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Proto:Crash Bandicoot: Warped/July 17th, 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 July 17th, 1998 prototype of Crash Bandicoot: Warped is a preview version of the game dated around three months before the final NTSC-U release version. It was released on December 25th, 2023.

Contents

Cheat Features

Some debug mode features are enabled by default in this version:

  • Press Triangle in the warp room to open all areas.
  • Press L2 in the pause menu to get all colored gems and unlock all abilities for Crash.

To enable the rest of the debugging features, you can turn on debug mode with the following GameShark code:

8006A6E8 0100

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.

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.
July 17 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 July 17 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.
July 17 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%.
  • Aku Aku has a red nose in his default state. Due to an oversight, his nose is miscolored gray in the final game.
July 17 Test Drive Demo Final
Crash3-July17 ClockCrate.png Crash3-TestDrive IronStopwatch.png 300px
  • Stopwatches were originally iron crates with a clock graphic on them, taking the form of an outline crate before retrieving the level's crystal.
  • 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.
  • Aku Aku floats on the right side of the character when they are facing away from the camera, rather than on the left.
    • He also does not float alongside the character when riding a vehicle or animal or when you start running with the Speed Shoes, causing him to fall behind offscreen most of the time or even obstructing the player's visibility at certain times.
  • Bounce crates can be bounced up to six times, and you get one Wumpa fruit on the sixth bounce.
    • The sixth bounce will always give you the fruit, regardless of how long you leave it be.
    • In some levels, the sixth bounce counts towards the main tally even when the player is in a bonus round.
    • Body slamming on the crate or breaking it while invincible will provide one Wumpa fruit instead of two.
  • Slot crates drop their contents instead of being picked up automatically if there is no crate on top of them.
    • Fruit slots give 9 Wumpa fruits instead of 20.
    • Blank slots give one Wumpa fruit instead of nothing.
      • The fruit counts towards the main tally even when the player is in a bonus round.
  • The box tally does not show the total in bonus rounds.
  • Gem platforms do not have the correct textures applied, and may commonly miss their solid outer edge.
  • The spinning crate hologram on the box counter has a lighter shade and is always transparent.
    • 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.
  • The warp sphere graphic does not swivel on its axis to face the camera, so the image is displayed at a fixed angle, causing it to look off depending on the level. This is particularly noticeable in levels with open environments.
  • 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 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.
    • The mask is also awarded for respawning at iron checkpoint crates after repeatedly dying.
  • Super Powers as collectibles do not exist yet. They are not awarded after defeating a boss, but automatically for every 5 crystals retrieved (i.e. you receive the Super Charged Body Slam after retrieving 5 crystals, the Double Jump after 10 crystals, etc.).
  • Extra lives will not turn into a single Wumpa fruit once collected.
  • 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 will usually return to outline form whenever you die - whether in bonus rounds or time trials. However, once you've stepped on the platform, it will remain permanently active no matter how or where you die, even after you re-enter the level.
  • 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 Fruit Bazooka controls feel rather clunky at this point. The most notable change is the unlocked movement, allowing the player to aim with a full 360° rotation.
    • You can pull out the bazooka anywhere - warp room, boss fight, etc.
    • Crash will always aim the bazooka straight ahead when pulling it out, regardless of which direction he is facing. This is particularly annoying in side-scrolling sections, as he usually aims it as if he were in 3D sections.
    • The vertical axis is inverted.
    • The animation of Crash pulling out and putting away the bazooka was drastically sped up in the final game.
    • You have to wait until the animation of Crash putting the bazooka away ends before you can move again.
    • 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.
    • Crystals, gems, checkpoints, iron crates, and lifting platforms are detected as a target when you aim at them.
  • Getting hit by something while holding the bazooka causes an unusual glitch where Crash's torso pose holding the weapon will remain alongside his regular animations - and pressing Circle will both shoot Wumpa fruits and crouch at the same time. This also applies during all death animations.
    • If Crash has a mask, certain enemies will play the kill animation as if Crash was defeated (goats, frogs, knights, lions, genies, and pot-carrying monkeys).
  • If you hold the bazooka while standing on a moving platform that will travel between loading zones (e.g. the moving columns in Sphynxinator and the elevators in Future Frenzy), Crash's torso will disappear and you will remain softlock with Crash's bottom half.
  • 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 lifting 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 Powers tab is entirely absent from the pause menu.
    • The gem stats 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.
  • Fake Crash's cameos after completing the game did not exist at this point.
  • With the exception of Mad Bombers, all levels from the fifth chamber onwards are entirely missing from the disc.
  • Dingodile, N. Tropy, N. Gin and Neo Cortex boss fights are completely absent and thus neither of their buttons will do anything when stood on. N. Gin and Cortex's button is also not normally accessible as only up to 19 crystals can be obtained without glitches.
  • 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 in a primitive state at this point. Elements from regular gameplay will remain the same - there are no time crates at this point, fruits and lives are not removed from the path, and none of the original crates are replaced aside from regular checkpoint crates.

  • The content of the crates is also unchanged, providing Wumpa fruits and extra lives as usual.
  • All levels have placeholder relic requirements of 2:00:00 for Silver, 1:40:00 for Gold, and 1:15:00 for Platinum.
  • The clock crate does not disappear from the level when the player moves too far ahead from it.
    • When activated, the crate returns to its outline form.
    • No ticking and cha-ching sound effects play when activating the clock crate.
    • There is no "Entering Time Trial" onscreen notice the first time you start the time trial.
    • The crate cannot be activated with the Fruit Bazooka.
    • After activating it, if the crate despawns by moving far enough away from the it and then coming back, you will be able to break its outline form as if it were a regular crate.
      • The ! switch activation sound effect will be heard when the crate respawns.
  • There is no clock icon next to the chronometer.
  • Starting the time trial with Aku Aku doesn't remove any Aku Aku masks in possession.
  • Bonus rounds are accessible.
  • Lives are normally lost if the player dies in this mode.
  • Iron checkpoint crates don't turn into regular iron crates, thus they can still be activated.
  • There is no Restart Trial option in the pause menu. The only way to restart the trial is either by dying, or after finishing the level.
  • Crash will leap up when becoming invincible. The animation was disabled for this mode in the final game.
  • The end-of-level screen when finishing the time trial is very barebones.
    • The chronometer moves slowly to the center of the screen, and it does not become bigger.
    • 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 round tile textures in the menu corners were squashed in the final game.
  • 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.
  • 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.
  • Wizard lab assistants take two hits to defeat. The first hit destroys their wizard costume, exposing their underwear. This still occurs in the final NTSC-U version if you hit them with the bazooka, but otherwise they go down in one hit. This behavior was reimplemented in the PAL release to increase the game's difficulty.
    • Spinning the magic orbs will simply make them go through Crash and leave him unharmed, whereas in the final game they also get destroyed.
    • Magic orbs don't emit the purple particles when hitting Crash.
    • Crash is pushed back when spinning on the wizards even on the second hit, which does not happen in any of the final releases.
    • They can still be defeated in one hit if you slide on them, though.
    • The hitbox when they are in underwear does not work properly - you can clip through them without taking damage.
  • The goat kick animation does not loop properly.
  • There are no invisible barriers on top of the stone bridge fences.
  • 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.
  • Crates and fruits are placed closer to the edges in bonus rounds.
  • The game will softlock if Crash is cut in half by a knight lab assistant while falling into a pit at the same time.

Atlantis Levels

  • The background lacks the city details, and is more of a navy-blue color.
  • The submergible has a longer cooldown between torpedo shots.
    • You cannot fire torpedoes by pressing X.
    • Crates have a delay before breaking when you boost slightly above them. In the final game, they never break in this case.
  • Torpedo shots also cannot activate the clock crate.
July 17 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.
  • For some reason, one of the warp room texture pages is present in the level data.

China Levels

  • You cannot sprint by holding R2.
  • Pura has a round shadow when he is not being ridden.
    • His leaping animation plays a bit slower.
  • Hanging life crates are ? crates but with extra lives. They also do not automatically give you the contents within.
  • Barrel wagons are smaller as the model is not stretched.
  • 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.
  • Crates have a delay before breaking if you barely touch their edge while jumping. In the final game, they never break in this case.
  • In Time Trial, the chronometer won't stop ticking after reaching the end of the level, making it possible to reach the maximum limit of 9:59:96.

Prehistoric Levels

Crash3-Aug14 CavemanLabAssistant.png
  • You can walk on the sides of the crates in side-scrolling sections.
  • 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.
    • 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.
    • During the invincibility frames, you cannot pass through the triceratops' 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.
    • Body slamming close enough to Baby T or on his back won't make Crash automatically mount on him - rather, he will simply clip through his body.
    • Body slamming on the egg will not hatch it either.
    • Aiming with the Fruit Bazooka at Baby T will detect him as a target.
July 17 Final
Crash3-July17 PrehistoricBonus.png Crash3 PrehistoricBonus.png
  • The bonus platform texture is stored as a 32x32 sprite, rather than 64x64.
  • The invisible walls in the side-scrolling sections are less narrow. As a result of this, you can get into the side of the crates without breaking them.
  • Most of crates placed individually on swamp floors have different rotations.
  • The reflection of Crash's torso when pulling out the bazooka erroneously appears on certain parts of the normal ground.

Jet Ski Levels

Crash3-July17 JetSkiExitPortalAngle.png
  • The controller does not rumble while controlling the jet ski.
  • Crates have a delay before breaking when you drive over them on wave bumps.
  • When Coco is killed by cannonballs or swinging anchors, the wake of the jet ski will appear on the surface above her as she is knocked off her jet ski and sinks into the water.
  • No sound plays when the sailor lab assistant whacks Coco into the water with his oar.
    • The controller does not rumble either.
  • When entering the exit portal, the wake of the jet ski will not disappear and the engine sound will keep revving.
    • The directional arrow doesn't go away either, which results in it being erroneously displayed on the Enter name screen as well.
    • Restarting the time trial will cause the engine sound to continue playing.

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.
  • Scorpions will fly upwards when defeated, rather than going downwards.
  • 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.
  • Pot-carrying monkeys will not be defeated in one hit when Crash loses a mask or while he is invincible.
  • The low-poly model of the towers and domes in the scenery features way less polygons.

Highway Levels

  • Once the crystal is retrieved, the clock crate will only show up if you spend less than 10 seconds in the warp room before entering either of the levels.
  • Scenery objects will pop up in the distance, rather than fogging up.
  • You can drive backwards with no restraints, though the camera won't follow you.
  • The camera angle is turned upwards before Crash spawns.
  • The traffic lights countdown is missing.
  • You cannot perform a start boost by holding X before the race starts.
  • Winding signs cannot be taken down.
  • Some of the sound effects are different or missing:
    • The engine starting sound is slightly longer.
    • The "ding-ding" sound is slower.
July 17 Final
    • The tire screech sound effect is longer.
    • The boost sound effect when running into a turbo pad lacks one of the sound effects.
    • One of the engine noises when accelerating is missing.
    • The hot rod engine sound is different.
July 17 Final
Crash3-Aug14 HotRodLabAssistantBack.png Crash3 HotRodLabAssistantBack.png
Crash3-Aug14 LicensePlate.png
Crash3 LicensePlate.png
Crash3-July17 CrashObjectGlitch.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 and textures are present in the all models, whereas in the final game they are only found in the alternate model without the shadow used for mid-air jumps.
  • 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 8th and 7th place in both levels - and also between 9th and 8th in Road Crash.
  • The exit portal sparks are not drawn properly.
  • As soon as someone crosses the finish line (whether it's the player or an opponent), any hot rod lab assistant that isn't being drawn onscreen will immediately despawn.
  • In Time Trial, the chronometer visually freezes for a few seconds when Crash goes out of bounds.
  • If you go out of bounds while in the same alignment as a ramp, the game can respawn you inside the ramp, resulting in a glitch where the player will turn into the default Crash object.
    • You can move Crash around, although the game tends to freeze after a few seconds.

Egyptian Levels

July 17 Final
Crash3-July17 Sarcophagus.png
  • Switches make a different sound effect.
  • The spotlights are brighter.
  • 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.
  • The jar monkey's laugh plays at a slower rate.
  • You cannot bounce on the pull levers in succession.
  • The sarcophagus mummy's coffin has a different color scheme.
    • This enemy makes no sound effects at all.
    • No unique death animations exist when dying to this enemy.
    • The mummy lab assistant can walk over pits.
    • It will not be defeated in one hit when Crash loses a mask or while he is invincible.
  • Crash does not deflate like a balloon when touching spiked mummies - he turns into an angel instead.
  • There are no sound effects when Crash is poked by the spear floors.
  • Moving platforms only make a sound when moving from right to left.
  • If you get crushed by a door while holding the Fruit Bazooka, Crash will play the death animation of being crushed to his feet instead.
  • Crash cannot use the Fruit Bazooka to hit the switches to open the doors.
    • Aiming the bazooka at the spear floors, platforms, and doors will be detected as a target.
    • 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-July17 BaronCrystal.png
  • Aku Aku is not banned.
  • During the cinematic entrance, the plane moves at the same speed during the gameplay and you also have full control of the plane.
July 17 Final
Crash3-Aug14 UnusedBiplaneIcon.png Crash3-Aug14 UnusedBlimpIcon.png Crash3 CrashAviatorIcon.png Crash3 CocoAviatorIcon.png Crash3 BlimpIcon.gif
  • The health icon uses a top view sprite of the Orange Baron in place of the usual Crash and Coco's aviator icons.
  • The blimp icon is a static sprite, which was later replaced with 2D pre-rendered sprites - it is also used as a placeholder for the airplanes.
  • Health balloons can regenerate only 10% of player's health, rather than 50%.
  • The box gem will not be granted after breaking all crates.
  • 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 clock crate re-uses the ? crate sprite as a placeholder when far away.
    • The balloon holding the crate is also yellow instead of red.
    • The crate will not go away when shooting the blimps, meaning you can start the time trial after destroying most of the blimps.
    • Shooting at the balloon will make the crate fall from the sky, and it will break as if it were a regular crate when it hits the ground.
      • The time trial won't start either.
  • The directional arrow will not reappear once you respawn after restarting the time trial or if you die after destroying all blimps or planes.
  • Planes and objects can block the icons and numbers in the HUD if going over them.
  • In Time Trial, the chronometer is placed above the blimp/airplane counter.

Warp Room

  • The early underwater theme is used as a placeholder. The warp room theme is not present in this version.
July 17 Final
Crash3-July17 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's eyes textures are corrupted. She 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", the chambers 1-4 have the initials of that world's boss (TNY, DIN, NTY, NGN) holding a default score of 2:00:00 for every level - with the exception of the fifth warp room which normally uses the "1st" initials instead.
  • 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 is less visible.
  • Some of the textures have different lighting, such as the bricks and the scenery in the first chamber.
  • Aside from the levels in the first chamber, the music will only start playing when you return from a level after Crash has dropped the retrieved collectibles.
  • 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.
  • As most of the fifth chamber levels are missing, all buttons apart from Mad Bombers are not functional.
  • There is no platform in the center of the warp room leading to the secret chamber, as it requires a different method of access. See the section below for more details.
  • The game may freeze just as Crash is about to finish his dance as an idle animation.

Secret Chamber

Crash3-July17 SecretChamber.png

Similar to the sixth warp room in Crash 2, the secret chamber was also going to be accessible only through secret warp exits. In this version, the only secret exit leading to the room is located at the end of the death route in Dino Might!, which was also removed in the final game.

  • All level entrances redirect to the levels of the first chamber as a placeholder.
  • 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.
  • There is a hidden texture behind the tissue generator that depicts the silhouette of a lab assistant android.
Crash3-Protos NeodyneHiddenSillhouette.png

Level Differences

Toad Village

  • The warp room states that this level holds the blue gem, although it is not actually obtainable in any way. This is a leftover from the first level of Cortex Strikes Back.
  • 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 camera angle in the cinematic entrance is different.
  • The clock crate is placed further to the middle and closer to the spawn point.
  • A ? crate is missing before the first puddle of water.
  • The first checkpoint crate is placed further ahead, after the first slot crate.
  • After the second puddle of water, the ? crate is missing, and the second Aku Aku crate is merged into the pile of three crates - the pile is also placed further to the left.
  • The bonus platform has a smaller detection area.
  • The third checkpoint crate is missing after the third puddle of water.
  • A ? crate is missing after the last stone bridge, bringing the total number of crates of 37 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.
  • The box counter is placed further to the left.

Bonus Round

Crash3-July17 ToadVillageUntexturedPlanks.png
  • The camera is more zoomed in at the entrance and exit.
  • Four wooden planks are untextured below the suspended ? crate.
  • The exit platform has small misplaced polygons.
  • The castle wall in the background at the end is not extended enough, revealing an empty gap.

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 clock crate is placed in the background, 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.
  • The first slot crate contains a life in the cycle pattern.
  • There is more seagrass at the bottom of the first descent.
  • A rock formation is missing under the small tunnel afterwards.
  • Seagrass is present before the first checkpoint.
  • The first submergible is placed further away from the tunnel exit.
  • 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.
  • The invisible barrier behind the starting point is placed further back.
  • The clock crate 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 also have incorrectly assigned or oriented textures.
July 17 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.
  • The box counter is placed further ahead in the middle.

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.
  • You cannot automatically destroy the grass while invincible.
  • Baby T's models/animations and sound effects are present in the level data - these are leftovers from earlier versions of the level where Baby T would appear in the volcanic crater area, before the final chase sequence.
    • There is an obj_dino_blocker (which prevents the player from proceeding with Baby T) placed shortly before the ! switch and where his nest would originally be.

Main Level

Crash3-July17 BoneYardCrystal.png
  • The clock crate is placed further to the left, closer to the first crate.
  • The game briefly stutters when approaching the first puddle of lava after the first side-scrolling section.
  • The skybox color is light-blue in the volcanic crater area instead of pitch black.
    • Pulling out the Fruit Bazooka at the start of the volcanic crater area will teleport Crash to a specific spot. Depending on where the player is, Crash can go out of bounds and get stuck. This is caused by the obj_dino_blocker, which messes up the bazooka.
    • 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 crystal is placed during the last chase sequence, rather than in the volcanic crater area.
  • 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.

Bonus Round

  • The bounce crate at the top of the pile was replaced with an arrow crate instead.
  • One of the life crates above the iron crate formation was replaced with a ? crate.

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.
  • The clear gem is placed offscreen after the exit portal.
    • This gem in question is also the box gem, regardless of breaking all of them. This means that once you've collected it, it will be aligned to the left in the inventory and the box counter will disappear the next time you enter the level.
    • It is only drawn at a specific camera position (internally set as position 18, which is when you go down to the exit portal area), so you have to jump in a certain way for the camera reach that spot. If you walk away from it, the gem object will despawn.

Makin' Waves

  • The level is called "Aye Matey".
  • The total number of crates is 32 instead of 37.

Main Level

  • The camera during the warp spawn is not set correctly, initially facing the left side of the map before panning around the jet ski and then quickly adjusting itself.
  • 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 clock crate.
  • The bomb on the right side of the lane after the first ramp is missing.
  • Another bomb is missing afterwards.
  • The pirate ship you encounter will only fire cannonballs when getting close enough to it.
  • A ? crate is missing right before the first checkpoint crate.
  • Another bomb is missing afterwards.
  • The seagull above the crate is missing.
    • The crate is also a basic one instead of a ? one.
  • The crystal is placed further behind.
  • The section afterwards turns straight to the right instead of going forward, causing an entire chunk of the level not existing in this build, thus making the level shorter than usual.
    • As a result, this final section is nowhere to be seen in the final game. It starts with a ramp with a crate in mid-air, followed by another ramp with three crates in mid-air, then there is a sailor lab assistant and the path turns slightly to the left, with a row of three basic crates afterwards, followed by three bombs ahead.
  • The exit portal sparks are not drawn properly.

Tiny Tiger

July 17 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

Crash3-July17 TinyTigerDefeated.png
  • There is no music in the level.
  • There is no pre-fight cutscene.
  • Cortex himself and the enclosure containing him and his throne don't exist, leaving an empty void where they would've appeared.
  • There are no tridents or pillars on each side of Tiny's platform, and the blue teal texture behind Tiny is of lower quality.
  • The pillar paintings on either side of the Colosseum walls were replaced by a portrait of a lab assistant in Roman armor - although the level geometry does not include anything beyond the camera angle in-game, the remaining parts of the graphic are unused.
    • Texture tiles also have a higher resolution in the final game.
  • The camera angle is placed slighty down.
  • There are no sound effects at all, besides Crash's actions.
  • Tiny's shadow is an indistinct circle instead of being animated every frame.
  • Aku Aku can protect the player from Tiny's stomps.
  • You are immune to Tiny's stomps while spinning.
  • You can use the Fruit Bazooka to hit Tiny.
  • The controller does not rumble when Tiny stomps or after hitting him.
  • 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 hurt Crash.
  • Tiny does not celebrate when Crash is defeated. Rather, he freezes in his default pose.
  • Tiny is missing some animations, such as grabbing a trident or fainting after being knocked out.
    • As Tiny does not have a knockdown animation, he will freeze on the last frame of the animation when he is about to get up.
  • Lions cannot be defeated by jumping on them.
    • When Crash is attacked by the lions while having a mask, they will simply vanish instead of flying away.
    • Performing a super body slam on a lion will hurt Crash upon impact, even if the lion is far enough away from the player.
  • There is no squashed death animation at this point, so Crash turns into an angel instead.
  • Crash will do his dance after defeating Tiny. In the final NTSC-U release, there is an oversight preventing it from happening.
  • The exit portal doesn't appear after the fight is over - Crash will normally be teleported out of the boss arena, although his warping animation will always face towards Tiny's body.

Gee Wiz

  • The background is a just a part of the castle wall with a few bushes misplaced across the skybox. In the final game, it re-uses the background from the other Medieval levels, albeit with the sunset lighting applied.
    • It is not even visible on the main level.
  • Magic orbs of all wizard lab assistants have a longer range and will travel across the pits.
  • There are 94 crates throughout the level, rather than 100 in the final game. However, the total box counter indicates 106 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 clock crate is placed further to the left side.
July 17 Final
Crash3-July17 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 pit before the third puddle of water is larger.
  • The pile of crates containing the third slot crate before the final checkpoint is placed on the left side of the scenery.
  • The pit before the last wizard lab assistant has a larger gap on the left side.
  • There is a TNT crate in the stack of crates in the uphill ahead before the sixth puddle of water.
    • Amusingly, the chicken can be blown up by the TNT explosion if you make it stand next to it. This cannot be seen in the final game as there are no TNT crates placed near the chickens.
July 17 Final
Crash3-July17 GeeWizRemovedPit.png Crash3 GeeWizRemovedPit.png
  • There is a pit before the two knight lab assistants next to the crystal.
  • The box counter is placed further ahead.

Bonus Round

  • The castle walls in the background are completely missing throughout the scenery.
  • A ? crate is placed higher up on top of the ! switch.
  • The crate hovering over the bottomless pit is placed further to the right.

Hang'em High

July 17 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.
  • The secret route is entirely absent at this point - aside from the last building where the yellow gem would be located in the final game. As a result, the yellow gem cannot be obtained.

Main Level

  • There is no cinematic entrance.
  • Crash spawns slightly offscreen.
  • There is only one iron arrow crate at the beginning instead of two.
  • The third bouncy tarp at the top is placed horizontally.
  • The clock crate 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.
  • Two scorpions are present before the slot crate in the second mesh segment.
  • At the beginning of the second meshes, there is an extra gap right before the first two crates.
July 17 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 mesh section.
    • The scenery around is more enclosed.
  • The second 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.
July 17 Final
Crash3-July17 HangEmHighEnding.png Crash3 HangEmHighEnding.png
  • The wooden floor after the checkpoint is shorter and followed by a bouncy tarp. The tarp was removed in the final game and the wooden floor was extended.
  • There is a single wooden plank after the last scimitar lab assistant. In the final game, it is blended with other wooden planks afterwards.
  • The bouncy tarp ahead lacks a row of four Wumpa fruits under the suspended basic crate, which is also placed further to the left.
    • A genie lab assistant between them was removed in the final game.
  • A TNT is present in the last stack of crates after the last pot-carrying monkey.
    • The stack is also placed further back.
  • As there are no Nitro crates in the level, the Nitro detonator is consequently missing.
  • Three extra crates are placed in mid-air above the last bouncy tarp.
  • There are two extra TNTs afterwards, right before the box counter. That brings the total number of crates to 84 instead of 96.

Bonus Round

  • The bonus entrance transition has a different camera angle and the platform clips through one of the buildings.
  • The platform as you enter lands slightly lower compared to the floor, forcing the player to jump.
  • The camera angle in the lowest section of the round is further lower, making it harder to see the suspended crates above.
  • The bridge of iron crates and the exit platform are lowered.
  • The final slot crate has a different pattern: Fruit - Nothing - TNT - Nothing instead of Fruit - TNT.
  • The scenery has flickering issues when the platform is carrying in and out of the bonus round.

Hog Ride

  • The player races against eight hot rod lab assistants in the level, as opposed to six in the final game.
  • There are no swallows at all.
  • Police cars have no shadow.
  • Ramps, crates, fruits, and police cars have a smaller draw distance.
  • Hot rods will take the second and third ramps.
    • The first four drivers will also clip through the third ramp.
  • Hot rods will clip through the double ramp and will float through the giant chasm at the end of the level.

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.
  • The roadblocks behind the start line are missing, so the player can fall off the map and go out of bounds when driving backwards. This is not normally noticeable in the final game unless you enable debug mode to drive backwards.
  • There is a cactus placed next to the road on the right side of the starting area.
  • The clock crate is placed at the middle 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 purple gem path acts like a hard path in this version. Rather than needing a gem to unlock the door, you must reach the entrance within a set time or the door will close. If you get to the split-path section in time, you have 120 frames after the door is drawn on the screen to enter the hard path (regardless of how fast you get there). If you get there after the timer has expired, the door will close immediately and will not open again until you re-enter the level. If you reach the hard path entrance before the door closes, it will remain open permanently until you re-enter the level.
  • The large floor tiles have a more saturated beige coloring.
  • 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 the stack of crates before the final oil floor section, causing a specific sound effect to loop indefinitely.
  • The burning death animation consistently plays only half of the animation before respawning if you get burned by the last flamethrower lab assistant.

Main Level

  • There are no extra lives on each side of the Cortex sphinx head at the start of the level.
  • The clock crate is not placed on this level, so you cannot enter Time Trial normally.
  • The camera angle in the corridor before the first set of falling scarab platforms is slightly to the left.
  • The ! switch after the bonus is placed further ahead.
July 17 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.
  • After the first wall trap section, a flamethrower lab assistant was replaced by a row of four Wumpa fruits, although this still remains the case in the PAL release.
July 17 Final
Crash3-July17 TombTimeLeftPath.png Crash3 TombTimeLeftPath.png
  • A staggered spear trap is placed instead of a large gap at the beginning of the left path.
    • The second Aku Aku crate is also missing.
  • The pair of bounce crates at the start of the right path is placed further back.
  • There is a crocodile in the pit afterwards.
July 17 Final
Crash3-July17 TombTimeRightPathEnding.png Crash3 TombTimeRightPathEnding.png
  • The final checkpoint crate before the last oil floor section is placed after the oil floor, next to the lever pulling lab assistant.
  • There are two pits on each side and a switch to open the door ahead that were removed in the final game.
July 17 Final
Crash3-July17 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.
  • There is no box counter at the end.

Hard Path

  • Wall collisions are more finicky in some areas.
  • 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 clock crate is placed in the middle of the level just after Pura, rather than behind the second oriental lab assistant.
  • The box counter is placed further to the center.

Dino Might!

Crash3-July17 DinoMightDeathRoute.png
  • The level is called "Bone Yard" instead, as it swapped names with the first chamber's prehistoric level.
  • The level holds the red gem instead of a second clear one.
  • The death route was turned into the yellow gem path in the final game. As there are no Prehistoric levels with a death route in the final game, this texture was ultimately never used.
  • 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.
  • Currents are grey instead of blue.
  • Mini-volcanoes lack sound effects.
    • They will be detected as a target when you aim the Fruit Bazooka at them.
  • 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 are immune to Aku Aku invincibility while spinning.
  • 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.
  • Using hacks, 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 cinematic entrance.
  • The spawn point is placed further ahead.
  • There is no invisible barrier behind the starting point, allowing the player to walk out of bounds.
  • The clock crate is not placed on this level, so you cannot enter Time Trial normally.
  • 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.
  • Crates suspended in mid-air below the ! switch will fall when breaking the ones below them.
  • There is extra vegetation at the very end of the final chase.
  • There is no box counter at the end.
  • 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

  • There is no Super Body Slam hint in the wall.
  • Locked crates at the end of the bonus round do not provide Wumpa fruits automatically.

Death Route

  • 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.
  • The triceratops is triggered before reaching the checkpoint crate, meaning that he chases you immediately after you respawn.
  • 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.
July 17 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.
July 17 Final
Crash3-Aug14 DinoMightGemPathSecret.png Crash3 DinoMightGemPathSecret.png
  • Instead of five hidden extra lives at the end of path, there is an exit portal in this build. It is also named obj_warp_out_secret.
    • The secret exit leads to the secret chamber, where Crash comes out of the level 26 portal (Toad Village). It also adds 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 a second clear 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
  • There is no cinematic entrance.
  • The clock crate 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 is a checkpoint crate before the second downstream which was replaced by a ? crate instead.
  • 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.
  • There is no box counter at the end of the main path.

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.
  • There is no clear gem at the end.

High Time

  • The level holds a second clear gem instead of the purple one.
  • It shares the same portal graphic as Hang'em High.
  • The yellow gem path was turned into a death route in the final game.
  • Overall, there are less elements in the scenery, such as oriel windows, decorative tents and buildings.
    • Keyhole windows are always lit, rather than lighting up when the player gets closer to them.
  • The low-poly model of the wooden floor is also brown, which makes them suddenly change color when getting closer.
  • Scorch marks are green instead of red.
  • Cocktails make no sound effects when being thrown or exploding.
  • The flame hitboxes are much larger - it is not possible to jump over them without taking damage, regardless of how high you jump.
  • The invisible wall on the sides is more enclosed, meaning it is not possible to jump over the edge to avoid the flames or defeat the arsonists.
  • No sound effect plays when the blades thrown by sword-throwing lab assistants hit the wall.
    • Touching the sword-throwing will turn Crash into an angel instead of ripping Crash's pants.
  • Due to an oversight with the sword-throwing lab assistant, you will be awarded a Platinum relic once the blade projectile hits the wall.
    • This relic is not assigned to any of the accessible levels, but rather to level ID 28, which is occupied by the opening cutscene in the final game.
    • After receiving a relic in Time Trial mode, Crash will take two relics out of his pocket when returning to the warp room instead.
  • For some reason, the burning death animation consistently plays only half of the animation before respawning if you get burned in the fourth flames before the first checkpoint and the fifth flames after the second checkpoint.

Main Level

Crash3-July17 HighTimeRemovedGenie.png
  • The clock crate 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.
  • The camera angle at the top where the stack of crates is located is further to the left.
  • There is a pair of bounce crates right next to the bonus platform.
    • A building is missing on the right side of the scenery.
  • Sliding on the pot-carrying monkey after the second checkpoint will make it fly away backwards, regardless of Crash's position.
  • The yellow gem 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.
  • A genie lab assistant was replaced by a stack of six crates before the final checkpoint.
  • The camera angle around the final checkpoint area is different.
  • 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 86 instead of 85.
  • Crash is slightly offset in the meshes at the end of the level, making his arms appear to be detached from the bars while he is hanging.

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.
July 17 Final
Crash3-July17 HighTimeBonusRound.png Crash3 HighTimeBonusRound.png
  • The floor before the iron crate tower is also made of iron crates, and the tower itself is one crate higher.
    • There is also more crates in the pile.
  • The raised floor afterwards is made of wooden planks, rather than a bridge of iron crates.
  • The final floor is made up of a pair of iron crates.
    • The iron crate tower is also one crate shorter.
  • The last building is placed lower.
  • You can see in the background at the end that there are many buildings missing in the scenery on the right side of the level.

Yellow Gem Path

While the gem path is non-existent besides the starting point, there are a few leftovers out of bounds, such as the iron arrow crates, arsonists, magic carpets, and the exit portal. It would be 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.

  • When attempting to access it, the platform will normally carry the player at the start of the path, although there will be no camera trail set to follow the player, so you'll only be able to move at distance.

Road Crash

  • The level is called "Roadkill".
  • The majority of the gas stations and restaurants lack the night palette.
    • The same goes for most of the Dingo's Diner and gas station billboards, which lack the flashing neon.
  • Cacti have a darker palette.

Main Level

  • The clock crate is placed further to the left.
  • The first two crates are placed further behind, close to the clock crate.
  • The first ramp has two basic crates in mid-air placed lower. It was changed to a single one in the final game.
  • There is no ? crate in the first set of roadblocks.
  • The alien sign that leads to Hot Coco in the final game is absent, as is the level itself.
  • 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.
    • The ramp is also slightly tilted.
  • 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 35 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.
  • The magic orbs of the wizard lab assistants emit the purple particle effects when hitting an obstacle.
  • The giant lab assistants have different pants textures.
    • No sound is heard when they swing their clubs.
    • Touching their body will hurt Crash rather than pushing him back.
    • Knocking them down or bouncing on their bellies will not make any sound either.
    • They will fly away when Crash takes a hit and loses a mask.
    • 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

  • There is no cinematic entrance.
  • Crash spawns too far behind.
  • The clock crate is placed right next to the first giant lab assistant.
  • There is no invisible barrier behind the starting point, meaning you can just walk backwards and fall into the void and die.
July 17 Final
Crash3-July17 ExtraGiant1.png Crash3 ExtraGiant1.png
  • There is a second giant lab assistant after the second puddle of water - he also appears to be smaller than usual.
  • Depending on the angle, the magic orbs of the first wizard lab assistant may not be able to cross the pit on the right.
July 17 Final
Crash3-July17 ExtraGiant2.png Crash3 ExtraGiant2.png
  • Another giant lab assistant is present in the fourth puddle of water, which was replaced by a second frog in the final game.
July 17 Final
Crash3-July17 ExtraGiant3.png Crash3 ExtraGiant3.png
  • There is no puddle of water after the bonus. Instead, there are two giant lab assistants.
  • The box counter is placed in the middle.
  • The Nitro detonator is placed further to the left.

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.
  • The castle wall in the background at the end is not extended enough, revealing an empty gap.

Sphynxinator

  • The level is called "Tomb Too".
  • The death route was turned into the blue gem path in the final game.

Main Level

  • There is no cinematic entrance.
  • The spawn point is placed further back.
  • The clock crate 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 left path is very different and actually has crates on it.
    • The first section is covered by oil floor and has two small pits on each side. It was replaced by a large pit which requires performing the Death Tornado spin.
    • Afterwards, the two basic crates in the spotlights were replaced by Nitro crates.
    • After the jar monkeys, there is a ? crate that was removed in the final game.
    • After the door, rather than an elevator leading back to the main path, the path extends into a long corridor of scarab platforms, with a stack of crates and a checkpoint ahead. The path then goes to the right with a few more scarab platforms and another pile of crates in the way, up to a moving platform that leads to the spear floor from the main path.
Crash3-July17 SphynxinatorButton.png
  • The Aku Aku crate on the stack of crates after the sarcophagus mummy in the right path is another basic crate instead.
  • 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 ? crate afterwards is placed further towards the center.
  • The scenery on the right side of the corridor is missing.
  • The third sarcophagus mummy after the set of pits and spear floors 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.
  • Moving columns move back and forth by default, rather than remaining stationary and moving when the player steps on them.
    • There is also a switch on the ground instead of a ? crate before the pit, although it doesn't seem to activate anything.
  • The scenery around the moving columns corridor lacks some collision on either side of the walls.
    • There is an incorrect wall texture on the left side of the scenery.
  • The two ? crates before and after the bonus entrance are missing.
  • The bonus platform is slightly clipped into the level's geometry on both sides.
  • After the final door, there is a single ? crate in the middle instead of two on the sides, bringing the total number of crates to 108 instead of 105.
July 17 Final
Crash3-Aug14 SphynxinatorExtraTrap.png Crash3-Final SphynxinatorRemovedTrap.png
  • There is an extra spear floor right before the last set of jar monkeys.
  • The Nitro detonator is missing, rendering the box gem unobtainable without using the bazooka.
  • The box counter is placed further towards the center.
    • The tally can be seen through the door when you are close to it.

Bonus Round

  • The suspended ? crate is covered with iron crates.
  • A stack of three basic crates is missing in the raised iron floor.

Death Route

July 17 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.
  • There is no gem at the end of the path.

Bye Bye Blimps

Crash3-July17 ByeByeBlimpsCrashParachute.png
  • 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.
July 17 Final
  • The ricochet sound effect is different.
  • The ability to pause or shoot gets temporarily disabled when a blimp is falling down or while the sunlight is shining through the screen.
  • Coco transforms into Crash when deploying the parachute after her biplane is shot down.

Main Level

  • The spawn point is placed slightly lower.
  • There are only 5 blimps rather than 7.
  • Some of the blimp positions differ from the final game.
  • Health balloons are more abundant.
  • The ballooned clock crate is placed behind the first blimp.
  • There are 12 crates instead of 11.

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.
  • The Aku Aku crate will not turn into a regular crate if the player has two masks, which will cause the game to crash if you attempt to break the crate, as there is no invincibility code programmed for this level.

Main Level

  • The camera angle at the entrance and the spawn position are not set correctly.
    • Islands and objects will take a brief moment to load.
      • This also occurs when respawning at the beginning of the level.
  • The clock crate is placed further to the left.
  • The basic crate in front of the first pirate ship firing cannonballs was replaced by a ? one in the final game.
  • A bomb is missing before the second ramp after the first checkpoint.
  • There is an extra checkpoint crate after the small island surrounded by two rower lab assistants, which was replaced by a ? one in the final game.
  • The crate with the second seagull is placed behind the ramp, causing the player to bump into the seagull in mid-air when jumping over the ramp.
  • There is a second extra checkpoint crate before the third pirate ship firing cannonballs, which was replaced by a ? one in the final game.
  • A bomb is missing next to the second sailor lab assistant.
  • Another bomb is missing afterwards, where the crystal would be located in the final game.
  • The last checkpoint crate is placed further ahead.
  • Another bomb is missing behind the third ramp after the final checkpoint.
  • The ? crate after the last sailor lab assistant is missing, bringing the total number of crates to 60 instead of 61.
  • The crystal replaces the extra life in the final game on the final ramp at the end.
  • The exit portal and the box counter are placed further to the right.
    • The box counter tally is facing the wrong way.

Future Frenzy

  • The level is referred to as "Future 1" in the warp room, and "Fast Forward" in the pause menu.
  • It shares the same portal graphic as Gee Wiz.
  • The secret entrance was originally a death route, which is located where the platform would land in the final game after leaving the secret path. Similar to the Prehistoric levels, none of the Future levels in the final game featured a death route either, rendering this texture unused.
  • The early underwater theme is used as a placeholder. The Future theme is not present in this version.
  • The floor, conveyor belts, and platform textures feature an orange palette rather than bright chrome, with wooden railroads on the lower scenery and more open.
  • Some elements of the scenery are either slightly misplaced or missing.
July 17 Final
Crash3-July17 ElectricFence.png Crash3 LaserFence.png
  • Laser fences are electric gates in this version, featuring orbs emiting beams of electricity.
    • As a result, it plays the death animation of Crash being electrocuted upon contact, which is never seen outside the Atlantis levels in the final game.
    • No sound plays in the side-scrolling section.
  • Conveyor belts also lack a sound effect.
  • The invisible wall on the sides is more enclosed, making it more difficult to pass through the fences while the electricity is active.
July 17 Final
Crash3-July17 Jumper.png
Crash3-July17 JumperSpines.png
Crash3 Jumper.png
  • The force field robot enemies were originally a purple, bipedal robot enemy with red eyes that leaps from one side to the other, akin to the internal name, obj_jumper. Their behavior is similar to the frogs from the Medieval levels, but with a fixed path.
    • Some of their variants feature spines on their back - despite this, they still behave exactly the same, allowing jump attacks.
July 17 Final
Crash3-July17 Spinner.png Crash3 Spinner.png
  • Spiked shells were originally a round metallic shell with two large red eyes that drop spikes that will revolve around the body. Jumping on them will cause their body to flip upside down for a few seconds, similar to the turtles in the previous games - despite this, you cannot bounce on them until they flip their body back up. It is also akin to the internal name, obj_spinner.
July 17 Final
Crash3-July17 UFOLabAss.png 300px
  • UFO lab assistants have a very different appearance - red saucers with pistons around it, which turns green when it stops dropping electric rays. You can jump on them regardless of their color.
    • You can pass through them while spinning.
    • It can also follow the player's position.
July 17 Final
Crash3-July17 FuturePlatform.png Crash3 FuturePlatform.png
  • Flipping platforms have a different texture that constantly flashes green and red. Interestingly, this texture later appeared in the Big Bad Fox minigame from Crash Bash as the top of the turrets on either side of the war post.
    • Sliding or body slamming on them will cause Crash to clip through and fall.
July 17 Final
Crash3-July17 LauncherFan.png Crash3 LauncherFan.png
  • The launcher fan texture was also completely re-done.
  • The bonus platform uses the default platform as a placeholder.
  • The crystal for this level is not present.
  • 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, although this feature is not needed in this build.
  • Elevators are buggy, and it's very easy to get stuck on them. They are also colored orange, as is most of the level.
    • No sound effects are made when the elevator goes up or down either.
  • 2D sections have shorter invisible barriers on the sideways, allowing Crash to go out of bounds if jumping towards the camera.
  • Checkpoint crates feature a proper reflection in the mirrors.
  • Crash's torso is not reflected in the mirror when he pulls the Fruit Bazooka.

Main Level

  • There is no cinematic entrance.
  • The music will only start playing when the player gets close to the first stack of crates or moves behind the spawn point.
  • The clock crate is placed slightly further to the left.
  • Crash spawns further ahead.
  • 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.
July 17 Final
Crash3-July17 FutureFrenzyRemovedConveyorBelt.png Crash3-Final FutureFrenzyRemovedConveyorBelt.png
  • There is a conveyor belt afterwards that was replaced by a normal floor in the final game.
  • The pile of suspended crates afterwards have gravity applied to them when breaking the bottom ones.
  • 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 electric 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.
  • 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.
  • A flipping platform in the last pit was replaced by a UFO lab assistant in the final game.
  • 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 transition is zoomed out and causes flickering in the scenery.
  • There are no Super Power hints in the wall.
  • A platform with three iron crates is present in the first gap.
  • The floors are shorter, having one less floor.
  • The last two suspended crates at the end are placed lower.

Death Route

  • The death route platform model is offset upwards. The actual collision is still below the model.
  • The scenery has flickering issues at some parts.
  • All flipping platform sections are conveyor belts instead.
  • There are no electric fences.
  • The suspended Nitro crates are placed lower.
July 17 Final
Crash3-July17 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.
July 17 Final
Crash3-July17 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 UFOs.
July 17 Final
Crash3-July17 FutureFrenzySecretEnding.png Crash3-Final FutureFrenzySecretEnding.png
  • There is a gap between the platform and the last conveyor belt.
  • The clear gem is missing at the end.
  • The scenery at the end of the path features a trio of giant pillars.
  • The exit platform turns into the death route platform when transitioning to the main level.

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.
July 17 Final
Crash3-July17 Scarab.png
Crash3-July17 ScarabFlying.png
Crash3 Scarab.png
  • Scarabs are blue and feature a rather different design.
    • They turn green when flying above the water.
  • Round platforms that float in the water are significantly smaller.
  • The game will not skip the drowning death animation if you have already drowned once.
    • The drowning death animation also plays when Crash falls into a water pit, rather than him floating to the surface on his back.
Crash3-July17 TombWaderRespawnGlitch.png
  • 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.
  • Holding the Fruit Bazooka while the water is rising will result in a glitch when Crash switches to the wading pose - it results in the same side effects as when you pull the weapon before taking damage or dying - Crash's torso will remain alongside his regular animations.
  • 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

  • There is no cinematic entrance.
  • The spawn point is placed slightly further ahead.
  • There is no invisible barrier behind the starting point, 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.
  • There is an extra pit in the rising water section after the bonus.
  • 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.
  • The scenery geometry in the room surrounding the exit portal is missing some walls on the sides.
  • There is no death zone in the pit at the end, meaning you can fall and walk into the void.

Bonus Round

  • The bonus platform is slightly clipped into the level's geometry on both sides.
  • The second and third ? crates on the outline bridge are placed further to the left.
  • There are no Super Power hints above the crate bridge at the end.

Death Route

  • There is no purple gem at the end of the path.
  • The scenery geometry in the room surrounding the exit portal is missing some walls on the sides.
    • Part of the main path scenery can be seen in the distance on the left.
    • The floor gets wet whenever the water rises in the main path.

Mad Bombers

Crash3-July17 MadBombersBombs.png

Instead of shooting down five airplanes flying across the map while dodging the shooting attacks from pilot lab assistants, there will be one airplane at a time that will start tossing small flying bombs in your direction when you are behind it. When an airplane is shot down, another one will spawn on another side of the map. The bombs have propellers and re-use the cannonball sprite seen in the Jet Ski levels.

  • This level uses Bye Bye Blimps' theme instead.
  • The front of Crash's biplane is untextured.
  • Flying bombs deal 5% damage.
  • Airplanes move faster and don't have a proper trajectory. Rather, they will fly in a straight line until they reach the map's boundary and turn around.
    • They have no collision.
    • The model has some small green spots, such as the seat and the tail.
    • Propellers do not break after destroying the engines.
    • No engine sound is heard.
    • There is no proper low-poly model when the airplane is far away from the camera.
    • When plane is shot down, it will remain on the field after exploding for about a second.
  • The airplane counter re-uses the blimp icon as a placeholder and the total is set to 0.
  • The balloon attached to the crystal is not displayed properly.
  • You cannot complete the level again once the crystal has been retrieved - when the last airplane is shot down, the balloon that was previously attached to the crystal will emerge and float away, and the level will continue.
    • Oddly, after shooting down all 5 airplanes, the regular balloons will turn red when you are at a certain distance from them.

Main Level

  • Crates are placed differently.
  • The clock crate is not placed on this level, making it impossible to start the time trial to earn a relic.

Soundtrack Differences

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

Level July 17 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.
Medieval (Toad Village)
Toad Village actually uses an earlier version of the medieval level theme. The different samples that the track uses make the most difference in the beginning of the track.
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 Text

SPHYNXTER

A later name for Sphynxinator can be found in the pause menu strings of many levels, which can be seen in the August 14th, 1998 prototype.

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, there are two different sets of level strings in this version where the names for Sphynxinator and Future Frenzy levels will differ - an earlier one, where Sphynxinator is called Tomb Too and Future Frenzy is called Future 1, and a newer one where they are referred to as Sphynxter and Fast Forward respectively (the latter can be seen within the level itself).

The majority of the levels feature the newer set of strings, which can be found in the code for the title screen, the game over screen, the warp room (pause menu only), Under Pressure, Orient Express, Makin' Waves, Hog Ride, Dino Might!, Deep Trouble, High Time, Road Crash, Double Header, Tell No Tales, Future Frenzy, and Tomb Wader.

CTX
SVR

Among the boss initials for the time trial leaderboards in the warp room are two unused initials for the fifth and sixth chambers - CTX (Cortex) and SVR (presumably the Silver relic). These strings can be seen in the August 14th, 1998 build as well.

DINGODILE
N. TROPY
N. GIN
N. CORTEX

Although only the Tiny Tiger boss fight is present in this version, the level names for the other bosses can be found among the level strings.

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.

Ocean Background

Crash3-July17 OceanBackground.png

Among the global texture pages next to the warp room portal graphic, there is a texture of an ocean that may have served as a placeholder texture for the warp sphere.

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.

Early Audience Sprites

Crash3-July17 UnusedLabAssCrowd1.png Crash3-July17 UnusedLabAssCrowd2.png Crash3-July17 UnusedLabAssCrowd3.png

In the Tiny Tiger boss fight, there are three unused versions of the spectator lab assistants wearing white, purple and green clothes.

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.

Coco's Plane

Crash3-Aug14 UnusedCocoBiplaneIcon.png

Despite Crash's plane being used, a top-down variant of Coco's biplane icon, the Flying Queen, also exists in the texture data of the Baron levels.

Gas Station

Crash3-July17 UnusedGasStationRoadCrash.png

In Road Crash, there is an unused variant of the gas station texture with the lights off, which is only used in Hog Ride. It is also stored as a single texture, rather then being split into smaller tiles.

Unknown Billboard Texture

Crash3-July17 UnusedGraphicRoadCrash.png

Still in Road Crash, there is an unused texture among other billboard textures. Its purpose is unknown, although it is likely that it would have acted as a texture for some shrubbery.

Future Bonus Platform

Crash3-July17 FutureBonus.png

Despite not being used in this build, the texture of the Future bonus platform can be found in the texture pages.

Arabian Death Route Platform

Crash3-July17 ArabianDeathRoute.png

Also not used in this build, the texture of the Arabian death route platform can be found in the texture pages.

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.

"B" Texture

Crash3-TestDrive WarpRoomLetterB.png

An unknown texture with a B on it can be found among the warp room textures. Its purpose is unclear, although it may have been a placeholder for boss level buttons at some point (assuming the B stands for "BOSS"), as it shares the same palette as the regular buttons.

"C" Texture

Crash3-TestDrive LetterC.png

A texture for the letter C (lifted from the iron checkpoint crate), likely for the same purpose as the lone exclamation mark sprites that pop out of action crates when they are hit, though this one is not used. Interestingly, this behavior can be seen in Crash Bandicoot 2: N-Tranced.

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 both 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.