This is a sub-page of Proto:Crash Bandicoot: Warped/August 14th, 1998 build.
Toad Village#
- When standing behind the wooden logs, a minor glitch can cause the scenery textures to partially overlap Crash and Aku Aku's models.
Main Level#
- The stopwatch is placed further to the middle and closer to the spawn point.
- The second Aku Aku crate is merged into the pile of three crates before the first knight lab assistant, bringing the total number of crates to 41 instead of 42.
- The pit on the left in the final uphill section at the end of the level does not have a death trigger, so the player will get stuck after falling into it.
Bonus Round#
- The camera is more zoomed in at the entrance and exit.
Under Pressure#
Main Level#
- A wrong texture under the starting point can be seen applied incorrectly when the camera pans over at the beginning of the level.
- The stopwatch is placed before the first stack of basic crates.
- The rock formation in the upper right corner of the level outside the first electric tunnel was altered a bit.
- At the first downstream with two eels, there is a giant rock formation with rendering issues in the scenery that was replaced by a small formation.
- A rock formation is missing under the small tunnel afterwards.
- The two sharks above the trio of coral reefs covering crates are placed slightly to the right, which was likely changed due to the second one overlapping with the mine ahead.
- There is an iron crate inside the third tunnel, right before the final checkpoint.
- There are rock formations above and under the exit portal tunnel that were removed in the final game.
Orient Express#
- There are no swallows at all.
Main Level#
- The camera angle in the cinematic entrance pans over to an area without scenery. In the final game, the camera is adjusted so as not to show this.
- There is no invisible barrier behind the starting point, meaning you can just walk backwards and fall into the void and die.
- The stopwatch is placed in front of the first two crates.
- The first pit has a misplaced ground geometry on the left side.
- There are two scaffoldings holding hanging baskets on the left side after the first barrel wagon that were removed in the final game. The background when passing through them also displays some flickering.
- You are more likely to slam into the wall while attempting to reach the upper floor of the second tower when taking the ramp due to the middle floor's geometry having a rough collision. This seems to be related to the
obj_slap_cocoplaced in the tower walls, which is missing from this build.- The columns on the upper floor of the second tower have incorrectly assigned or oriented textures.
|
Aug 14 |
Final |
|---|---|
|
|
- After the final checkpoint, two oriental lab assistants were replaced by a barrel wagon in the final game.
- In the last vertical split-path, the camera will still follow the bottom path when taking the upper one without bumping into the ramp.
Bone Yard#
- The level is called "Dino Might!" instead, as it swapped names with the third chamber's prehistoric level.
- There are no butterflies at all.
- The majority of the vines on tree trunks that creep along the ground, in particular those on the right side of the scenery, are absent in the final game.
Main Level#
- The stopwatch is placed further to the left, closer to the first crate.
- The skybox color is light-blue in the volcanic crater area instead of pitch black.
- The camera may break at the end of the volcanic crater area and not follow the player when attempting to backtrack while walking on the edge.
- The second pterodactyl from the last chase sequence is present here - due to an oversight, it cannot be seen in the final game as it is drawn before the player reaches this area, causing it to fly away prematurely. In particular, its growl can be heard from a distance in the swamp after the third checkpoint.
Gem Path#
- The red gem path camera transition has a different angle.
- The first checkpoint crate is a regular one instead of iron, meaning it is impossible to get the box gem for the level. It also brings the total number of crates to 67 instead of 66.
- There are invisible steps behind the start area of each chase sequence.
- When the second chase sequence begins, the caveman lab assistant will fall off from his saddle and be squashed by the triceratops. This animation does not play anywhere else.
- You can interact with him by turning around as soon as the triceratops starts moving, such as spinning him away, jumping on him, or even taking damage upon contact.
- In the second chase, the second mini-volcano is placed further to the right.
- There is no invisible barrier in the cave behind the exit portal, causing the player to fall when approaching it.
Makin' Waves#
- The level is called "Aye Matey".
Main Level#
- There is a bomb out of bounds behind the starting point.
- The first row of Wumpas is placed further to the left, being closer to the stopwatch.
Tiny Tiger#
|
Aug 14 |
Final |
|---|---|
|
|
|
- The boss icon is not shown on the right when the button is pressed down, as well as the portal graphic missing Tiny in the picture.
- Occasionally when leaving the level, Crash will respawn in front of the first chamber, rather than being ejected from the level's portal.
Main Level#
- There is no music in the level.
- The skybox is blue, while the bottom half is black.
- The pre-fight cutscene features a higher camera pan that shows off the embroidered cover above Cortex's throne, rather than focusing on Cortex himself. Cortex himself, as well as the enclosure containing him and his throne, do not exist, leaving an empty void where they would have appeared.
- The cutscene lacks sound effects.
- The fragments released by the pillars that Tiny breaks have bright yellow undersides.
|
Aug 14 |
Final |
|---|---|
|
|
- The podium has only a single trident on each side of Tiny's platform, and the blue teal texture behind Tiny is of lower quality.
|
Aug 14 |
Final |
|---|---|
|
|
|
- The pillar paintings on either side of the Colosseum walls were replaced by a portrait of a lab assistant in Roman armor.
- Texture tiles also have a higher resolution in the final game.
- The only sound effects present are Tiny's jumping & stomping, and his roar when releasing the lions, which are reused from Crash 2.
- Aku Aku can protect the player from Tiny's stomps.
- You cannot spin on Tiny right away as he performs his final trident attack.
- The controller does not rumble when hitting Tiny.
- If you hit Tiny with a super body slam, he will lose his collision and will not be able to physically hurt Crash. You will not be able to attack him either, with the sole exception of body slams.
- Staying close to Tiny as he gets up after being hit will harm Crash.
- Lions cannot be defeated by jumping on them.
- 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.
- Defeating too many lions consecutively can freeze the game.
- Crash will do his dance after defeating Tiny. In the final American release, there is an oversight preventing it from happening.
- The game is not programmed to give free Aku Aku masks in this level if the player dies too many times.
Gee Wiz#
- There are 93 crates throughout the level, rather than 100 in the final game. However, the total box counter indicates 105 crates, leaving 12 crates unaccounted for, making it impossible to get the box gem. These crates are a leftover layout of the old futuristic bonus round seen in the E3 demo, located beyond the end of the level.
Main Level#
- The stopwatch is placed further to the left side.
|
Aug 14 |
Final |
|---|---|
|
|
- The 2x2x2 locked crates found in the final game are just a single one here.
- The puddle of water originally reached the wooden log just after it, where it stopped between the Aku Aku crate and locked crates in the final game.
- The slot crate before the final checkpoint cycles through Nothing - Fruit - Life - TNT - Aku Aku. This pattern cannot normally be seen in the final game.
Bonus Round#
- The crate hovering over the bottomless pit in the bonus round is placed further to the right.
Time Trial#
- The only time crates in the level are one 2-second and 3-second crate right at the beginning.
Hang'em High#
|
Aug 14 |
Final |
|---|---|
|
|
|
- The camera angle in the portal graphic is further up.
- Some elements of the scenery are missing.
Main Level#
- The two buildings on each side at the beginning lack a ceiling, as seen in the cinematic entrance.
- There is only one iron arrow crate at the beginning instead of two.
- The third bouncy tarp at the top is placed horizontally.
- The stopwatch is placed behind the right basic crate, instead of being on the right side of it.
- An extra row of five Wumpa fruit 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 fruit under the suspended ? crate is missing.
- Afterwards, the stack of crates is spaced further behind.
- At the beginning of the second mesh, there is an extra gap right before the first two crates.
|
Aug 14 |
Final |
|---|---|
|
|
- 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 fruit 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.
- The bouncy tarp ahead lacks a row of four Wumpa fruit under the suspended basic crate, which is also placed further to the left.
- The last stack of crates after the pot-carrying monkey is placed further behind.
- As there are no Nitro crates in the level, the Nitro detonator is consequently missing.
- There are two extra TNTs right before the box counter. That brings the total number of crates to 81 instead of 96.
Bonus Round#
- The bonus entrance transition has a different camera angle and the platform clips through one of the buildings.
- The bridge of iron crates and the exit platform are lowered, which makes the slot crate harder to see as the HUD icons overlap it.
- Stepping on the TNT slot to trigger it freezes the game for a split second.
- The scenery has flickering issues when the platform is carrying in and out of the bonus round.
Secret Path#
The secret route has absolutely no objects in it, besides Crash's spawn object. Only collision and scenery are there, which also means it is not possible to complete as the last jump is too far. This also means there is no yellow gem.
- The camera angle in the starting point is further to the left.
- Overall the scenery lacks some buildings and details.
- A building in the scenery at the middle of the straight 3D hallway features an open area.
- The towers around the platforms in the second side-scrolling segment are missing.
- The penultimate platform is wider.
- At the end of the path, the final platform that would hold the yellow gem features a parapet wall on the right edge. This implies that the secret path would not have the platform connecting to the end of the main level path, but rather an exit portal.
- Due to the lack of a proper respawn point, if you die, you will enter a death loop and will not be able to stop dying until you run out of lives.
Hog Ride#
Main Level#
- Driving at low speeds on the edges of the asphalt can cause the player to clip through the terrain and fall off the map, as there is no floor collision in certain spots.
- There is a cactus placed next to the road on the right side of the starting area.
- The stopwatch is placed at the center of the road after the start line.
- The first crate is moved more to the right.
- The second curve sign erroneously points to the left.
- There is a cactus placed next to the road after the second police car, while a second one is present next to the gas station.
- The basic crate next to the third police car afterwards is placed further to the left.
- The basic crate before the fifth police car is placed further to the right.
- Another cactus placed next to the road afterwards.
- The box counter is placed on the right side of the road rather than in the middle.
Tomb Time#
- The 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 spotlights are brighter.
- Crash plays the balancing animation when on the edges of the green snake tiles.
- When Crash is killed by the jar monkeys in the first section, the death animation of him being covered in dust always plays, whereas in the final game an oversight causes the angel animation to be used interchangeably.
- Sometimes an audio bug can happen when breaking crates around the final oil floor section, causing a specific sound effect to loop indefinitely.
Main Level#
- There are no extra lives on each side of the Cortex sphinx head at the start of the level.
- The stopwatch is placed on the right side of the entrance.
|
Aug 14 |
Final |
|---|---|
|
|
- The corridor with the first set of jar monkeys is narrower.
- The first lever pulling lab assistant pulls the lever much faster, rather than waiting a few seconds after each stone block slides into the pit.
- The Aku Aku crate afterwards is placed further behind, next to the lab assistant.
- The second Aku Aku crate at the beginning of the left path is missing.
|
Aug 14 |
Final |
|---|---|
|
|
- The connection back from the alternate path to the main path near the end of the level is different: the deactivated moving platforms are always present, and there is an extension of the ground next to them, which makes entering the alternate path from the back as easy as slide-jumping onto the platforms. There are also four extra crates on said new ground, bringing the total number of crates to 98 instead of 95.
- The final two crates are placed on each side of the floor.
- There is an extra row of two red scarab platforms at the very end, which was replaced by a solid floor in the final game.
- The ! switch is placed on the right edge.
Hard Path#
- The collision for the walls is extremely rough, making it easy to fall off through the walls.
- There is no clear gem at the end of the path.
Midnight Run#
- The columns on the upper floor of the towers have incorrectly assigned or oriented textures.
Main Level#
- The stopwatch is placed in the middle of the level just after Pura, rather than behind the second oriental lab assistant.
- In Time Trial, manually resetting the level from the pause menu will replay the level's cinematic entrance, causing Coco to fall off the scenery and die each time the level is restarted in this way, as the spawn point is offcamera and the game only draws what is visible on the screen.
Dingodile#
|
Dingodile |
Tiny Tiger |
|---|---|
|
|
|
- The level uses a seemingly even earlier version of Tiny Tiger's portal graphic as a placeholder, with the camera angle placed further back.
- The boss portal displays level stats like regular levels, featuring a crystal, gem and relic, despite none of these being obtainable here.
- The early underwater theme is used as a placeholder. Dingodile's boss theme is not present in this version.
Main Level#
- The pre-fight cutscene has some flickering in the scenery and lacks sound effects.
- Since there is no voice acting, Dingodile's mouth also does not move during the sequence.
- Normal footsteps sound effects are used rather than the snow ones.
- The only sound effect to play is the landing of the fireball attack, which reuses the generic explosion sound effect as opposed to a unique sound.
- Dingodile has no animations while firing his gun upwards - he will just spin in place.
- Dingodile loses health when he is directly attacked, rather than losing health when his flamethrower explodes like in the final game.
- The controller does not rumble when hitting Dingodile.
- The game is not programmed to give a free Aku Aku mask in this level if the player dies too many times.
- Holding Triangle before the level starts triggers a glitch where the pre-fight cutscene plays during gameplay while you are able to move around.
Dino Might!#
- The level is called "Bone Yard" instead, as it swapped names with the first chamber's prehistoric level.
- The collision for the scenery is a bit rough at some parts, causing Crash to be able to go out of bounds in certain areas.
- The scenery textures around the start of chase sequences are the same as Bone Yard. In the final game, it was changed to a greenish tone.
- Mini-volcanoes lack sound effects.
- They will be detected as a target when you aim the Fruit Bazooka at them.
- You can crawl under the yellow gem platforms.
- When the Crash-fish spins, it reuses Crash's spin animation and sound effect.
- It also does not make splash particles and sounds.
- Crash-fish will not devour Crash when killed by it, instead he will simply disappear instantly upon contact.
- In Time Trial, Baby T does not appear out of the egg already.
- Through glitches, if you ride Baby T past where Crash is normally dismounted, the triceratops will not come out of the cave if Crash is mounted on him.
- This causes lag spikes 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#
- There is no invisible barrier behind the starting point, allowing the player to walk out of bounds.
- The stopwatch is placed on the center.
- The first mini-volcano is placed further to the right.
- At the beginning of the level, there is a ? crate and an Aku Aku crate right ahead. In the final game, the Aku Aku one switched places with the ? one and in its place was added a stack of iron crates with a life crate on top.
- The tree trunks in the scenery around the nest where Baby T's egg is located are greyish.
- There is a step around the nest, forcing the player to jump to proceed.
- At the end of the Baby T section, the first mini-volcano is placed further behind, while the second one is further to the right.
- Crash will not automatically dismount Baby T when reaching the volcanic crater area, which also results in an invisible barrier preventing the player from continuing while Crash is mounted.
- There is extra vegetation at the very end of the final chase.
- The exit portal is placed further away from the wall.
- There is no invisible barrier at the end of the level, meaning you can just walk backwards and go out of bounds.
Bonus Round#
- Locked crates at the end of the bonus round do not provide Wumpa fruit automatically.
Gem Path#
- There is an invisible current at the beginning.
- A locked crate is missing from the stack with the TNT in the volcanic crater area. As a result, Crash will take damage when he attempts to break the bottom crates with the super body slam, as it will destroy the TNT crate as well. It also brings the total number of crates to 111 instead of 112.
- There is a fallen log placed between the first and second pterodactyls.
- Due to the absence of Eggipus Rex, the second pterodactyl behaves like a regular enemy.
- The log it's standing on is also closer to the middle of the level path.
- There is another fallen log placed right before the seventh lava pool.
|
Aug 14 |
Final |
|---|---|
|
|
- There is no gem at the end, as well as some of the floor nearby being fully covered by swamp.
- The swamp also lacks reflections.
- Some of the trees placements in the scenery at the end of the path were removed in the final game.
|
Aug 14 |
Final |
|---|---|
|
|
- Instead of five hidden extra lives at the end of the yellow gem path, there is an exit portal in this build. It is also named
obj_warp_out_secret.- The secret exit on its own does nothing, aside from spawning Crash in front of the load/save screen instead of in the third chamber, and adding an extra 1% when used.
- There is no tower of iron crates after the portal to prevent the player from going out of bounds.
Deep Trouble#
- This level holds the blue gem instead of the red one.
- Pufferfish in the tunnels will not die when Crash loses a mask.
- Sometimes an audio bug can occur that causes a particular sound effect to loop indefinitely.
- A black polygon will appear on the background in the upper right corner of the screen when Crash goes further down the level.
Main Level#
- The stopwatch is placed further below on the ground, before the jet sub.
- The blocked path of iron crates containing TNTs features four more TNTs.
- The camera is zoomed in on the first segments of the jet sub until the first shark.
- There is an extra Nitro crate covering the path afterwards, with a path of Wumpa fruit going over it. The other Nitro above is also placed further up.
- The coral reef holding a ? crate before the first tunnel section is placed slightly to the right.
- There is an iron crate inside the first tunnel section.
- The scenery on the right outside the first electric blades tunnel was altered - the top is a rock formation in the final game.
- There is more vegetation in the scenery in the first downstream section after the first eel.
- There are holes on the rocky formation in the scenery in the second downstream section inside the tunnel.
- The scenery on the right outside the second electric blades tunnel was altered - the top is a rock formation in the final game.
- Activating the ! switch at the end of the level will not cause Crash to drop the jet sub once he approaches the tunnel to go back to the death route split-path. You have to manually lose the jet sub by taking damage instead.
- Crash does not drop the jet sub when approaching the exit portal.
- Speed boosting next to the portal will get past it and will not suck Crash in.
Alternate Path#
- 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 fruit and the checkpoint crate at the beginning are missing, bringing the total number of crates to 87 instead of 83.
- The rocky scenery is unfinished on the right side of the level in the downstream tunnel section.
- The geometry for the exit tunnel is mostly missing.
- The bottom left Nitro crate after the tunnel is closer to the bottom right one, resulting in a tighter space to dodge.
High Time#
- The level holds the red gem instead of the purple one.
- It shares the same portal graphic as Hang'em High.
- Overall, there are less elements in the scenery, such as oriel windows, decorative tents and buildings.
Main Level#
- The stopwatch is placed on the right side of the wooden planks, rather than further back on the left side, next to the spawn point.
- The respawn point at the start of the level is farther ahead.
- In the first upwards section, there is a single iron arrow crate instead of two at the bottom and top.
- The first upwards section is not split properly, allowing Crash to stand on the vertical wall halfway through.
- There is a pair of bounce crates right next to the bonus platform.
- A building is missing on the right side of the scenery.
- The death route platform is placed further behind, and the right basic crate was replaced by an Aku Aku crate in the final game.
- In the second upwards section, there is also a single iron arrow crate instead of two at the bottom and top.
- The start of the wooden floor bridge with the sword-throwing lab assistant was expanded in the final game.
- There are two extra basic crates making a line of three next to the TNTs at the end, bringing the total number of crates to 89 instead of 85.
- 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.
- The last building is placed lower.
Death Route#
The death route is located next to the main path, and part of it can also be seen from a distance during regular gameplay. In the final game, the entire section was moved away from the main level.
- There are no Wumpa fruit throughout the path.
- The iron arrow crates are placed further to the left.
- There is a parapet wall extending to the middle in the left bottom edge of the upwards floor.
- There is a keyhole window overlapping the wooden floor before the mesh section that was removed in the final game.
|
Aug 14 |
Final |
|---|---|
|
|
- A sword-throwing lab assistant is present in the meshes segment, which was removed in the final game. Interestingly, this would have been the only instance in the game where Crash would have to pull his legs up on the meshes in order to avoid the blade attacks.
- Crash is slightly offset in the meshes, making his arms appear to be detached from the bars while he is hanging.
- There is no scorch mark near the end.
- The exit portal is misplaced, and the buildings in the scenery are different.
Road Crash#
|
Aug 14 |
Final |
|---|---|
|
|
- This level features an earlier version of the hot rod lab assistants, lacking textures for the hood scoop, grille, and headlights.
- Cactuses have a darker palette.
Main Level#
- The stopwatch is placed further to the left.
- The first two crates are placed further behind, close to the stopwatch.
- The first ramp has two basic crates in mid-air placed lower. It was changed to a single one in the final game.
- The ? crate in the first set of roadblocks is placed further to the left.
- The alien sign that leads to Hot Coco in the final game is absent, as is the level itself (technically).
- A gas station is present on the right side of the road next to where the alien sign would be placed in the final game.
- The ? and basic crates before the second ramp are placed in the middle of the road.
- There is a line of three basic crates before the third ramp. It was changed to a single one in the final game.
- There is no curve sign on the right side of the road after the third ramp.
- The ? crate after the third boost pad is placed on the right side of the road.
- In the fourth ramp, there are three basic crates in mid-air placed lower that are extremely difficult to reach.
- In the fifth ramp, there is a life crate in mid-air placed lower, followed by a removed stack of four crates on the road, bringing the total number of crates to 36 instead of 25. The stack was replaced by a single ? crate in the final game.
- Oddly, there is a ? crate placed in the same spot as the life crate. This is barely noticeable as hitting the life crate will break both, although one may notice the player receiving Wumpa fruit upon breaking it for the first time. Furthermore, the box tally will add two crates to the total.
- Another stack of four crates is present after the fifth boost pad, which was replaced by a line of four crates in the final game.
- The basic crate before the final curve is placed on the right side of the road.
Double Header#
- The rain is strong and always constant, unlike the final game, where the rain gets heavier as Crash progresses through the level.
- There is also no rain ambience sound effect.
- No water droplets are released from certain elements, such as wooden logs, pennant banners, the bonus round scenery, or castle gateways.
- There are no lightning visuals.
- Castle structures are not drawn throughout the level's chunks, so they only become visible as you get closer.
- The decorative bushes are overall misplaced in the scenery.
- No sound is heard when the giant lab assistants swing their clubs.
- Knocking them down or bouncing on their bellies will not make any sound either.
- The blur effect of the clubs when they swing is missing.
- They cannot be defeated with the Fruit Bazooka.
- There is no death animation of Crash being smacked against the camera by one of the swinging clubs at this point, he turns into an angel instead.
Main Level#
- The camera angle in the cinematic entrance pans over the background, which has some flickering.
- The stopwatch is placed slightly to the right.
- There is no invisible barrier behind the starting point, meaning you can just walk backwards and fall into the void and die.
- The puddle of water after the bonus is more greyish in color.
Bonus Round#
- The bonus transitions feature a slightly different camera angle, which pans over to a part without scenery of the skybox, and results in serious rendering issues in the bonus round area.
- Raindrops do not fall diagonally.
N. Tropy#
|
N. Tropy |
Tiny Tiger |
|---|---|
|
|
|
- Just like Dingodile, it also shares the same seemingly earlier version of Tiny Tiger's portal graphic as a placeholder.
- The boss portal also displays level stats like regular levels, featuring a crystal, gem and relic. The gem corresponds to the second gem in Sphynxinator.
- The early underwater theme is used as a placeholder. The boss theme is not present in this version.
Main Level#
- There is no pre-fight cutscene.
- The camera is zoomed noticeably closer than in the retail build.
- All sound effects are missing.
- The platform Crash stands on is textured differently, appearing to reuse assets from the Future levels and lacking the gear pattern seen in the final build.
- N. Tropy's orb projectiles have a unique homing trajectory here which is not used at all by his retail counterpart - the orbs would home in on Crash and chase him until they gradually disappear. In the final game, they are either shot high or low and do not track Crash at all.
- The patterns of the platforms that appear to reach N. Tropy on the other side are always the same.
- The controller does not rumble when hitting N. Tropy.
- N. Tropy will not automatically kill Crash if he is on the same platform as him.
- The lighting for the oriental scenery is much brighter.
|
Aug 14 |
Final |
|---|---|
|
|
|
- The arabian scenery has different textures in the background and features a largely grey palette, as opposed to the dark blue hue seen in the final game.
- The generic angel death animation is used when Crash is killed by all of his attacks.
- If the player dies too many times, the game will provide an Aku Aku mask. In the final game, that only happens with Tiny Tiger and Dingodile.
- Crash respawns facing towards the camera.
Sphynxinator#
- The level is called "Sphynxter".
- The gem path in this level requires the green gem instead of the blue one.
Main Level#
- The stopwatch is placed further to the left side of the level.
- The floor on either side of the first pit at the start of the level is missing a collision. As a result, the player can clip through the scenery fall off the stage.
- The camera transition in the platform at the end of the left split-path has a slightly different angle.
- The moving platform after the first checkpoint clips through the level's geometry.
- A patch of 2x2 red scarab platforms is present after the spear floor. It was later replaced by a normal floor.
- The scenery on the right side of the corridor is missing.
- There is an extra pit at the end of the oil section before the final checkpoint.
- It also features a misplaced black polygon on the left side of the scenery.
- The ? crate before the moving columns is missing afterwards.
- Another ? crate right before the bonus entrance is missing, bringing the total number of crates to 103 instead of 105.
- The bonus platform is slightly clipped into the level's geometry on both sides.
|
Aug 14 |
Final |
|---|---|
|
|
- There is an extra spear floor right before the last set of jar monkeys.
Gem Path#
|
Aug 14 |
Final |
|---|---|
|
|
- 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 does not have a proper collision, making it very easy to fall off through.
- There is a snake before the first pit.
- A flamethrower lab assistant is present before the second set of jar monkeys.
Bye Bye Blimps#
- When the stopwatch falls from the sky after shooting the blimps, it will "break" as if it were a regular crate when it hits the ground.
- Due to a glitch, the number of pilot lab assistants flying around the player can be reduced by shooting down a blimp before they start spawning onscreen - you can get no pilots to spawn at all if you shoot down the nearest blimp quickly enough.
- The ability to pause or shoot gets temporarily disabled when a blimp is falling down.
- If you pause the game while there are too many bullets onscreen, a visual glitch will cause the text and 3D models on the menus to stop drawing.
Main Level#
- The spawn point is placed slightly lower.
- There are only 5 blimps rather than 7, and the first one is placed closer to the spawn point, before the stopwatch balloon.
- There are no health balloons.
- The ballooned stopwatch is placed behind the first blimp.
Tell No Tales#
- The color of the buoys is inverted. The yellow ones are on the left side, while the red ones are on the right side.
Main Level#
- The stopwatch is placed further to the left.
- The crystal replaces the extra life in the final game on the final ramp at the end.
Future Frenzy#
- It shares the same portal graphic as Gee Wiz.
- Some elements of the scenery are either slightly misplaced or missing.
- It is not possible to backtrack from the 2D section back to the beginning of the level as the platform lacks the backtracking function and will disappear when going offscreen, making the box gem impossible to get through normal means.
- Flipping platforms will continue to flip even during Aku Aku invincibility.
Main Level#
- The stopwatch is placed slightly further to the left.
- The third conveyor belt moves faster.
- There is a ! switch next to four outline crates, bringing the total number of crates to 130 instead of 133. They were replaced by a stack of 2x2x2 locked crates in the final game.
- The Aku Aku crate at the start of the side-scrolling segment is located in mid-air right after the iron crates.
- You cannot fall off the edge of the first conveyor belt in the side-scrolling segment.
- The skyscraper wall around the second checkpoint is all made of glass.
|
Aug 14 |
Final |
|---|---|
|
|
- There is a conveyor belt afterwards that was replaced by a normal floor in the final game.
- The skyscraper in the second launcher fan with TNT crates is lower, and almost reaches the rooftop level around the final checkpoint.
- The conveyor belt right after the bonus platform moves faster.
- The orange laser fence layout after the final checkpoint is different - the first one is placed on the ground and located further to the right, the second one is higher, while the third one entirely missing.
- The crystal is placed further forward, at the edge of the conveyor belt.
- Afterwards, there is a flipping platform where the pit is, which also has a larger gap as the edge of the floor is shorter.
- After the final elevator, the wall of glass extends to the third launcher fan.
- The pit gap in the third launcher fan is larger due to the edge of the floor on the other side being shorter.
- The skyscraper wall at the end of the level is entirely made of glass.
- The Nitro detonator is not present, despite the level having Nitro crates.
- The exit portal is placed further back, overlapping the box counter.
Bonus Round#
- The bonus platform model is offset upwards. The actual collision is still below the model.
- The bonus transition is zoomed out and causes flickering in the scenery.
- There are no Super Power hints in the wall.
- The last two suspended crates at the end are placed lower.
Secret Path#
- It shares the same portal graphic as Bone Yard.
- The conveyor belts are darker.
- The scenery has flickering issues at some parts.
- All flipping platform sections are conveyor belts instead.
- There are no laser fences.
- The suspended Nitro crates are placed lower.
|
Aug 14 |
Final |
|---|---|
|
|
- The beginning has the same height of the rest of the path and with no gap in between.
- There is an extra basic crate next to the first pair of Nitro crates.
- The conveyor belt before the checkpoint moves faster.
- A tower is missing on the right side of the scenery next to the checkpoint area.
|
Aug 14 |
Final |
|---|---|
|
|
- There are two conveyor belts - one after the stack of crates and other before the wall of crates. Both were replaced by a normal floor in the final game.
- The last stack of crates is surrounded by two overlapping UFO lab assistants.
|
Aug 14 |
Final |
|---|---|
|
|
- There is a gap between the platform and the last conveyor belt.
- The clear gem is placed slightly lower, while the platform out of the path is misplaced half-sunken and in front of the gem.
- The scenery at the end of the path features a trio of giant pillars.
- The exit platform turns into a death route platform when transitioning to the main level. This is a leftover from a point in development where the secret path was originally intended to be a proper death route, as seen in the July 17th, 1998 prototype.
- Due to the lack of a proper respawn point, if you die, you will enter a death loop and will not be able to stop dying until you run out of lives.
Time Trial#
- A 1-second time crate is missing in the first section, next to the set of Nitro crates.
- A 2-second time crate is missing at the beginning of the side-scrolling section, after the first spiked shell.
- A 1-second time crate is missing before the first launcher fan.
- A 1-second time crate is missing before the first elevator.
- A 1-second time crate is missing after the bonus entrance.
- A 2-second time crate is missing before the second elevator.
Tomb Wader#
- The level holds the purple gem instead of the the blue one.
- It shares the same portal graphic as Tomb Time and Sphynxinator.
- The icons for the Super Powers in the pause menu erroneously have the underwater color filter applied.
|
Aug 14 |
Final |
|---|---|
|
|
|
- Scarabs have different elytra textures.
- Round platforms that float in the water are significantly smaller.
- Crash will automatically crouch jump if he is deep enough into the water, as seen in the European release.
- 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 do not make any sound when they come down.
- The wading animation contains an oversight which does not result in a death when spinning next to a TNT crate or getting crushed by a timed door while touching the water on its rising or flooded state, as Crash will instantly revive.
- There is a glitch that if you die at a certain point of the level and respawn at the very beginning of the level, depending on the water level can make Crash instantly drown every time he respawns, softlocking the game. Otherwise, there will be a slightly flooded water at the beginning, making Crash wade through the first segment of the level - approaching the first scarab will unload the water state.
- Using the player debug cheat to obtain Aku Aku invincibility or debug invincibility will freeze the game.
- The game is prone to crashing if the player takes damage from spiky mummies in the water-filled areas. This usually occurs when the player touches the spikes while in mid-air.
- There is a chance that the game will crash if you select "Restart Level" in the pause menu or after completing a Time Trial.
Main Level#
- The camera angle in the cinematic entrance comes from the right side of the level, flying over to the left and then zigzagging to the right again. In the final game, the camera simply approaches from the back.
- There is no invisible barrier at the beginning of the level, meaning you can just walk backwards and fall into the void and die.
- The respawn point at the start of the level is farther ahead.
- The camera angles in the second and third checkpoint corridors are higher up.
- The bonus platform is slightly clipped into the level's geometry on both sides.
- There is an extra pit in the rising water section after the bonus entrance.
- There is a ? crate suspended over the first stack of iron crates instead of an Aku Aku one.
- The third stack of iron crates contains four basic crates on them.
- The crates behind the shield lab assistant after the final checkpoint are TNT crates instead of Nitro crates.
- The fifth stack of iron crates also contain four basic crates on them, bringing the total number of crates to 96 instead of 88.
- There is no death zone in the pit at the end, meaning you can fall and walk into the void.
Gone Tomorrow#
- It shares the same portal graphic as Tomb Time and Sphynxinator.
|
Aug 14 |
Final |
|---|---|
|
|
|
- Missile robots are colored red with green eyes rather than olive with red eyes, and shoot four fireballs from a random side each.
- They make no sound effects.
- Their draw distance is smaller.
- They are invulnerable against Aku Aku invincibility while launching missiles. Rather, Crash will be knocked back when attempting to defeat them.
- The wrecking animation does not play when defeated by spin or invincibility.
- The crystal for this level is not present.
Main Level#
- There is no cinematic entrance.
- Crash spawns further behind.
- The first conveyor belt moves faster.
- There is a spiked shell next to the first two crates.
- The trio of crates before the first missile robot has a basic crate on the right, which was replaced by an Aku Aku one in the final game.
- The conveyor belt before the first checkpoint moves faster, and a regular UFO lab assistant is present instead of the ground one.
- The scenery has some flickering around where the four outline crates are located.
- A skyscraper is missing in the scenery at the end of the first section.
- After the first checkpoint, the conveyor belt moves faster.
- The second skyscraper in the side-scrolling section is lower, as the rooftop level can be seen.
- The first crate bridge consists of two sets of outline crates. Hitting the ! crate will fill in the top row, which is supposed to make the bottom row inaccessible. The bottom row is triggered by a ! crate in the gem path. The bottom row can still be broken by tornado-spinning and jumping out of the spin.
- The scenery of the skyscraper behind is incomplete.
- The conveyor belt afterwards moves faster.
- The fifth skyscraper is also lower.
- The glass background after the second crate bridge starts before the laser fence.
- After the final checkpoint, there is a single iron arrow crate instead of two.
- The background afterwards in the upper floor is filled of glass.
- At the beginning of the final section, a ? crate was removed in the final game, bringing the total number of crates to 75 instead of 87.
- The final conveyor belt moves faster.
Bonus Round#
The bonus round is a straight line with two life crates. It is also not normally accessible as the platform is locked.
Gem Path#
- True to its internal name, the gem platform in this level was originally purple instead of green. Consequently, the gem path has purple shading on the floor instead of green.
- The gem transition has a different camera angle and also features rendering issues in the level's scenery.
- The skyscraper holding the "CORTEX TOWERS" billboard at the start of the path is placed almost offscreen.
- The first conveyor belt moves faster.
|
Aug 14 |
Final |
|---|---|
|
|
- The conveyor belts were extended and the floor was shortened, and the UFO lab assistant was removed in the final game.
- The conveyor belt after the missile robot moves faster.
- At the end of the gem path, the skyscraper holding the "NGIN ROCKETS" billboard is placed too close to the platform.
- A skyscraper is missing in the scenery at the end.
Orange Asphalt#
- The level name is misspelled as "Orange Asphault".
- It shares the same portal graphic as Road Crash.
Main Level#
- The first two basic crates are placed in the middle of the road.
- The first ramp on the left contains three basic crates in mid-air. It was changed to a single one, placed higher.
- The following two basic crates before the third police car are in different position - the first one is placed in the right side of the road, while the second one is placed slightly to the right.
- The two basic crates after the roadblocks are placed on the right side of the road.
- After the first ramp jump, there is a stack of four crates on the right, which was replaced by a single crate in the final game.
- The second pair of ramps are closer to each other.
- In the two ramp section ahead, the first ramp contains two basic crates in mid-air placed lower down, while the second one does not have any. A crate was moved to the second ramp in the final game.
- The right roadblock on the second ramp is placed straight. In the final game, it's tilted.
- Afterwards, the path of Wumpas is placed on the middle of the road, which was moved to the left corner in the final game.
- After the ramp with a boost pad behind, there are two extra basic crates in the left side of the road.
|
Aug 14 |
Final |
|---|---|
|
|
- Afterwards, there is a pit on the side of the boost pad, which was removed in the final game.
- The curve sign is also erroneously pointing to the right.
- In the left ramp followed by a pit, there is a stack of four crates which was replaced by a single crate in the final game.
- In the ramp ahead, the three mid-air crates on the first one are placed lower down.
- The second left ramp contains three mid-air crates instead of a single one.
- The third right ramp agains contains three mid-air crates instead of a single one, bringing the total number of crates to 34 instead of 20.
- Textures of the left boost pad in the last pair of ramps are not assigned correctly.
- The box counter is placed after the finish line, although the gem can still be collected by going out of bounds near the finish line. The game will respawn you after the finish line, making it able to collect it and turn around.
Flaming Passion#
- The level is called "Crash Kabob".
- It shares the same portal graphic as Hang'em High.
- Some elements in the scenery are either missing or removed, such as towers, tower domes, oriel windows, decorative tents and buildings.
Main Level#
- There is no cinematic entrance.
- The building on the left, before the first checkpoint, features the pointed window texture rather than the keyhole one.
- There are four fire traps after the first checkpoint instead of three, although only two are functional due to the other two arsonists erroneously facing the opposite direction. The extra arsonist is placed on the right side.
- The crystal is placed higher up between the vertical flying carpets, making it easy to miss when jumping between them. It was moved further back in the final game.
- The building before the second climb is smaller, forming a gap between the two buildings.
|
Aug 14 |
Final |
|---|---|
|
|
- After the second checkpoint, a vertical flying carpet is used rather than a floor with iron crates. There is also parapet walls on the bottom edge.
- There are no scorch marks in neither of the following three arsonists in the upwards section.
- At the top before the death route platform, the building ahead of the left is smaller, being able to see the rest of the level in the background.
- The bouncy tarp after the death route has a small gap between the wall, causing Crash to fall when bouncing next to the wall.
- An extra arsonist is present afterwards. There is no ceiling and the wall on the right is a parapet instead.
- A pot-carrying monkey is present right before the third checkpoint. It was replaced by a scimitar lab assistant in the final game.
- The building on the left containing an arsonist after the bonus entrance is wider and larger, making the bonus platform clip through it when returning to the level. The building on the left afterwards is higher, while the right one is lower.
- The final bouncy tarp also has a small gap between the wall.
Bonus Round#
- The bonus round is a straight line with two life crates, bringing the total number of crates to 49 instead of 75.
- The total box counter is set to 0.
Death Route#
The death route does not exist yet, meaning no green gem either. The platform to it is locked, and the only traces of it in the level are the four Wumpa fruit at the beginning, the collision around that area, and the exit platform, which is placed out of bounds. Similarly to High Time, however, the path would have been located next to the main level, whereas in the final game it is placed further away.
Mad Bombers#
- There are no regularly placed crates in the level - instead, three ballooned crates will emerge from each of the first four airplanes destroyed. However, crates may go downwards, making them impossible to hit.
- Pilot lab assistants deal 1% damage instead of 2% in the final game.
- The balloon attached to the crystal is not displayed properly.
Main Level#
- The spawn point is placed slightly lower.
- There are 12 crates instead of 11.
- The stopwatch is not placed on this level, making it impossible to start the time trial to earn a relic.
- If placed back manually, the stopwatch will not disappear when shooting the airplanes, meaning you can destroy four of them first, then start the time trial and destroy the last one for an easy Platinum relic.
Bug Lite#
- It shares the same portal graphic as Tomb Time and Sphynxinator.
- Similarly to Gone Tomorrow, the crystal for this level is not present.
- The icons for the Super Powers in the pause menu are erroneously colored black.
- The inside of the pyramid goes completely dark when the firefly flies away. In the final game, the walls emit some lighting.
- The spotlights are brighter.
- Pits in the outside sections have a different texture around the corners.
- Pulling the Fruit Bazooka in the outside sections will turn Crash's torso and the bazooka itself completely black.
- Wumpa fruit shots are also black, and the explosion visual effect does not appear.
- The anubis statue pillars share the same texture used in Tomb Time, featuring more stripes and cracks.
Main Level#
- There is no cinematic entrance.
- There is no invisible barrier at the beginning of the level, meaning you can just walk backwards and fall into the void and die.
- There is a 2x2 stack of crates at the beginning that was replaced by a snake in the final game. The snake is placed ahead instead, where the row of Wumpa fruit would be located afterwards.
- Next to the first pit, there are misplaced textures on the right side of the scenery.
- The second pit containing a crocodile is smaller.
- The crocodile also cannot be seen before it gets out and after it jumps into the pit.
- At the end of the second pit, there are more misplaced textures on the right side.
- The decorative building in the scenery next to the third pit is untextured.
- The floor textures at the entrance of the pyramid have a blue tone, and after the first checkpoint, the floor textures from the pyramid itself are placed further ahead.
- The first pit inside the pyramid is larger.
- There are three closing doors instead of two before the wall of crates.
- There are four red scarab platforms instead of two after the wall of crates.
- The blue gem platform is missing, making it impossible to get the extra gem.
- In the second outside section, anubis statues and some pillars on the left side of the scenery have the moonlight blue shading from the beginning section applied.
- There are four extra Nitro crates scattered after the wall of locked crates, and the pit right ahead is missing. That brings the total number of crates to 131 instead of 120.
- The pits before the final checkpoint are smaller.
- There are two extra red scarab platforms after the final checkpoint.
- In the third outside section, anubis statues and some pillars on the left side of the scenery also have the moonlight blue shading applied.
- The exit portal does not light up the surrounding scenery.
Bonus Round#
- The bonus platform is misplaced half-sunken. If the player dies in the bonus round, Crash will also respawn half-sunken into the ground.
|
Aug 14 |
Final |
|---|---|
|
|
- The bonus round design uses iron crates for its solid platforms like all other Egyptian bonuses, whereas in the final game Bug Lite is the only bonus to use Egyptian scenery.
- The three 4x1 iron crate bridges are made of basic crates instead.
- The firefly's lighting and the Fruit Bazooka do not function in the bonus, making it extremely difficult to complete it without carrying at least two Aku Aku masks.
- The total box counter is set to 0.
Gem Path#



While the gem path is completely non-existent, three iron checkpoint crates are the only traces far out of bounds (iron checkpoint crates are scattered throughout the path in later prototypes before being completely removed).
- The first crate would be placed after the giant pit with the green gem platform.
- The second crate would be placed at the beginning of the purple gem path room in 2D perspective - with scarab and moving platforms, while the third one would be at the back of the same room where the yellow gem platform drops the player.
Ski Crazed#
It is actually Hot Coco in everything but name. All of its data was moved onto new files in the final game. It is the only level in the entire trilogy to behave like this.
- It shares the same portal graphic as Makin' Waves.
- The level stats indicates a crystal, which is unobtainable normally.
- The level is referred to as "Ski3" in the pause menu.
- It also says this is level 27.
- The directional arrow is present in this level. Since there is no path to follow as you are free to explore a large open area, it does not work properly and points towards out of bounds direction.
- The sky coloration has an intense shade of red, which was later used in the "real" Ski Crazed.
- Sharks do not move around.
Main Level#
- There are three bombs instead of two on each side behind the ramp close to the starting point.
- There are two extra bombs surrounding two ? crates in the eastern corner of the map.
- In the ramp next to a checkpoint crate near the volcano, the bombs behind it form a U-shape, whereas in the final game it's only the two parallel lines.
Time Trial#
- From the starting point, there is a life inside a ? crate next to a 3-second time crate among the set of six bombs, but once you take this life and restart the level, that crate becomes another 3-second time crate.
- With the exception of checkpoint crates and Nitros, every time crate is a 3-second one instead of 2-second.
Area 51?#
- It shares the same portal graphic as Hog Ride.
- Pause menu says this is level 26.
- You are given a crystal for winning the race instead of a gem.
- There is only one other UFO who you encounter very early on.
- The icons for the Super Powers in the pause menu are erroneously colored black.
|
Aug 14 |
Final |
|---|---|
|
|
|
- The UFO model is untextured, does not emit light, and it reuses the hot rod lab assistant car's sound effects.
- It has a simpler behavior, constantly moving from one side to the other and ignoring obstacles, as well as not hovering in the air to dodge police cars.
- It does not fly away after crossing the finish line either.
- Traffic cones are missing from the sides of the road. Instead, there are power poles in the scenery, which were removed in the final game.
Main Level#
- The stopwatch is not placed on this level, so it is not possible to start the time trial.
- There are three basic crates instead of two, slightly to the right.
- A basic crate before the first roadblock is missing.
- Another basic crate after the first police car is missing.
- There are three basic crates instead of one before the first boost pad.
- There are two basic crates behind the first ramp. In the final game, there is a single one floating.
- There are three extra basic crates before the second police car.
- There are two extra basic crates after the third police car.
- The basic crate after the fourth roadblock is placed closer to the pit, and more to the right.
- There are two extra crates right before the second ramp.
- There are two basic crates behind the second ramp. In the final game, there is a single one floating.
- There are two more crates after the fifth boost pad.
- Three crates are missing after the seventh roadblock.
- The sixth boost pad before the third ramp is placed on the left side of the road.
- There are three extra crates before the seventh police car.
- A basic crate is missing before the eleventh roadblock.
- The two crates afterwards are placed on the left side of the road and are more farther away from each other.
- A basic crate on the right curve after the fourteenth roadblock is missing.
- There are three crates instead of one after the seventh boost pad.
- In the final section, the crates after each boost pad are missing, bringing the total number of crates to 30 instead of 24.
|
Aug 14 |
Final |
|---|---|
|
|
- The final ramp in the level has Crash to jump over untextured trucks, which were removed in the final game.
- The checkered line texture and finish line structure are missing.
- The box counter is missing at the end, making it impossible to collect any gems.
Rings of Power#
- It shares the same portal graphic as Mad Bombers.
- The level stats shows a crystal, which is unobtainable normally, while the gem is the box gem - winning the race gives the Future Frenzy's secret gem.
- Pause menu says this is level 28.
- A life sound effect plays when flying through the active rings, while a TNT beep sound plays when flying through the inactive ones.
Main Level#
- The spawn point is further upwards.
- There is no Death Tornado Spin icon on the first ring to hint the player on how to gain extra speed.