If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Proto:Crash Bandicoot: Warped/August 26th, 1998 build

From The Cutting Room Floor
Jump to navigation Jump to search

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

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

To do:
Check Platinum relic times for Toad Village, Bone Yard, Makin' Waves, Road Crash, Bye Bye Blimps, Orange Asphalt, and Rings of Power.

The August 26th, 1998 prototype of Crash Bandicoot: Warped is a preview version of the game dated over a month and a half before the final NTSC-U release version. It was released on May 1st, 2021.

The game will crash shortly after the Universal logo screen when checking for special memory card data, therefore a patch is needed to play the game properly.

Debug Features

Debug 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 five features to be seen: GET ALL, GET RELICS, OPEN LEVELS, ALLOW CAM, and NO CHEATS.

  • GET ALL: Allows you to gain 25 Crystals and 25 Bronze Relics from the start, as well as all colored gems and all abilities for Crash.
  • GET RELICS: Allows you to gain 25 Bronze Relics from the start.
  • OPEN LEVELS: Unlocks all areas of the warp room. Logically not available if you're 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. 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 start/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.

Debug Values

Holding R2 and opening a portal lets you see Time Trial times without the level's Crystal, but also shows a fourth value set in the bottom right corner. Applies to all levels that can show times, including the bosses. This fourth set flashes between the playtime on the last level played and another unknown value called "B 0 G 0".

General Differences

Crash 2 Leftovers

Unsurprisingly, a good amount of elements present in this build are incomplete and use placeholders lifted from the previous game. These are:

  • Some save file icons, including a life counter instead of the relic one.
  • The crystal and gem particle effects and sounds.
  • Checkpoint crates lacking the chime sound when opened.
  • The white screen transition when entering or leaving a level.
  • The warp out sounds.
  • The title screen, barring the intro slideshow, the logo and the background.
  • Movement speeds while in third mask invulnerability.
  • A portion of sound effects which were newly created for this game are missing at this stage, with the majority of sounds present in this build being leftovers.

Other Differences

  • Character icons are in a rather primitive state: 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), Cortex, N. Gin, and Tiny re-use their boss portraits from Cortex Strikes Back as placeholders (albeit with very minor differences between the two games, such as N. Gin and Tiny's lack of shading and Cortex's eyes and head shape being a bit larger), while Coco, N. Tropy, and Dingodile all use early icons, seemingly styled after Crash 2 in terms of size. While Dingodile and N. Tropy's are largely similar to their final icons with minimal changes (Dingodile's ears and snout being redrawn, N. Tropy's clock being changed from grey to green), Coco's icon is completely different and 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. Interestingly, the icons for Dingodile & N. Tropy in Crash Team Racing bear a closer resemblence to the icons in this version than in the final build.
Japanese International Aug 26 Crash 2
Crash-icon-comparison-1.png Crash-icon-comparison-3.png Crash-icon-comparison-2.png Crash-icon-comparison-4.png
  • The portal design for entering and exiting levels is different, featuring an older design for the time twister warp room.
Aug 26 Final
Crash3Portal.png Crash3-warporb-final.png
  • The controller vibration option is called "Shock" instead.
  • Sapphire Relics are known as Bronze Relics instead. Logically, they are bronze-colored.
  • All the new music that is in the game is incomplete, usually with 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.
  • The bonus round music tracks don't loop properly and they just start over.
  • The vortex cutscene area, intro cutscene and outro cutscenes are all missing.
  • Demo mode is absent.
  • Descriptions for the power-ups do not exist yet, and a life sound effect plays when grabbed.
  • Crystals and gems don't play the choir sound effect or have any particle effects, identically to Crash 2.
  • Masks are lost upon re-entering the warp room, so they can't be taken into other levels.
  • Crash jumps out of Coco's levels. Coco's animation for exiting levels doesn't seem to exist at this point.
  • Double-jumps cannot be chained with enemy bounces.
  • Body-slamming next to Wumpa fruits won't collect them.
  • A yellow aura effect is missing when Aku Aku is summoned or lost.
  • There is no "Entering Time Trial" text when starting a Time Trial.
  • Time crates work in a completely different manner to the final game - when the player breaks a time crate, instead of freezing the timer for said time, it will take away the amount of time from the box. Despite this, they still cannot get the timer to go below 0 seconds.
  • Time crates don't count when broken by something else (triceratops or throwing an enemy on it).
  • Time Trials don't provide three Aku Aku crates.
  • When the player receives a relic, the relic will go offscreen after a second just like all other items, whereas in retail it stays on-screen until the screen fades out.
  • If the player gets another Aku Aku while already in the third invulnerability mask, its timer does not reset.
  • If the player uses the Fruit Bazooka while invincible, the invincibility will immediately be cancelled.
  • Eggipus Rex is missing, and Hot Coco is present in the files but can't be accessed via normal means.
  • The max percentage you normally can reach is 99%. A clear gem from Rings of Power can't be collected.
  • The game automatically awards the Fruit Bazooka upon acquiring 20 Crystals and the Speed Shoes after beating N. Tropy.
  • Crash will always aim the Bazooka forward, regardless of the direction he is currently facing.
  • There is a delay before you can start moving after using the Fruit Bazooka.
  • The Game Over screen features the blue background from Crash 2.
  • By the end of Time Trials, whether you score a new record or not, the music volume will decrease during the "Enter name" screen, just like in the original, but if you select "Restart trial", the music will remain lower even if you exit to the warp room, and if you keep finishing the level and selecting restart level multiple times, you can make the music volume decrease to 0% eventually.
  • There is no sound effect for each letter you input on the "Enter name" screen at the end of time trials.
  • Fake Crash Easter eggs didn't exist at this point.
  • The disintegrating death animation lacks sound effects.
Level Aug 26 Final
Toad Village 1:12:00
Under Pressure 2:05:00
Orient Express 0:58:00
Bone Yard 1:58:00
Makin' Waves 1:18:00
Gee Wiz 1:44:00
Hang'em High 1:30:00
Hog Ride 1:00:00
Tomb Time 1:49:00
Midnight Run 1:05:00
Dino Might! 1:34:00
Deep Trouble 2:37:03
High Time 2:27:70
Road Crash 1:42:30
Double Header 1:36:00
Sphynxinator 1:58:00
Bye Bye Blimps 1:42:53
Tell no Tales 2:25:00
Future Frenzy 2:35:80
Tomb Wader 3:05:00
Gone Tomorrow 2:23:10
Orange Asphalt 1:48:90
Flaming Passion 2:00:00
Mad Bombers 1:48:00
Bug Lite 2:08:03
Ski Crazed 1:53:80
Area 51? 2:21:70
Rings of Power 1:21:53
  • In Toad Village, the relic requirements are not set correctly. You'll always receive a Platinum for any time under 1:15:00. If the timer passes it, the player will not receive anything instead.
  • In Bye Bye Blimps, the relic requirements are not set correctly. You'll always receive a Platinum for any time under 1:15:00. If the timer passes it, the player will receive a Bronze relic instead.

Medieval Levels

  • Spinning the energy balls from the wizards will simply make them go through Crash and leave him unharmed, whereas in the final game they also get destroyed.
  • There are no blue birds at all.
  • The chickens's feathers won't appear when shot by the Fruit Bazooka.

Atlantis Levels

  • The music is slightly different. It has different mixing and glitches out at the beginning.
  • Crash respawns facing the camera at the beginning of the level.

Oriental Levels

  • Floating crates do not automatically give you the contents within, causing you at times to lose them when running towards one.

Prehistoric Levels

  • During the chase sequences, the moment you pull out the Fruit Bazooka, the triceratops will simply disappear.
  • Time crates won't count if broken by triceratops.

Arabian Levels

  • You can pass through the bouncy carpets if jumping underneath them.

Highway Levels

  • The pre-race countdown increases the pitch for each light sound effect.
  • You can drive backwards with no restraints, though the camera won't follow you. However, there is no floor behind the start line, which results in the game getting confused on where to place you and eventually crashing if you fall down into it.
  • The music is slightly different: it has a different, slower rhythm and different instrumentation.

Egyptian Levels

  • The sliding platforms play a Crash 1 sound effect.

Baron Levels

  • You have full control of the plane during the intro segment.
  • They all use Bye Bye Blimps's music.

Future Levels

  • The blue plasma gates in the 3D sections play the same sound effect as the orange ones in the 2D sections.
  • The shield robots lack sound effects.
  • The music is slightly different: it has a different instrumentation.

Level Differences

Warp Room

  • A music track not used in the final version of the game plays at various areas in this build, including as the theme for the warp room, as well as being assigned to various levels which the music seemingly wasn't composed for yet, including. It can 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.
  • The load/save screen doesn't have the "load/save" text imprinted on it, and has a much more basic design, with a blue border around it. Coco also stands in place on the right side of the screen, looking on the left instead of standing on the left side, looking in front of the camera like in the final.
Aug 26 Final
Crash3-warproom-saveload-alpha.png Crash3-warproom-saveload-final.png
  • Empty save slots still use the Crash 2 icon.
  • Placeholder save file icons from Crash 2 levels are still used on Makin' Waves, Deep Trouble, Hang Time, Road Crash, Double Header, Sphynxinator, Future Frenzy, Gone Tomorrow, Orange Asphalt, Flaming Passion, Ski Crazed, Rings of Power, and Hot Coco.
  • The electric fence gates textures are blue and have no sound effect for touching them.
  • The camera angle for entering warp room 2 is much higher up and can even partially hide Crash.
Aug 26 Final
Crash3Warp2.png Crash3-warproom2-final.png
  • The middle platform leading to the secret warp room uses a blue circle in the center. The bottom textures are also different.
  • The secret warp room is called "Neodyne Systems" and lacks any sound effects.
  • Coco doesn't appear to enter Ski Crazed's portal in the secret warp room.
  • The Platinum times never appear in the Time Trial rankings.

Toad Village

  • There is an invisible life above the second pillar on the left side of the stone bridge before the bonus. Once you jump high enough to get this life, replaying the level and jumping there again, will give you a x20-Wumpa.

Orient Express

  • After the final checkpoint, two enemies are replaced by a stack of barrels in the final game.

Makin' Waves

  • There is a dong sound effect at the beginning.

Tiny Tiger

Aug 26 Final
Crash3-tiny-warproom-alpha.png Crash3-tiny-warproom-final.png
  • The boss icon isn't shown on the right when its button is pressed down, as well as the portal graphic missing Tiny in the picture.
  • The podium of the Colosseum is completely different in design: there is only a single trident on each side of Tiny's platform instead of the final's three tridents on each side, the blue teal texture behind Tiny is of lower quality, and the wall behind Cortex is completely missing.
Aug 26 Final
Crash3-Aug26 TinyIntro.png Crash3-tiny-cortex-final.png
  • The lions cannot be jumped on in this build.
  • Whereas in the final game Crash can touch Tiny as he lands from his final jump, in this build he will be killed instead.
  • There are no sound effects when Tiny gets hit by Crash.
  • The music is slightly different: it has a different instrumentation.

Hang'em High

  • There is only one iron arrow crate at the beginning instead of two.
  • One of the ? crates in the 5 stack is spaced further apart.
  • There is an extra crack at the beginning of the second monkey bar.
  • The bonus exit platform is placed lower down.
  • There are two more rows of Wumpa fruits at the end of the rail section.
  • The box formation after the last checkpoint is different. Instead of the Nitro on top, there is a slot crate with a TNT below.
  • There are two extra TNTs right before the end of the level.
  • The secret path hasn't any Nitro crates. A stack of Wumpa fruits is also missing at the end of the straight hallway.
  • The final platform leading to the main path moves very quickly.
  • The total box count is 81 instead of 96.

Tomb Time

  • There are no extra lives on each side of the Cortex sphinx head at the start of the level.
Aug 26 Final
Crash3-Aug26 TombTimeCorridor.png Crash3 TombTimeCorridor.png
  • The corridor with the first pot monkey is narrower.


Aug 26 Final
Crash3-Aug26 DingodilePortal.png Crash3 DingodilePortal.png
  • The boss icon isn't shown on the right when its button is pressed down, as well as the portal graphic missing Dingodile in the picture.
  • The only sound effect to play is the landing of the fire attack, which plays at a very low volume.
  • The music is slightly different: it has a different instrumentation.

Dino Might!

  • Baby T won't run away if he gets hurt while Crash is mounted on him. Instead, Crash will just dismount, but he will still be able to mount on him again.
    • However, getting hurt after a jump will still kill him.
    • Body-slamming next to Baby T will instantly kill it.
  • When the Bandifish spins, it re-uses Crash's spin sound effect.
  • There is an invisible current at the beginning of the yellow gem path.
  • The second pterodactyl on the yellow gem path that leads to Eggipus Rex is positioned more centrally and doesn't take you to the secret level.
  • There is no invisible barrier blocking Crash at the end of the level, meaning he can just walk backwards and go out of bounds.

Deep Trouble

  • There are no city background textures.
  • The TNT+iron crate layout is different and uses four more TNTs.
  • There is an extra Nitro crate to the bottom right of the first one, with a Wumpa path to go over it.
  • You have to manually lose the submergible to go backwards into the death route section by taking damage.
  • The two basic boxes at the beginning of the death route are TNTs here.
  • The texture for the exit tube in the death route is mostly missing.
  • The total box count is 88 instead of 83.

High Time

  • It shares the same portal graphic as Hang'em High.
  • There are two more bounce crates right next to the bonus platform.
  • In the second upwards section, there is only one iron arrow crate instead of two at the bottom and top.
  • The death route platform carries you into the death route seamlessly without a cut.
  • The music doesn't change in the death route.
  • There are Wumpa fruits in the mesh section of the death route.
  • There is no charred patch near the end of the death route.
Aug 26 Final
Crash3-hightime-burn-alpha.png Crash3-hightime-burn-final.png
  • There are two extra basic crates to make a line of three next to the TNTs at the end.
  • The total box count is 89 instead of 85.

Road Crash

  • The alien sign that leads to Hot Coco in the final game is absent, as is the level itself (technically).
  • There are two extra boxes before the ramp, one extra there and one extra at the other ramp.
  • The total box count is 29 instead of 25.

Double Header

  • There is no invisible barrier blocking Crash at the beginning of the level, meaning he can just walk backwards and fall into the void and die.
  • There is no lightning in the background.
  • The pit of water after the bonus is more grey than blue.

N. Tropy

Aug 26 Final
Crash3-Aug26 NTropyPortal.png Crash3 NTropyPortal.png
  • The boss icon isn't shown on the right when its button is pressed down, as well as the portal graphic missing N. Tropy in the picture.
  • Some sound effects are missing.
  • N. Tropy will not automatically kill Crash if he's on the same platform as him.
  • If the player dies too many times, the game will provide an Aku Aku. That doesn't happen in other boss fights, including the final game.


  • There is an extra hole at the end of the oil section before the last checkpoint.
  • The ? crate after the last checkpoint is missing.
  • The bonus platform is slightly clipped into the main platform on both sides.
  • The total box count is 104 instead of 105.

Future Frenzy

  • The glass behind the final checkpoint is nonexistent.
  • Some of the backgrounds near the end of the level are different.
  • The secret path is mostly the same, with the exception of the start being at the same height of the rest of the path and with no gap in between, all plasma gates are not present, and all green-red platform sections being replaced with conveyor belts.
  • There is an extra basic crate before the checkpoint in the secret path.
  • The total box count is 134 instead of 133.

Tomb Wader

  • It shares the same portal graphic as Tomb Time and Sphynxinator.
  • Crash will automatically crouch jump if he's deep enough into the water.
  • The crates behind the shield lab assistant after the final checkpoint are TNT crates instead of Nitro crates.

N. Gin

Aug 26 Final
Crash3-Aug26 NGinPortal.png Crash3 NGinPortal.png
  • The boss icon isn't shown on the right when its button is pressed down, as well as the portal graphic missing N. Gin in the picture.
  • N. Gin dialogues are absent.
  • Death wasn't programmed yet, as reaching 0% health won't kill Coco.
  • A lot of sound effects are missing.
  • Coco's aim symbol is smaller.
  • N. Gin's mech flaps have a different texture.
  • You can hit the flaps even when they are closed.
  • The mech requires less hits to destroy it.
  • The music is slightly different: it has a different instrumentation.
Aug 26 Final
Crash3-Aug26 NGinMechPhaseTwo.png Crash3 NGinMechPhaseTwo.png
  • The mech textures in phase two are less detailed and lack many details.
  • Pura doesn't appear in the phase two.
  • Once defeated, the mech will just fall apart. It won't blow up sending N. Gin (with fire coming out the missile on his head) offscreen yelling "Aagh! Not again!".

Gone Tomorrow

  • There is no level intro.
Aug 26 Final
Crash3-Aug26 IronBridge.png Crash3-Final IronBridge.png
  • The first crate bridge in the 2D section consists of 2 sets of ghost 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 platform at the beginning of the bonus has a higher height.
  • Some wall textures in the bonus have greenish textures.
  • The green gem path still has purple shading on the floor instead of green.
  • At the beginning of the final section, a ? crate was removed in the final game.
  • The total box count is 88 instead of 87.

Orange Asphalt

  • It shares the same portal graphic as Road Crash.

Flaming Passion

  • It shares the same portal graphic as Hang'em High.
  • There are four fire traps after the first checkpoint instead of 3.
  • There are no charred patches in neither of the following three arsonists in the upwards section.
  • An extra arsonist is present after the death route platform.
  • The iron checkpoint crate is missing from the death route.
  • In the second sword-throwing lab assistant section of the death route, a Wumpa fruit is misplaced in mid-air.
  • A scimitar lab assistant was removed before the third sword-throwing lab assistant of the death route.
  • Some buildings are missing on the background.
  • There is an extra basic crate under the ? one before the stack of two Nitros in the bonus round.
  • The total box count is 76 instead of 75.

Mad Bombers

  • The enemies deal 1% damage in this level instead of 2% in the final game.

Bug Lite

  • It shares the same portal graphic as Tomb Time and Sphynxinator.
  • There is no level intro.
  • The gem path color order is inverted: red, purple, yellow, green, and blue.
  • Due to the different gem order, consequentially the gem path has different shading on the floor for each gem section.
  • An iron checkpoint crate is present at the beginning of every gem section.
  • There is a dragonfly next to the yellow gem platform (purple in final). Since there are no dark segments in the gem route, it has no real use.
  • The green gem platform is misplaced.
Crash3-Aug26 BugLiteGemRoute.png
  • The right chunk at the beginning of the final indoor section is completely black.
  • The final outside section of the gem path doesn't have the gem color shading on the floor.
Aug 26 Final
Crash3-Aug26 BugLiteBonus.png Crash3 BugLiteBonus.png
  • The bonus 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.
  • There are two extra red scarab platforms after the final checkpoint.

N. Cortex

Aug 26 Final
Crash3-Aug26 NeoCortexPortal.png Crash3 NeoCortexPortal.png
  • The boss icon isn't shown on the right when its button is pressed down, as well as the portal graphic missing Cortex in the picture.
Aug 26 Final
Crash3-Aug26 NeoCortex.png Crash3-NeoCortex.png
  • There are no intro cutscenes.
  • The background is static.
  • Uka Uka has two blue flames above his head.
  • There is no light beam between mask lasers.
  • The mask laser sound effect is different.
  • Cortex's shots are silent.
  • Spinning on Cortex doesn't have sound effects.
  • Dying by an energy bolt or mine will transform Crash into an angel.
  • No sound effect when Crash touches the force-field or when it shuts down.
  • The tornado spin of the masks in the second round is white and lacks a sound effect.
  • The final spin attack of the masks lacks Aku Aku during the spin animation. The explosion is also unfinished.
  • There is no credits, so after defeating Cortex the game will return straight to the warp room.

Ski Crazed

  • It shares the same portal graphic as Makin' Waves.

Area 51?

  • It shares the same portal graphic as Hog Ride.
Aug 26 Final
Crash3-Aug26 UFO.png Crash3-Final UFO.png
  • The UFO model is dark blue with red blinking stripes around it, and it uses hot rod lab assistant car's sound effects. The final model doesn't feature blinking stripes, but the lamps will blink instead.
  • The final jump in the level has Crash jump over (untextured) trucks, which in the final game are replaced with police cars.
  • The crates are placed in more inconvenient paths.
  • The total box count is 56 instead of 24.

Rings of Power

  • It shares the same portal graphic as Mad Bombers.
  • There is no Death Tornado Spin icon on the first ring to hint the player on how to gain extra speed.
  • It's impossible to get the race gem, as winning in first place will provide the wrong gem (Future Frenzy's secret gem).

Hot Coco

  • The level is called "Hidden Treasure".
  • The directional arrow is present in this level. Since the level doesn't require it as you are free to explore an open map, it doesn't work properly and points towards out of bounds direction.
  • The sky coloration is the same one used in Ski Crazed.
  • One of the bomb formations was changed: the bombs form a U-shape in this build, whereas in the final game it's only the 2 parallel lines.