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Proto:Crash Bandicoot: Warped/Gee Wiz Demo

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

The third demo of the game, found among many demo compilation discs. It's a PAL region demo featuring Gee Wiz as a playable level. The modification date of the files suggest that this demo is dated around August 17th, 1998.

General Differences

Gameplay

Demo 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.
  • 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 music track is in mono.
  • Crash has only the two idle animations: sighing and repeatedly glancing side to side, which are the same ones used in Crash 2.
  • 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.
  • 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.
  • Blank slot crates will give a single Wumpa fruit instead of nothing.
  • 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.
  • 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.
  • When all crates are destroyed, the clear gem will show up as soon as the box counter appears onscreen, regardless the player is. In the final game, the gem will only spawn when the player gets closer to the box counter.
  • Crash can display idle animations while invincible and standing on lifting platforms, such as the bonus one.
  • The angel death animation re-uses the wing flapping sound from Crash 2.
  • By hacking, it's possible to unlock all Super Powers, revealing differences for the Fruit Bazooka:
    • The vertical axis is inverted.
    • Crash will always aim the bazooka forward, regardless of the direction he is currently facing.
    • 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.
    • You have to wait until the animation of Crash putting the bazooka away ends before you can actually start moving after using it.
    • 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.
    • Crash cannot bring the bazooka while inside bonus rounds.
    • Checkpoint crates are detected as a target when you aim at them.
  • By hacking, the pause menu can be accessed, revealing some differences:
    • The "Calibrate" option from Crash 2 is still available here.
    • The controller vibration option is called "Shock" instead.
    • Vibration and calibration options are available at all times, regardless of the controller used.
    • The gem stats indicates 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).

Time Trial

By hacking, it's possible to access Time Trial mode, revealing its primitive state. The most noticeable change is how the time crates work here, where instead of freezing the clock for said time, it will subtract the amount of time from the box. Despite this, they still cannot get the chronometer to go below 0 seconds.

  • Sapphire relics are known as Silver relics instead. Logically, they are silver-colored (not to be confused with Platinum relics, which are white).
  • There is no "Entering Time Trial" onscreen notice the first time you start the time trial.
    • No ticking sound effect plays when touching the stopwatch.
  • Starting the time trial with Aku Aku doesn't remove any Aku Aku masks in possession.
  • Some ? and life crates never become basic ones.
  • Basic crates always provide a single Wumpa fruit which is picked up instantly, while ? crates make varying amounts of Wumpas to appear.
    • They are immediately counted when a basic crate is broken, rather than moving to the HUD.
  • When hitting the time crate, there is no visual effect of the subtracted second moving to the chronometer.
  • Bonus platforms will still be present in the level, although not accessible.
  • Crash will leap up when becoming invincible. The animation was disabled for this mode in the final game.
  • Time crates don't count when destroyed by nearby explosions.
  • If the player dies or manually restarts a level too many times, the game will still adjust the level's difficulty (like providing free Aku Aku masks) even though no lives have been lost.
  • The end-of-level screen when finishing the time trial is more barebones.
    • The time trial leaderboard is missing.
    • When a relic is received, the relic will go offscreen after a second just like all other collectibles, whereas in the final it stays onscreen until the screen fades out.
    • The game will always give you the option to either retry the time trial or return to the warp room. The final game always forces you back to the warp room when the first level relic is obtained.
      • The retry option reads "Restart Level" instead of "Restart Trial".
  • On the Enter Name screen, there are no sound effects when navigating or selecting an option. The screen also takes a little longer to show up.
    • There is a "Cancel" button to ignore the saving of a new record. Selecting it will discard the current time, making it possible to get a relic without any recorded times.
    • Inserting the last initial won't bring the player to the "Done" button automatically.
  • The music volume will decrease during the Enter Name screen just like in the final game, but it will not reset to normal when restarting a level. This effect is cumulative and one can make the volume go down to 0% by repeating the time trial multiple times.

Level Differences

Gee Wiz

  • There are no swallows or butterflies at all.
  • Chickens don't scream or drop feathers when shot by the Fruit Bazooka.
  • There are no invisible barriers on top of the stone bridge fences.
  • Spinning the magic orbs from the wizards will simply make them go through Crash and leave him unharmed, whereas in the final game they also get destroyed.

Main Level

  • The stopwatch is placed further to the left side.
Demo Final
Crash3-Aug14 GeeWizCrateLayout.png Crash3 GeeWizCrateLayout.png
  • The 2x2x2 locked crates at the beginning of the level are instead a single one here, bringing the total number of crates to 93 instead of 100.
  • The puddle of water originally reached the wooden log just after it, where it stopped between the Aku Aku crate and locked crates in the final game.
  • The slot crate before the final checkpoint cycles through Nothing - Fruit - Life - TNT - Aku Aku. This pattern cannot normally be seen in the final game.

Bonus Round

  • There is no specific music track for the bonus round - the main path music is used instead.
  • Lily pads are arranged differently in the moat background at the start of the bonus round.
    • The water lacks transparency and the reflection of the castle wall is missing.

Time Trial

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

Unused Textures

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

Gee Wiz has 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.

Early Level Names

All level names can be found in the game's code, even though they go unused. By using a memory viewer, it's possible to see all the strings of text used in the pause menu, including some different level names:

Demo Final
Dino Might! Bone Yard
Aye Matey Makin' Waves
Bone Yard Dino Might!
Sphynxter Sphynxinator
Orange Asphault Orange Asphalt
Crash Kabob Flaming Passion
N/A Hot Coco
N/A Eggipus Rex