Under Pressure, Orient Express, Bone Yard, Makin' Waves, Hog Ride, Tomb Time, Midnight Run, Dino Might!, Deep Trouble, Road Crash, Bye Bye Blimps, Tell No Tales, Tomb Wader, Orange Asphalt, Mad Bombers, Ski Crazed, Tiny Tiger, Dingodile, and N. Tropy.

Boss Levels

N. GIN
N. CORTEX

Although only the Tiny Tiger, Dingodile and N. Tropy boss fights are present in this version, the level names for the other bosses can be found among the level strings.

Unused Models

In the Baron levels, there are untextured models of a silo (Si1jV) and barn (Ba1jV), with the latter having a red vertex coloring. Despite being in all three levels, these were likely to be featured in the rural scenery of Bye Bye Blimps.

Unused Animations

Crash3-Aug14 UnusedCavemanAnimationLS3cV.gif

In the Prehistoric levels, the caveman lab assistant has an alternate riding animation (LS3cV) where he bounces up and down abruptly, making his legs swing higher.

Crash 2 Startup Logo Leftover

The Universal logo screen with Crash 2 copyright info can be found in the title screen data.