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Proto:Crash Bandicoot: Warped/September 26th, 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 September 26th, 1998 prototype of Crash Bandicoot: Warped is a review version of the game dated around two weeks before the final NTSC-U release version. It was released on April 17th, 2021.

Cheat Features

Cheat Menu

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

  • GET ALL: Gives 25 crystals and 25 Sapphire relics from the start, as well as all colored gems and all abilities for Crash.
    • Notably, Tomb Time is the only level where the crystal is not retrieved when enabling this. Instead, a crystal will be assigned to ID 09, which does not belong to any level.
  • GET RELICS: Gives 25 Sapphire relics from the start.
  • OPEN LEVELS: Unlocks all areas of the warp room. Logically not available if you are not in the warp room.
    • NO CHEATS: Locks the open areas. It only appears when the "OPEN LEVELS" option is enabled.
  • ALLOW CAM: Does nothing. In earlier builds, this option enabled a free camera with the second controller.

Crash3-Sep26 DebugMenu1.png

Level Stats

Holding R2 and opening a level portal lets you see time trial leaderboards without the level's crystal, but also shows a fourth value set in the bottom right corner. It applies to all levels, including bosses. This fourth set flashes between two categories:

  • The first set displays the number of deaths and the playtime of the level before the level's crystal is retrieved.
  • The second set displays two time trial values referred to as B and G. The B value stands for "bronze" and counts how many times you entered the mode before obtaining any relic, while the G value stands for "gold" and counts how many times you entered the mode after obtaining a Sapphire relic. Once you have obtained a Gold or Platinum relic, the game will stop tracking the level.

General Differences

Startup

Crash3-Proto BetaDemonstrationScreen.png
  • The game starts with a warning screen labeling this review as a Beta Demonstration Disc and explicitly prohibiting any duplication or distribution of the disc content.
  • In the Naughty Dog box screen, Aku Aku's sound effect plays at the end of the animation.
  • You can skip the Sony and Universal startup screens as soon as they show up. In the final game, you must wait until the announcer stops talking.
  • The logo animation features different sound effects.
    • You can't skip the logo animation.
    • The buzz sound effect is missing.
  • Demo mode has different inputs.
    • Tiny Tiger, Tomb Wader, and Midnight Run demos are not present.

Gameplay

Sep 26 Final Japanese
Crash3-Sep26 IconComparison.png Crash-icon-comparison-3.png Crash-icon-comparison-1.png
  • Character icons are mostly the same, aside from Crash and Coco's, which are 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 menu icon, only with a green flower in her hair as opposed to blue, and rather rough shading.
    • Tiny, Dingodile, N. Tropy, N. Gin, and Cortex's icons feature a rough outline.
Sep 26 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.
  • The music does not fade out when entering a portal.
  • All music tracks are in mono, regardless of the output option.
  • The bonus round and alternate route music tracks don't loop properly and they just start over.
  • Music volume is defaulted to 100% as opposed to 75%.
  • The music volume in the cutscenes are erroneously applied to the game's music settings even after they have ended. This results in the game starting with the music volume set to 50% after the opening cutscene.
    • Skipping the opening at certain points can make the music volume go even lower.
  • 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.
  • The angel death animation re-uses the wing flapping sound from Crash 2.
  • The sound of swallows chirping when flying away doesn't play properly for the majority of them.
  • Skipping a boss cutscene while they are talking will cause the audio to continue playing afterwards.
  • Super Powers don't make a sound effect when showing up.
  • The controller vibration option in the pause menu is called "Vibr." instead.
    • It's also available at all times, regardless of the controller used.
  • The Fruit Bazooka has some differences:
    • Crash does not pull the bazooka in the direction he is currently facing, and tends to pull it forward in most areas.
    • You have to wait until the animation of Crash putting the bazooka away ends before you can actually start moving after using it.
    • 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.
  • Many objects can be seen through scenery, objects, or walls. For example, Crash's body can be seen through lifting platforms.
  • The game over screen features the blue background from Crash 2.
    • The clock in the logo turns black for a brief second after returning to the title screen through a game over.
  • When you quit the game, the music and FX volumes will remain at their current values, rather than resetting to default - aside from the opening cutscene, which always resets the FX volume to default.
  • The highest percentage you can normally achieve is 104%. The final 45th clear gem that spawns in the center of the warp room after collecting all relics (Gold or higher) is not present.
    • The total amount of gems and relics in the pause menu doesn't increment when getting the remaining collectibles from Hot Coco and Eggipus Rex.
  • Fake Crash's cameos are visible from the start, rather than appearing after the game has been completed.

Time Trial

  • Time crates don't count when destroyed by nearby explosions.
  • Locked crates can still provide Wumpa fruits.
  • 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 Sep 26 Final
Toad Village 1:03:00
0:57:50
0:42:03
1:03:00
0:57:50
0:44:03
Under Pressure 1:46:00
1:12:50
1:05:03
1:46:00
1:17:90
1:10:50
Orient Express 0:41:00
0:27:80
0:17:53
0:41:00
0:27:80
0:18:10
Bone Yard 1:45:00
1:40:20
1:20:00
1:45:00
1:40:20
1:21:00
Makin' Waves 1:08:00
0:58:20
0:50:90
1:08:00
0:58:23
0:53:23
Gee Wiz 1:35:00
1:22:70
1:03:00
1:35:00
1:22:73
1:05:90
Hang'em High 1:24:00
0:52:63
0:41:60
1:24:00
0:52:63
0:43:80
Hog Ride 0:45:00
0:41:43
0:34:20
0:45:00
0:41:46
0:35:03
Tomb Time 1:42:00
1:10:00
0:52:10
1:42:00
1:10:00
0:53:90
Midnight Run 0:53:00
0:38:20
0:18:20
0:51:00
0:38:23
0:18:20
Dino Might! 1:34:00
1:25:73
1:02:60
1:34:00
1:25:76
1:03:00
Deep Trouble 1:47:00
1:25:13
1:17:80
1:47:00
1:25:13
1:18:33
High Time 2:12:00
1:04:10
0:53:93
2:12:00
1:04:10
0:56:93
Road Crash 1:25:00
1:20:70
1:17:10
1:25:00
1:20:73
1:17:10
Double Header 1:27:00
1:21:13
0:59:43
1:27:00
1:21:13
0:59:40
Sphynxinator 1:42:00
1:22:63
0:54:60
1:42:00
1:22:63
0:56:70
Bye Bye Blimps 1:09:00
0:58:40
0:48:70
1:09:00
0:58:40
0:51:50
Tell No Tales 1:42:00
1:25:63
1:03:70
1:42:00
1:25:63
1:05:23
Future Frenzy 2:01:00
1:34:00
1:15:00
2:01:00
1:34:00
1:19:63
Tomb Wader 2:44:00
1:45:03
1:13:50
2:44:00
1:45:03
1:24:00
Gone Tomorrow 2:05:00
1:25:60
1:03:10
2:05:00
1:25:60
1:02:10
Orange Asphalt 1:36:00
1:31:30
1:20:53
1:36:00
1:31:30
1:21:80
Flaming Passion 1:43:00
1:13:10
0:56:10
1:43:00
1:13:10
0:59:40
Mad Bombers 2:08:00
1:55:20
1:36:20
2:08:00
1:55:23
1:38:13
Bug Lite 1:49:00
1:34:83
1:14:40
1:49:00
1:34:86
1:14:90
Ski Crazed 1:16:00
0:50:50
0:31:80
1:16:00
0:50:50
0:33:30
Area 51? 1:53:00
1:49:80
1:48:23
1:53:00
1:49:80
1:44:50
Rings of Power 1:20:00
0:57:43
0:48:73
1:20:00
1:01:43
0:51:73
Hot Coco 1:00:00
0:30:10
0:21:90
1:00:00
0:30:10
0:19:93
  • Most of the Platinum relic times are harder in this version.

Levels

Medieval Levels

  • 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.

Atlantis Levels

  • Respawning at the starting point will cause Crash to spawn facing towards the camera.
  • In Time Trial, the chronometer visually freezes for a few seconds when Crash loses a mask while being electrocuted.

China Levels

  • You cannot sprint by holding R2.
  • Hanging life crates are ? crates but with extra lives.
  • The tick made when breaking crates while you are sprinting gets higher and higher, as if you were racking up combos.

Prehistoric Levels

  • 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.
  • If Crash gets caught by the triceratops while in mid-air, his flattened body will remain floating.
  • Due to a bug, performing the super body slam close enough to Baby T will make him disappear.
    • Performing it on his back also won't destroy vegetation, crates or enemies around Baby T.
    • Body slamming on the egg will not hatch it either.
  • Time crates won't count if broken by triceratops.
  • 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

  • When entering the exit portal, the wake of the jet ski will not disappear.

Arabian Levels

  • No sound effect plays when the blades thrown by sword-throwing lab assistants hit the wall.

Highway Levels

Sep 26 Final
Crash3-Protos HighwayTrafficLights.png Crash3 HighwayTrafficLights.png
  • The traffic lights textures received subtle tweaks in the final game.
  • One of the engine noises when accelerating is missing.
  • Winding signs cannot be taken down.
  • In Time Trial, the chronometer visually freezes for a few seconds when Crash goes out of bounds.

Egyptian Levels

  • 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.
  • There is no explosion sound effect when Crash is hit by the jar monkeys' projectiles.
  • You cannot bounce on the pull levers in succession.
  • Moving platforms only make a sound when moving from right to left.
  • 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

  • Pausing while the sunlight is shining the screen will make the pause screen look completely white.

Future Levels

  • Laser fences in the 3D sections play the same sound effect as the orange ones in the side-scrolling sections.
  • Some checkpoint crates feature a proper reflection in the mirrors.

Cutscene Differences

Opening

  • It can be skipped by pressing X or Start, as opposed to Triangle only.
  • The screen shakes during the fall of the large chunks of debris from the Cortex Vortex down to Earth.
  • One of the palmtrees textures in the temple scenery lacks shading.
  • There is a black geometry in the Polar scene on the bottom right corner.
  • An extra line of Aku Aku saying "Crash, now!" plays when everyone retreats inside and Crash is alone outside. Interestingly, this cut segment is present in earlier builds of Crash Team Racing, where the uncut dialogue was present as a placeholder in the audio files.
  • The camera angle on Uka Uka's first apparition is further lower.
  • There is no background music during the conversation between Uka Uka and Cortex.
  • The early load/save monitor is present in the Time Twister, and contains some rendering issues behind Cortex's head.
  • No sound effect plays for N. Tropy's piston-driven time machine outfit.
  • There is no background music during Aku Aku's storytelling.
  • The top hat in the desk of Crash's house is upside down.
  • The stone wall inside the fireplace is untextured.
  • Aku Aku's facial expression when he goes outside the house is different.

Normal Ending

  • The sound made when Cortex falls on the floor re-uses the footstep sound effect.
  • The portal pad has an extra round texture in the center.
  • The control room background is static.

True Ending

  • The sound made when Cortex falls on the floor re-uses the footstep sound effect.
  • The portal pad has an extra round texture in the center.
  • The control room background is static.
  • The electric noises made when electricity sparkles appear around Uka Uka is different.
  • The warp sphere sucking sound effect is missing.
  • The humming sound effect when the warp sphere is expanding in the Cortex's boss fight room is missing.
  • Textures in Cortex's boss fight room are corrupted.
  • The fence outside Crash's house is untextured and there are no falling snowflake particles.
    • Trees also use the default coloration instead of a grey tone.
  • The stone wall inside the fireplace is untextured.
  • The top hat in the desk is upside down.
  • Baby T is placed closer to the plant vase, making his face being covered by the foliage.
  • The cushions are both colored beige instead of green and blue.
  • Uka Uka is silent during the baby scene.
    • He is also untextured on the sides.
  • The music volume decreases before Aku Aku's final speech in the credits.

Warp Room

Sep 26 Final
Crash3 Sep26 LoadSaveScreen.png Crash3 LoadSaveScreen.png
  • The load/save screen has a much more minimalist design, lacking the ornamental assets around 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.
Sep 26 Final
Crash3-Aug26 NewGameSaveFileIcon.png Crash3 NewGameSaveFileIcon.png
  • The default save file icon when starting a new game features Crash sighing in Gee Wiz.
    • Hot Coco uses Totally Fly's icon from Crash 2 as a placeholder.
    • Eggipus Rex uses the empty save slot icon as a placeholder.
  • Tiny's icon in the level stats is placed lower, causing it to be overlapped with Crash's one.
  • Electric gates feature blue textures.
  • Some of the textures have different lighting, such as the bricks.
  • In the first chamber, one of the gears in the scenery is missing its shaft.
  • Part of the wall textures on the bridge leading to the fifth chamber is broken.
  • There are less invisible walls covering the fifth chamber.
Sep 26 Final
Crash3-Protos WarpRoomElevator.png Crash3 WarpRoomElevator.png
  • The middle platform has an earlier set of textures with minor differences, most notably being colored blue in the center rather than yellow.

Secret Chamber

Crash3-Protos NeodyneHiddenSillhouette.png
  • The room sign reads "Neodyne Systems" in this version, a pun on "Cyberdyne Systems" from the Terminator series.
  • There is a hidden texture behind the tissue generator that depicts the silhouette of a lab assistant android.

Level Differences

Bone Yard

Main Level

  • 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.

Tiny Tiger

Sep 26 Final
Crash3-Sep26 TinyIntro.png Crash3 TinyIntro.png
  • The podium has only a single trident on each side of Tiny's platform, and the blue teal texture behind Tiny is of lower quality.
    • The wall behind Cortex uses a different texture.
    • Cortex's seat is untextured and contains a backrest.
    • The walls around and floor are also untextured.
Sep 26 Final
Crash3-Protos TinyWallTexture.png Crash3 TinyWallTexture.png
  • The pillar paintings on either side of the Colosseum walls were replaced by a portrait of a lab assistant in Roman armor.
    • Texture tiles also have a higher resolution in the final game.
  • 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.
  • There is no squash sound effect when Crash is flattened by Tiny.
Sep 26 Final
SUPER BELLY FLOP

FOR A MORE POWERFUL BELLY FLOP
PRESS ✕ TO JUMP, AND THEN
PRESS ◯ AT THE
TOP OF THE JUMP

PRESS △ TO CONTINUE
SUPER CHARGED BODY SLAM

FOR A MORE POWERFUL BELLY FLOP
PRESS ✕ BUTTON TO JUMP,
AND THEN PRESS ◯ BUTTON
AT THE TOP OF THE JUMP

PRESS △ BUTTON TO CONTINUE
  • The Super Power is called "Super Belly Flop" instead of "Super Charged Body Slam".
  • Due to the lack of "button", the line breaks are arranged differently.

Hang'em High

Bonus Round

  • The exit platform is placed lower down.

Secret Path

Sep 26 Final
Crash3-Sep26 HangEmHighSecretPathEnding.png Crash3 HangEmHighSecretPathEnding.png
  • A portion of the building holding the yellow gem was accidentally removed in this version.

Hog Ride

  • 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.

Tomb Time

  • 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.

Main Level

Sep 26 Final
Crash3-Aug26 TombTimeCorridor.png Crash3 TombTimeCorridor.png
  • The corridor with the first set of jar monkeys is narrower.

Gem Path

  • The collision for the walls in the gem path is extremely rough, making it easy to fall off through the walls.

Dingodile

Sep 26 Final
Crash3-Sep26 DingodileThumbnail.png Crash3 DingodileThumbnail.png
  • Dingodile's pose in the portal is different and the image uses a picture of his actual model rather than the render created for the game's manual.
  • Normal footsteps sound effects are used rather than the snow ones.
  • The fragments released by the blue icicles have corrupted textures.
Sep 26 Final
DOUBLE JUMP

TO JUMP TWICE AS HIGH
PRESS ✕ TO JUMP, AND THEN
PRESS ✕ AGAIN AT THE
TOP OF THE JUMP

PRESS △ TO CONTINUE
DOUBLE JUMP

TO JUMP TWICE AS HIGH
PRESS ✕ BUTTON TO JUMP,
AND THEN PRESS ✕ BUTTON
AGAIN AT THE TOP OF THE JUMP

PRESS △ BUTTON TO CONTINUE
  • Due to the lack of "button", the line breaks are arranged differently.

Dino Might!

Sep 26 Final
Crash3-Sep26 DinoMightTextures.png Crash3 DinoMightTextures.png
  • Ground textures around the start of chase sections are more of a dark green color.
  • When the Crash-fish spins, it doesn't make splash particles.

Main Level

  • The first two currents in the final chase are more greyish in color.

Gem Path

  • The triceratops does not appear in the chase section.
  • The swamp floor at the end of the path lacks reflection.
  • Some of the trees placements in the scenery at the end were removed in the final game.

Deep Trouble

  • Pufferfish in the tunnels will not die when Crash loses a mask.

Main Level

  • The blocked path of iron crates containing TNTs features four more TNTs.
  • There is an extra Nitro crate covering the path afterwards, with a path of Wumpa fruits going over it, bringing the total number of crates to 88 instead of 83. 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.
  • The scenery on the right outside the first electric blades tunnel is filled with a few scenery elements not present in the final game.
  • There is more vegetation in the scenery in the first downstream section after the first eel.
  • The two basic crates inside the iron crates covering the death route are TNTs instead.

High Time

Main Level

  • 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 87 instead of 85.

Death Route

  • There are no Wumpa fruits throughout the path.
  • There is a parapet wall extending to the middle in the left bottom edge of the upwards floor.

Road Crash

Main Level

Sep 26 Final
Crash3-Sep26 AlienSign.png Crash3-AlienSign.png
  • The alien sign 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.
  • A gas station is present on the right side of the road next to the alien sign.
  • There is a line of three basic crates before the third ramp. It was changed to a single one in the final game.
  • The ? crate after the second boost pad is slightly detached from the ground.
  • In the fourth ramp, there is an extra basic crate in mid-air.
  • In the fifth ramp, there is an extra life crate in mid-air, bringing the total number of crates to 29 instead of 25.

Time Trial

  • The suspended 1-second time crate in the first ramp was replaced by a 2-second one.
  • The 1-second time crate in the first set of roadblocks was replaced by a 2-second one.
  • The two extra crates before the third ramp are also a 1-second one.
  • The extra crate in the fourth ramp is a 1-second one.
  • The 1-second time crate between the police cars afterwards was replaced by a 2-second one.
  • The extra crate in the fifth ramp is a 1-second one, followed by another 1-second time crate that was replaced by a 2-second one.

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 no rain and thunder ambience sound effects.
  • A unique sound is made when the giant lab assistants swing their clubs and when you bounce on their bellies, whereas in the final game both actions re-use generic sound effects (jump and bounce).

Bonus Round

  • Raindrops don't fall diagonally.

N. Tropy

  • There is no sound effect when the clock hits the bottom in the cutscene.
  • The laser sound effect is shorter.
  • The twinkling textures of tuning forks in the oriental scenery are corrupted.
  • Tuning forks in the arabian scenery don't twinkle.
Sep 26 Final
DEATH TORNADO SPIN

TO SPIN LONGER AND FASTER
OR TO GLIDE WHILE IN THE AIR
PRESS ◻ REPEATEDLY

PRESS △ TO CONTINUE
DEATH TORNADO SPIN

TO SPIN LONGER AND FASTER
OR TO GLIDE WHILE IN THE AIR
PRESS ◻ BUTTON REPEATEDLY

PRESS △ BUTTON TO CONTINUE
  • The "button" word is missing.

Sphynxinator

Main Level

  • The bonus platform is slightly clipped into the level's geometry on both sides.

Bye Bye Blimps

Main Level

  • The spawn point is placed slightly lower.

Future Frenzy

Secret Path

  • There is an extra basic crate next to the first pair of Nitro crates, bringing the total number of crates to 134 instead of 133.
  • The scenery at the end of the path features a trio of giant pillars.

Tomb Wader

Sep 26 Final
Crash3-Aug14 Scarab.png Crash3 Scarab.png
  • Scarabs have different elytra textures.
  • Crash will automatically crouch jump if he is deep enough into the water.
  • 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 can cause Crash to get stuck inside the lab assistant.
  • Timed doors don't make any sound when they come down.
  • 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.

Main Level

  • The camera angle in the cinematic entrance comes from the right side of the level, flying over to the left and then zigzagging to the right again. In the final game, the camera simply approaches from the back.
  • The camera angles in the second and third checkpoint corridors are higher up.
  • The bonus platform is slightly clipped into the level's geometry on both sides.
  • The crates behind the shield lab assistant after the final checkpoint are TNT crates instead of Nitro crates.

N. Gin

  • Some sound effects are missing.
    • N. Gin's mech is silent when preparing to fly away after being defeated in the phase one.
    • There is no sound when the mech is flying off the screen to become his second form.
    • No sound effect plays when mounting the second form.
  • The sound when the laser cannons launch purple energy balls is different.
Sep 26 Final
FRUIT BAZOOKA

TO FIRE FRUIT AT A TARGET
HOLD L2 TO RAISE THE GUN, AIM
WITH THE DIRECTIONAL BUTTONS,
THEN PRESS ◯ TO FIRE

PRESS △ TO CONTINUE
FRUIT BAZOOKA

TO FIRE FRUIT AT A TARGET
HOLD L2 BUTTON TO RAISE GUN,
AIM WITH DIRECTIONAL BUTTONS,
THEN PRESS ◯ BUTTON TO FIRE

PRESS △ BUTTON TO CONTINUE
  • Due to the lack of "button", the line breaks are arranged differently.
    • The definite article was most likely removed due to the tight space left.

Gone Tomorrow

  • Missile robots lack a sound effect when destroyed or when returning to the idle position.
    • The wrecking animation doesn't play when defeated by invincibility.

Main Level

Sep 26 Final
Crash3-Sep26 GoneTomorrowIntro.png Crash3-Final GoneTomorrowIntro.png
  • The camera angle in the cinematic entrance is different.
  • Crash spawns further behind.
Sep 26 Final
Crash3-Sep26 IronBridge.png Crash3-Final IronBridge.png
  • The first crate bridge consists of two sets of outline crates. Hitting the ! crate will fill in the top row, which is supposed to make the bottom row inaccessible. The bottom row contains two extra basic crates which are triggered by a ! crate in the gem path, bringing the total number of crates to 89 instead of 87.

Gem Path

  • The skyscraper holding the "CORTEX TOWERS" billboard at the start of the path is placed almost offscreen.

Orange Asphalt

  • It shares the same portal graphic as Road Crash.

Main Level

  • The second pair of ramps are closer to each other.
  • The suspended crate in the seventh ramp is easy to miss, due to Crash jumping too high by landing on the edge of it after jumping off the previous ramp.
  • There is a pit on the right side of the fifth boost pad, which was removed in the final game.

Flaming Passion

Main Level

  • The right building in the scenery before the first checkpoint is further down.
  • There are four fire traps after the first checkpoint, instead of three.
  • The crystal is placed a little further back.
  • In the second checkpoint area, there are parapet walls on the bottom edge.

Death Route

  • Some buildings in the scenery are missing.
  • A building is missing on the left side of the scenery, right before the second pair of arsonists.
  • A pointed window texture at the end of the straight hallway was replaced by small cracks instead.
  • A scimitar lab assistant was removed before the third sword-throwing lab assistant section.
  • The second to last building on the final section is placed further down.

Mad Bombers

Main Level

  • The spawn point is placed slightly lower.

Bug Lite

  • Pulling the Fruit Bazooka in the outside sections will cause the Wumpa fruit shots to turn black, and the explosion visual effect will not appear.
  • Pits in the outside sections have a different texture around the corners.
  • Spotlights always emit the same intensity of light, regardless of the ambience lighting.

Gem Path

  • Aside from the first one, an iron checkpoint crate is present at the beginning of every gem section.

N. Cortex

Crash3-Sep26 NeoCortex.png
  • Skipping the cutscenes will result in a glitch where the camera goes out of bounds.
  • The cutscene lacks sound effects.
  • The true ending cutscene re-uses the first cutscene animation, but plays the audio from the second one, resulting in the dialogue to continue even after the battle starts.
  • The control room background is static.
  • The textures of the floor edge have a lower quality.
  • Uka Uka's model is smaller and features two blue flames above his head, matching his concept arts.
  • There is no white clashing sparkle between the mask lasers.
  • Cortex's red energy bolts don't explode upon hitting Crash or the ground.
  • The mask laser sound effect has a different pitch.
  • Cortex's shots play a different sound effect.
  • Dying by a red energy bolt or mine will play the default angel death animation instead.
  • Some sound effects are missing.
    • No sound effect is made when Cortex's force-field activates or shuts down.
    • There is no sound when Cortex loses a health point.
    • There is no explosion sound effect when Uka Uka brings Cortex back from the hole.
    • The second mask tornado attack don't make any sound effect.
  • The final mask tornado attack plays an incorrect sound effect upon explosion.
  • Uka Uka stays in the corner when the battle is over.
Sep 26 Final
SPEED SHOES

TO RUN FASTER
HOLD DOWN R2 WHILE RUNNING

PRESS △ TO CONTINUE
SPEED SHOES

TO RUN FASTER
HOLD DOWN R2 BUTTON
WHILE RUNNING

PRESS △ BUTTON TO CONTINUE
  • The "button" word is missing.

Area 51?

Sep 26 Final
Crash3-Sep26 Area51Thumbnail.png Crash3 Area51Thumbnail.png
  • The UFO model in the portal features a dark blue color with red lights and stripes around it. This model matches the one seen in the save file icon in the final game.
Sep 26 Final
Crash3-Sep26 UFO.png Crash3-Final UFO.png
  • The UFO model color is slightly different, featuring a brownish color on the bottom and blue on top. This model matches the one seen in the portal graphic in the final game.
  • Traffic cones can't be thrown away by UFOs.
  • The checkered line texture and finish line structure are missing.

Rings of Power

Main Level

  • The spawn point is further upwards.

Hot Coco

  • The sky coloration has an intense shade of red, which is the same one used in Ski Crazed.

Main Level

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

Eggipus Rex

  • Wall textures around the lava waterfalls are slightly different.

Credits

The credit list is mostly complete, although it contains some roles and names that are either missing, or entirely removed.

Sep 26 Final
SPECIAL THANKS:
DAVE BAGGETT
TAYLOR KUROSAKI
DAN KOLLMORGEN
JOE PEARSON
REINER
SPECIAL THANKS:
DAVE BAGGETT
JOE PEARSON
TONY BLACK
ALIAS/WAVEFRONT
ANGUS GUSCHWAN
HAL COOK
RICHARD LEHMAN
REINER
SPECIAL THANKS:
JACKIE EVANOCHICK
DIANE FORNASIER
SUSAN MCCREADY
PAUL RIOUX
TERRY SMITH
SPECIAL THANKS:
JACKIE EVANOCHICK
DIANE FORNASIER
SUSAN MCCREADY
PAUL RIOUX
ANALYSTS:
NICHOLAS CONSOLO
ARA DEMIRGIAN
ANALYSTS:
NICHOLAS CONSOLA
ARA DEMIRJIAN
JAPANESE TEXT DESIGNER:
YUMI KAWAMATA

JAPANESE SOUND:

DIRECTOR:
TAKAFUMI FUJISAWA

MINAKO SEKI
KENMEI ADACHI

JAPANESE VOICE:

DIRECTOR:
ERIKO KIMURA

COORDINATOR:
ASAMI SEKI

TRANSLATOR:
SAORI ARAKI

JAPANESE THEME SONG
'CRASH BANJI-KYUUSU':

COMPOSER/ARRANGER:
TOHRU OKADA

LYRICS WRITERS:
BANANA ICE
TOHRU OKADA

PLAYER:
SCSC-ZIPS

JAPANESE MOVIE:

DIRECTOR:
HITOSHI KOYAMA

SUPERVISOR:
SHUJI HIRAMATSU

MICHITOSHI MOMOSE
SATORU FUKUI
YASUHARI YOSHIZAWA
HIDEHISA ONAI
KOUJI MIYATA
N/A
TESTERS:
MEGUMI OHKUBO
SAYUMI ARIMA
HIROKAZU KONNO
MIKI ARAI
MIKA ENDO
TESTERS:
SAYUMI ARIMA
KENTAROU HAREYAMA
HIROFUMI ISHIKAWA
AKIRA OKANO
KENTARO ANZAI
HIROKI SHIBUYA
THANKS:
AKIRA SATO
TOSHIYUKI MIYATA
YUKIO NAGASAKI
MASATSUKA SAEKI
SEIGO SUGAI
AKIHIKO SHIMIZU
TAICHI OGAWA
KAZUTOSHI NAKASHIMA
KEISHIRO FUKANO
JUNICHI B KOBAYASHI
TOHOKUSHINSHA FILM
CORPORATION
PLAYSTATION MONITOR MEMBERS
THANKS:
AKIRA SATO
TOSHIYUKI MIYATA
YUKIO NAGASAKI
MASATSUKA SAEKI
SEIGO SUGAI
PLAYSTATION MONITOR MEMBERS
VOICE OF DR. NEO CORTEX,
UKA UKA:
CLANCY BROWN

N. GIN, TINY TIGER:
BRENDAN OBRIEN

AKU AKU:
FOO

N. TROPY:
FOO

DINGODILE:
FOO
VOICE OF DR. NEO CORTEX
AND THE GREAT UKA UKA:
CLANCY BROWN

N. GIN, TINY TIGER:
BRENDAN OBRIEN

AKU AKU:
MEL WINKLER

N. TROPY:
MICHAEL ENSIGN

DINGODILE:
WILLIAM HOOTKINS
SPECIAL THANKS:
SKIP PAUL
ALIAS/WAVEFRONT
SILICON GRAPHICS
ANGUS GUSCHWAN
N/A
COPYRIGHT 1998 UNIVERSAL
INTERACTIVE STUDIOS, INC.
SOURCE CODE COPYRIGHT 1997
NAUGHTY DOG, INC.
TM UNIVERSAL INTERACTIVE
STUDIOS, INC.
COPYRIGHT 1998 UNIVERSAL
INTERACTIVE STUDIOS, INC.
SOURCE CODE COPYRIGHT 1998
NAUGHTY DOG, INC.
TM UNIVERSAL INTERACTIVE
STUDIOS, INC.
  • In the Special Thanks list of the Naughty Dog staff:
    • Missing Tony Black, Alias/Wavefront, Angus Guschwan, Hal Cook, and Richard Lehman.
    • Removed Taylor Kurosaki, and Dan Kollmorgen.
  • In the Special Thanks list of Universal Interactive Studios:
    • Removed Terry Smith.
  • In the Sony Computer Entertainment America row:
    • There is no Business Coordinator role.
    • Nicholas Consolo and Ara Demirgian were renamed to Nicholas Consola and Ara Demirjian, respectively.
  • In the Sony Computer Entertainment Inc. row:
    • Ryoichi Hasegawa was moved from Assistant Producer to Associate Producer.
    • There are no Associate Producer and Assistant Product Manager roles.
    • Product Manager was renamed to Senior Product Manager.
    • Quality Assurance Manager was renamed to QA Manager.
    • A lot of Japanese-related credits were removed. Some of these are also empty.
    • A lot of names were removed in Testers and Thanks lists.
  • In Sound Design, Michael Gollom was renamed to Michael Gollom M.P.S.E.
  • In the voice cast, Aku Aku, N. Tropy, and Dingodile voice credits are all named "Foo" as a placeholder.
  • There is another Special Thanks row after the voice cast that was removed.
  • The source code still says 1997.
  • There are no developer times list.

Soundtrack Differences

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

Level Sep 26 Final Notes
Title Screen File:Crash3-Sep26 TitleScreenTheme.ogg File:Crash3 TitleScreenTheme.ogg
Medieval
The differences are the lowered octave strings at the beginning and repeated harp samples.
Medieval (Bonus) File:Crash3-Sep26 MedievalBonusTheme.ogg
Atlantis File:Crash3-Sep26 AtlantisTheme.ogg
It has different mixing and glitches out at the beginning.
China File:Crash3-Sep26 OrientalTheme.ogg
Prehistoric (Bonus) File:Crash3-Sep26 PrehistoricBonusTheme.ogg
Prehistoric (Hard) File:Crash3-Sep26 PrehistoricDeathRouteTheme.ogg
Jet Ski File:Crash3-Sep26 JetskiTheme.ogg
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 (Bonus) File:Crash3-Sep26 ArabianBonusTheme.ogg
Arabian (Hard) File:Crash3-Sep26 ArabianDeathRouteTheme.ogg
Highway File:Crash3-Sep26 HighwayTheme.ogg
It has a different instrumentation, such as the trumpets.
Egyptian File:Crash3-Sep26 EgyptianTheme.ogg
It lacks snare drums and the samples are more quieter.
Egyptian (Bonus) File:Crash3-Sep26 EgyptianBonusTheme.ogg
Egyptian (Hard) File:Crash3-Sep26 EgyptianDeathRouteTheme.ogg
Bye Bye Blimps File:Crash3-Sep26 ByeByeBlimpsTheme.ogg
Future File:Crash3-Sep26 FutureTheme.ogg
Future (Bonus) File:Crash3-Sep26 FutureBonusTheme.ogg
Future (Hard) File:Crash3-Sep26 FutureDeathRouteTheme.ogg
Mad Bombers File:Crash3-Sep26 MadBombersTheme.ogg
Rings of Power File:Crash3-Sep26 RingsOfPowerTheme.ogg File:Crash3 RingsOfPowerTheme.ogg
Tiny Tiger File:Crash3-Sep26 TinyTheme.ogg
Dingodile File:Crash3-Sep26 DingodileTheme.ogg
N. Tropy File:Crash3-Sep26 NTropyTheme.ogg
N. Gin File:Crash3-Sep26 NGinTheme.ogg
N. Cortex File:Crash3-Sep26 CortexTheme.ogg