the cutting room mirror

August 26th, 1998 build

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

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 Bronze 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 Bronze relics from the start.
  • OPEN LEVELS: Unlocks all areas of the warp room. Logically not available if you are not in the warp room.
  • ALLOW CAM: Enables a free camera with the second controller. The pause menu is disabled on the first controller, but you can access it by holding down R2 and pressing Start. See the full instructions below.
  • NO CHEATS: Ditto. This only appears if a toggleable cheat is enabled.

Freecam Controls#

These controls are specific to the DualShock controller. D-Pad and left analog stick are interchangeable.

  • Left/Right: Modify X position.
  • Up/Down: Modify Y position.
  • L1/R1: Modify Z position.
  • Triangle/X: Modify X rotation.
  • Square/Circle: Modify Y rotation.
  • L2/R2: Modify Z rotation.
  • Start (in controller 1): Toggle frame advance mode.
  • R2 (in controller 1): Advance frame.
  • R2 + Start (in controller 1): The only way to bring up the pause menu ever again.
  • Select: Snap back to trail.
  • Any controller 2 button: Detach and freeze from trail (if attached). Certain levels, such as the game over screen, will freeze the game if this is enabled. Note that this freezes the camera trail, which is used by the game to control what to load, what to display, player movement, etc. If you want to progress in a level, press Select to snap the camera back to its trail and continue.

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 Bronze relic. Once you have obtained a Gold or Platinum relic, the game will stop tracking the level.

Debug Mode#

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

80068048 0100

General Differences#

Startup#

  • The game starts with a warning screen labeling this preview as a Beta Demonstration Disc and explicitly prohibiting any duplication or distribution of the disc content.
  • A music track not used in the final version of the game is played here as a placeholder for the main theme. See the Soundtrack section for more details.
  • There is no announcer presenting the company entities and the game's title.
  • The Sony Computer Entertainment screen is similar to Crash 1, being a static text on a plain background.
  • Universal's screen looks mostly identical to the Crash 2's one, just with the copyright info updated.
  • There is no Naughty Dog box animation - it simply shows the company's logo with "Developed by" text above on a plain background.

Aug 26

Final

  • The title screen also features a plain background and no sound effects at all.
    • Attempting to skip the logo animation will instead freeze it in its current frame.
  • There are no idle demo modes.

Gameplay#

Crash 2

Aug 26

Final

Japanese

  • Character icons are in a rather primitive state, seemingly styled after Crash 2 in terms of size and shading:
    • Crash's icon is a higher-res variant of his life icon - a re-drawn version of which is in fact used in the Japanese version.
    • Coco's icon is closest in pose to her pause screen icon, only with a green flower in her hair as opposed to blue, and rather rough shading.
    • Tiny, N. Gin, and Cortex reuse their boss portraits from the previous game as placeholders, albeit with minor differences, such as N. Gin and Tiny's lack of shading and Cortex's eyes and head shape being a bit larger.
    • Dingodile and N. Tropy are mostly similar to their final icons with minimal changes, such as Dingodile's ears and snout being redrawn and N. Tropy's clock being changed from grey to green.
      • Interestingly, their icons in Crash Team Racing bear a closer resemblence to the icons in this build than in the final game.

Aug 26

Final

  • The Time Twister's portal graphic features a totally different design for the load/save screen. The fifth chamber also seems to be missing.
  • Sapphire relics are known as Bronze relics instead. Logically, they are bronze-colored.
  • A white screen is used for loading transitions, rather than a distorting vortex effect.
    • The music does not fade out when entering a portal either.
  • The intermission vortex cutscenes, opening cutscene and ending cutscenes are all missing throughout the game.
  • All music tracks are in mono, regardless of the output option.
  • The bonus round and alternate route music tracks do not loop properly and they just start over.
  • Music volume defaults to 100% as opposed to 75%.
  • Coco does not blink her eyes in any of her animations.
  • Crystals, gems, and relics do not play the choir sound effect, nor do they drop firework particles when collected.
  • Checkpoint crates lack the chime sound when opened.
  • When all crates are destroyed, the clear gem will show up as soon as the box counter appears onscreen, regardless of where the player is. In the final game, the gem will only spawn when the player gets closer to the box counter.
  • Masks are lost upon returning to the warp room, so they cannot be taken into other levels.
  • Extra lives will change into a x20-Wumpa fruit once the player collects it. In the final game, it changes into a single Wumpa fruit instead.
  • The yellow aura visual effect is missing when Aku Aku is summoned or lost.
  • During Aku Aku invincibility, Crash's speed will always be locked to his default running speed, meaning that every move he performs will retain the same speed, whether he is sliding, crawling, or running with the Speed Shoes.
    • As a result, his crawling speed will be faster.
  • Breaking another Aku Aku crate while invincible does not reset the invincibility timer.
  • The shockwave caused by the super body slam cannot pick up Wumpa fruit and extra lives nearby.
  • Double jumps can be only chained once with enemy and object bounces.
  • Crash's spin range is smaller while hanging on meshes, like in Crash 2.
  • Death routes always return to outline form if you die in bonus rounds or time trials.
  • Crash can display idle animations while invincible or standing on any surface, such as buttons, lifting and moving platforms.
  • The angel death animation reuses the wing flapping sound from Crash 2.
  • The disintegrating and balloon deflating death animations lack sound effects.
    • The controller does not rumble in the disintegrating death animation either.
  • Descriptions for the Super Powers do not exist yet, and the life sound effect plays when grabbed.
    • They will also go offscreen after a second just like all other collectibles, whereas in the final it stays onscreen until the screen fades out.
  • 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.
    • Crash can pull the bazooka while invincible, although the invincibility will immediately be cancelled.
    • You have to wait until the animation of Crash putting the bazooka away ends before you can actually start moving after using it.
    • 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.
  • A number of textures across the game have different lighting or UV mapping.
  • Many objects can be seen through scenery, objects, or walls. For example, Crash's body can be seen through lifting platforms.
  • Counting down TNT crates will instantly explode upon stepping on a gem platform.
  • Jumping from a certain height and then performing a tornado spin while standing over reflective surfaces will make Crash's reflection incorrectly appear below him in mid-air.
  • In the game over screen, Uka Uka does not move his head while announcing the game over, and his face is placed further down, overlapping the "Continue?" text.
    • It features the blue background from Crash 2.
    • Uka Uka's idle animation is different.
    • Cortex's mouth is untextured and his pupils are brighter.
  • Quitting the game will return to the startup intros instead of the title screen.
    • Music and FX volumes also retain their current values, rather than resetting to default.
  • Vibration (labeled "Shock" instead) and calibration options (from Crash 2) are available at all times, regardless of the controller used.
  • Eggipus Rex is completely absent and Hot Coco is present within the files, but it cannot be accessed through normal means.
  • The highest percentage you can normally achieve is 99%. A clear gem from Rings of Power cannot be normally collected due to an oversight.
    • By retrieving the remaining collectibles, the final percentage goes to 102%, with 43 gems and 29 relics.
    • The total amount of gems and relics does not increase when getting the extra collectibles of Hot Coco.
  • Fake Crash's cameos after completing the game did not exist at this point.
  • There is a dongle protection in this version which can stop the game from running on real hardware and emulators.

Time Trial#

The biggest change is how the time crates work here, where instead of freezing the clock for said time, it will subtract the amount of time from the box (this mechanic was also described on the game's official website). Despite this, they still cannot get the chronometer to go below 0 seconds.

  • There is no "Entering Time Trial" onscreen notice the first time you start the time trial.
    • The ticking sound effect does not play when touching the stopwatch.
  • Crash will leap up when becoming invincible. The animation was disabled for this mode in the final game.
  • Time crates do not count when destroyed by nearby explosions.
  • There are no extra Aku Aku crates.
  • Locked crates can still provide Wumpa fruit.
  • When a relic is received, the relic will go offscreen after a second just like all other collectibles, whereas in the final game, it stays onscreen until the screen fades out.
  • On the Enter Name screen, there are no sound effects when navigating or selecting an option.
    • Inserting the last initial does not bring the player to the "Done" button automatically.
  • The music volume will decrease during the Enter Name screen just like in the final game, but it will not reset to normal when restarting a level. This effect is cumulative, and one can make the volume go down to 0% by repeating the time trial multiple times.

Level

Aug 26

Final

Toad Village (*)

1:12:00
0:57:50
1:15:00

1:03:00
0:57:50
0:44:03

Under Pressure

2:05:00
1:29:70
1:15:00

1:46:00
1:17:90
1:10:50

Orient Express

0:58:00
0:50:00
0:40:00

0:41:00
0:27:80
0:18:10

Bone Yard

1:58:00
1:49:20
1:15:00

1:45:00
1:40:20
1:21:00

Makin' Waves

1:18:00
1:02:83
0:50:00

1:08:00
0:58:20
0:53:23

Gee Wiz

1:44:00
1:25:20
1:15:00

1:35:00
1:22:70
1:05:90

Hang'em High

1:30:00
1:11:30
1:00:00

1:24:00
0:52:63
0:43:80

Hog Ride

1:00:00
0:46:40
0:40:00

0:45:00
0:41:43
0:35:03

Tomb Time

1:49:00
1:29:00
1:15:00

1:42:00
1:10:00
0:53:90

Midnight Run

1:05:00
1:00:00
0:55:00

0:53:00
0:38:20
0:18:20

Dino Might!

1:34:00
1:27:60
1:15:00

1:34:00
1:25:73
1:03:00

Deep Trouble

2:37:03
1:44:43
1:15:00

1:47:00
1:25:13
1:18:33

High Time

2:27:70
1:25:30
1:15:00

2:12:00
1:04:10
0:56:93

Road Crash

1:42:30
1:25:90
1:15:00

1:25:00
1:20:70
1:17:10

Double Header

1:36:00
1:29:73
1:15:00

1:27:00
1:21:13
0:59:40

Sphynxinator

1:58:00
1:47:73
1:15:00

1:42:00
1:22:63
0:56:70

Bye Bye Blimps (*)

1:42:53
0:58:40
1:15:00

1:09:00
0:58:40
0:51:50

Tell No Tales

2:25:00
1:21:30
1:15:00

1:42:00
1:25:63
1:05:23

Future Frenzy

2:35:80
1:44:03
1:15:00

2:01:00
1:34:00
1:19:63

Tomb Wader

3:05:00
2:20:13
2:00:00

2:44:00
1:45:03
1:24:00

Gone Tomorrow

2:23:10
1:42:83
1:15:00

2:05:00
1:25:60
1:02:10

Orange Asphalt

1:48:90
1:34:93
1:15:00

1:36:00
1:31:30
1:21:80

Flaming Passion

2:00:00
1:30:00
1:15:00

1:43:00
1:13:10
0:59:40

Mad Bombers

1:48:00
1:23:43
1:15:00

2:08:00
1:55:20
1:38:13

Bug Lite

2:08:03
1:37:60
1:15:00

1:49:00
1:34:83
1:14:90

Ski Crazed

1:53:80
0:40:23
0:30:00

1:16:00
0:50:50
0:33:30

Area 51?

2:21:70
2:09:40
1:50:00

1:53:00
1:49:80
1:44:50

Rings of Power

1:21:53
0:57:43
0:50:00

1:20:00
1:01:43
0:51:73

Hot Coco

1:10:00
0:42:43
0:35:20

1:00:00
0:30:10
0:19:93

  • Relic times have not been updated for Platinum relics in Toad Village and Bye Bye Blimps, resulting in a Platinum relic being awarded automatically if you beat the level under 1:15:00 - this is a leftover of an older relic requirement that was used as a placeholder for all levels in earlier builds.
    • Exceeding the target time will not give you a relic in Toad Village due to the higher Bronze requirement, making Platinum the only possible relic in this level. On the other hand, you can still obtain a Bronze relic in Bye Bye Blimps due to the lower requirement.

Levels#

Medieval Levels#

  • There are no swallows or butterflies at all.
  • Chickens do not scream or drop feathers when shot by the Fruit Bazooka.
  • There are no invisible boundaries preventing the player from standing on top of the stone bridge fences.
  • Spinning the magic orbs from the wizards will simply make them go through Crash and leave him unharmed, whereas in the final game they also get destroyed.
  • Lily pads are arranged differently in the moat background at the start of the bonus rounds.
    • The water lacks transparency and the reflection of the castle wall is missing.
  • In Time Trial, stepping on empty bonus platforms will make Crash clip through the floor.

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.
  • Coco retains her default facial expression during her jump animation.
  • Coco does not close her eyes during her landing animation.
  • You can stand on the sides of the scenery, as invisible boundaries are less restrictive.
  • Hanging life crates are ? crates but with extra lives. They also do not automatically give you the contents within.
    • In Time Trial, these time crates will not freeze the clock either.
  • The tick made when breaking crates while you are sprinting gets higher and higher, as if you were racking up combos.
  • Invincibility frames do not protect you against enemies and hazards.
  • It is not possible to use the player debug cheat to obtain Aku Aku masks for Coco.

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.
  • Pulling out the Fruit Bazooka while the triceratops is chasing you will make it instantly despawn.
  • Time crates do not count if broken by triceratops.
  • Crash can still be killed by the triceratops even after it has stopped moving if you get too close.
  • Baby T does not run away if he gets hit by an enemy or hazard while Crash is mounted on him. Instead, Crash will just hop off his back, but he will still be able to mount him again.
    • However, that does not apply if you take a hit after landing from a jump, as that will still make Crash lose him.
  • Baby T slides forward a little when he stops moving, instead of halting abruptly.
  • Due to a bug, performing the super body slam close enough to Baby T will make him disappear.
    • Performing it on his back also does not destroy vegetation, crates or enemies around Baby T.
    • Body slamming on the egg will not hatch it either.
  • 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#

  • The controller does not rumble while controlling the jet ski.
    • It does not rumble when the sailor lab assistant whacks Coco into the water with his oar either.
  • When entering the exit portal, the wake of the jet ski will not disappear.

Arabian Levels#

  • You can pass through the bouncy tarps if jumping underneath them.
  • You can walk over the bouncy tarps when spinning or sliding on them or changing from a normal surface to them. In the final game, you will automatically bounce instead.
    • Bouncy tarps are not programmed to bounce Crash during invincibility.
  • The death animation of Crash being knocked off the meshes by a scorpion was sped up in the final game.
  • The death animation of Crash bumping into a pot-carrying monkey was sped up in the final game.
  • Pot-carrying monkeys will not be defeated in one hit when Crash loses a mask or while he is invincible.
  • No sound effect plays when the blades thrown by sword-throwing lab assistants hit the wall.
  • The low-poly model of the towers and domes in the scenery features way less polygons.
  • Due to an oversight with the sword-throwing lab assistants, you automatically receive the Speed Shoes once the blade projectile hits the wall. This means that you will always receive this Super Power prematurely in High Time.
    • Furthermore, a visual bug will cause the Death Tornado Spin to also be incorrectly displayed in the menu tab as if the player already had it. Once you legitimately receive it, then the Fruit Bazooka will show up prematurely instead.

Highway Levels#

  • There are no swallows at all.

Aug 26

Final

  • The traffic lights increases the pitch for each light sound effect.
    • The light textures received subtle tweaks in the final game.
  • You can drive backwards with no restraints, though the camera does not follow you.
    • The roadblocks behind the start line are missing, so the player can fall off the map and go out of bounds (aside from Road Crash). This is not normally noticeable in the final game unless you enable debug mode to drive backwards.
  • Winding signs cannot be taken down.
  • Hot rod cars have a wonky collision while in mid-air, causing Crash to be sent flying upwards if you bump into them while jumping off ramps.
  • Some of the sound effects are different or missing:
    • The boost sound effect when running into a turbo pad lacks one of the sound effects.
    • One of the engine noises when accelerating is missing.
  • The back of the hot rod lab assistants' car is untextured when jumping off a ramp.
    • The license plate on this model is also part of the car texture, rather than a separate graphic.
  • The position number in the HUD will flash to 316th in a split second when switching between specific positions - 6th and 5th place in Hog Ride, 9th, 8th and 7th place in Road Crash and Orange Asphalt, and 7th, 6th and 5th place in Area 51?.
  • Opponents will continue racing endlessly around the map of every level, always respawning on top of the start line after finishing the race. In the final game, they will only continue racing in Road Crash as the map is a complete circuit, and they will only repeat it once.
  • In Time Trial, the chronometer visually freezes for a few seconds when Crash goes out of bounds.

Egyptian Levels#

Aug 26

Final

  • The black dog hieroglyph texture (a tribute to Naughty Dog's mascot, Morgan) that appears on the walls of the pyramid was redrawn.

Aug 26

Final

  • Switches make a different sound effect.
    • The sound often stops playing at certain moments when stepping on the button.
  • The stone blocks dropped by the lever pulling lab assistants retain their collision after crushing Crash, meaning he can be carried along by the blocks while in his squashed state.
  • Crash still blinks his eyes after being covered in dust by the jar monkeys. In the final game, his eyes are always static.
    • There is no explosion sound effect when Crash is hit by such projectiles.
  • You cannot bounce on the pull levers in succession.
  • There is no sound effect when Crash is shaking on the roof after being poked by the spear floors.
  • Moving platforms only make a sound when moving from right to left.
  • There are no invisible barriers in the column gaps of the pyramid walls.
  • In Time Trial, the chronometer visually freezes for a few seconds when Crash loses a mask while being crushed by doors or falling blocks.

Baron Levels#

  • During the cinematic entrance, the plane moves at the same speed during the gameplay and you also have full control of the plane.
    • The ability to pause is disabled while the sunlight is shining through the screen.
  • The blimp/airplane/ring counter uses a darker text color.
  • The balloon holding the stopwatch is yellow instead of red.
  • When the stopwatch falls from the sky after shooting the blimps or flying through a ring, it will "break" as if it were a regular crate when it hits the ground.

Future Levels#

Aug 26

Final

  • The camera angle in the portal graphic is placed further back.
  • Laser fences in the 3D sections play the same sound effect as the orange ones in the side-scrolling sections.
  • The invisible wall on the sides is more enclosed, making it more difficult to pass through the fences while the laser is active.
  • The spherical robots make no sound when activating/deactivating the force field.
    • Running into them while the force field is off will burn Crash's backside, rather than disintegrating him.
  • Spiked shells have slightly different sound effects.
  • Checkpoint crates feature a proper reflection in the mirrors.
  • Crash's torso is not reflected in the mirror when he pulls the Fruit Bazooka.

Warp Room#

  • The early underwater theme is used as a placeholder. The warp room theme is not present in this version.

Aug 26

Final

  • The load/save screen has a much more minimalist design, lacking the ornamental assets around it, as well as the "LOAD/SAVE" text imprinted on it. The monitor itself is also colored blue instead of yellow and turquoise.
  • Coco stands on the right side of the screen, looking to the left, rather than standing on the left side, looking towards the center of the room.
    • Coco displays the idle animation of checking her nails, which does not play in the warp room in the final game.
    • She also has no collision detection and can be walked straight through.

Aug 26

Final

  • The default save file icon when starting a new game features Crash sighing in Gee Wiz.
    • Empty save slots still use the Crash 2 icon.
    • Save slots display a life counter instead of the relic one, identically to Crash 2.
    • Placeholder save file icons from Crash 2 levels were in the process of being replaced by the actual level icons, so a number of them are still used on certain levels, such as Makin' Waves, Deep Trouble, High Time, Road Crash, Double Header, Sphynxinator, Future Frenzy, Gone Tomorrow, Orange Asphalt, Flaming Passion, Ski Crazed, Rings of Power, and Hot Coco.
      • These icons are mostly assigned to match their counterparts based on level order - aside from Rings of Power, which displays the Tiny Tiger icon instead. Ski Crazed and Hot Coco display the Totally Bear and Totally Fly icons, respectively.
    • When entering the game via the "Load Game" option, the memory card menu will not open in the slot selection screen by default.
  • When Crash enters a portal in the warp room, his warp sucking animation always points forward instead of toward the center of the portal sphere, causing the animation to point away from it when entering from the edges.
  • The animation for Coco exiting a level has not yet been implemented, as Crash exits her levels in exactly the same way he does with his own stages.
  • Boss icons are not displayed on the right when the boss level's button is pressed down.
  • Platinum relic times are never displayed on the Time Trial leaderboards, possibly due to the lack of Cortex's rematch after collecting all gems and relics.
  • Electric gates feature blue textures and lack a proper sound effect when Crash is pushed back.
    • The controller does not rumble when touching the gate either.
  • There are more stars in the sky.
  • Some of the textures have different lighting, such as the bricks.
  • In the first chamber, there is a misplaced wall brick texture on the floor next to the portal pad.
    • One of the gears in the scenery is missing its shaft.
    • There is some collision on the floor completely surrounding the portal pad, forcing the player to jump in order to enter the portal.
  • The camera angle in the second chamber is much higher up and can even partially hide Crash.
  • There are less invisible walls covering the fifth chamber.

Aug 26

Final

Crash3-Aug26 MissingIconsGlitch.png
  • The middle platform has an earlier set of textures with minor differences, most notably being colored blue in the center rather than yellow. This resembles the design of the lamps from the bonus area of Gee Wiz, which is present in the E3 demo.
  • Whenever you return from the secret chamber, the textures for each chamber are briefly rendered incorrectly. This is due to the game only updating the VRAM texture set after the platform has fully landed, resulting in temporary texture mismatches.
    • In rare instances, a visual glitch may occur where the Crash and Cortex icons become corrupted and stop rendering, usually if the player steps back onto the platform too quickly while the chambers are still displaying wrong textures.

Secret Chamber#

  • The room sign reads "Neodyne Systems" in this version, a pun on "Cyberdyne Systems" from the Terminator series.
  • There are no sound effects at all.
  • Coco does not show up to enter the Ski Crazed's portal.
  • The camera angle when leaving a level is more zoomed in.
  • There is a hidden texture behind the tissue generator that depicts the silhouette of a lab assistant android.

Soundtrack Differences#

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

Level

Aug 26

Final

Notes

Title Screen

This theme acts as a placeholder for the main theme and the warp room. It could be heard on the game's official website, as well as in the demo featured as a hidden unlockable in Spyro the Dragon upon booting it up. In 2013, composer Josh Mancell posted the "pre-console" version of this track on his SoundCloud, labeling it as a demo for the underwater levels.

Warp Room

Medieval

The differences are the lowered octave strings at the beginning and repeated harp samples.

Medieval (Bonus)

Some instruments have more release

Atlantis

It has different mixing and glitches out at the beginning as it plays two wrong samples (the sonar-like sound and the cymbal swell samples).

China

Prehistoric (Bonus)

Prehistoric (Hard)

Jet Ski

It has an unused supposed woodblock sample that is not present in the final as it was replaced by a marimba.

Arabian (Bonus)

Arabian (Hard)

Highway

The baritone sax sample is wrongly tuned, causing it to sound dissonant when compared to the rest of the song.

Egyptian

It lacks the tambourine beats that start playing at 0:07 and the ride cymbal and ride bell samples are quieter.

Egyptian (Bonus)

Egyptian (Hard)

The percussion notes have low release and sound cutoff

Bye Bye Blimps

The beginning glitches out and plays long and drown out trumpet notes.

Future

Multiple samples are swapped, like for example the synth that starts playing at 0:08 which uses the same sample as the lead instrument that plays in 0:35, and the guitar at 1:02 which uses the square lead sample. The bass has higher release.

Future (Bonus)

Multiple samples are swapped, for example, the square lead that plays at 0:10 is replaced by the muted distortion guitar sample, which is not properly tuned in this case and causes dissonance.

Future (Hard)

The bass has higher release and some samples are swapped, like the synth strings that play at 1:20 which are replaced by a short electric piano sample

Mad Bombers

The beginning glitches out and plays long and drown out trumpet notes, some snare notes are missing which causes the beat to sound different.

Tiny Tiger

The instruments are swapped for the first measure, causing the marimba to be replaced by the strings and drum channel to be replaced by the distortion guitar sample which ends up sounding really noisy and dissonant. The mixing for some of the instruments is different, the distortion guitar near the end sound very loud and the bass is one octave higher

Dingodile

The first few notes play the cymbal crash on repeat instead of it only being the first note. The muted guitar that starts playing at 0:05 uses a different square wave sample that comes from N. Gin's theme and stands out a lot more. The stronger snare drum samples that start playing on 0:20 are quieter.

N. Tropy

Some instruments are much louder like the noise at 0:36, while others are much quieter like the xylophones.

N. Gin

The bass and voice samples plays are one octave higher. The closed hi-hats are noticeably louder.

N. Cortex

The vibraphone melody matches the pre-console version more closely than the final version.

Unused Content#

Unused Graphics#

Mutato Muzika#

The title screen level data contains an unused splash screen (bmutD) of Mutato Muzika - the game's composers - which would be displayed after the Universal logo. Interestingly, the exact same screen originally appeared in the June 15th, 1997 prototype of Crash 2.

Early Medieval Textures#

Crash3-Protos_UnusedMedievalTexture1.png Crash3-Protos_UnusedMedievalTexture2.png

In the Medieval levels, there is a set of leftover textures, including a question mark that implies it is from an earlier version of the bonus round that was originally located underground.

Alien Sign#

In the Highway levels, an early version of the alien sign is already present in the texture pages, despite not being in the level yet. It has smaller eyes and the coloring is reversed, featuring a black outline filled with yellow instead of a black face with yellow eyes and mouth.

This texture can been seen in the September 26th, 1998 prototype.

Crash 2 Startup Logo Leftover#

The Universal logo screen with Crash 2 copyright info can be found in the title screen data.