This is a sub-page of Proto:Crash Bandicoot: Warped/August 26th, 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 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.
Time Trial#
- The first Aku Aku crate is a 1-second time crate instead.
Under Pressure#
Main Level#
- 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 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#
- Unlike earlier builds, there is no invisible barrier behind the starting point, meaning you can just walk backwards and fall into the void and die.
- 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.
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Aug 26 |
Final |
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- After the final checkpoint, two oriental lab assistants were replaced by a barrel wagon in the final game.
Bone Yard#
- 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 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.
Gem Path#
- The red gem path camera transition has a slightly different angle.
- There are invisible steps behind the start area of each chase sequence.
- In the second chase, the second mini-volcano is placed further to the right.
Tiny Tiger#
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Aug 26 |
Final |
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- The portal graphic lacks Tiny Tiger in the picture.
Main 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.
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Aug 26 |
Final |
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- 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 is completely missing and there is no floor or seat under him, leaving an empty void where they would have appeared.
- Cortex wears a red cape and is standing, always looking around and waving to the crowd instead of being idle and focusing on Crash's movements when the battle begins.
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Aug 26 |
Final |
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- 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.
- 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.
- Some sound effects are missing.
- Tiny does not roar after killing Crash.
- The crowd does not boo, nor is a sound effect made when Tiny takes a hit.
- There is no squash sound effect when Crash is flattened by Tiny.
- The game is not programmed to give free Aku Aku masks in this level if the player dies too many times.
Hang'em High#
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Aug 26 |
Final |
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- 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.
- After the first checkpoint, the stack of crates is spaced further behind.
- There are two more rows of Wumpa fruit at the end of the second hanging mesh section.
- The scenery around is more enclosed.
- The second hanging 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 suspended basic crate on the bouncy tarp ahead is placed further to the left.
- There are two extra TNTs right before the box counter.
Bonus Round#
- The bonus entrance transition clips through one of the buildings.
- The exit platform is placed lower down.
- The scenery has flickering issues when the platform is carrying in and out of the bonus round.
Secret Path#
- The path does not have any Nitro crates, bringing total number of crates to 81 instead of 96.
- The camera angle in the starting point is further to the left.
- A building in the scenery at the middle of the straight 3D hallway features an open area.
- A row of Wumpa fruit is missing at the end of the straight 3D hallway.
- A genie lab assistant is present in the bouncy tarps section.
- At the end of the path, the building holding the yellow gem features a small parapet on the bottom edges.
- The final platform leading to the main path moves very quickly.
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.
Main Level#
- There is a cactus placed next to the road on the right side of the starting area.
- 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.
- Another cactus placed next to the road after the fifth police car.
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.
- 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.
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Aug 26 |
Final |
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- 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.
Gem Path#
- The collision for the walls is extremely rough, making it easy to fall off through the walls.
Midnight Run#
Main Level#
- The columns on the upper floor of the towers have incorrectly assigned or oriented textures.
Time Trial#
- There is a 2-second time crate after the second flying dragon that was replaced by a basic one in the final game.
- There is a 1-second time crate in the second upper section that was replaced by a basic one in the final game.
- The last hanging 3-second time crate was replaced by a 1-second one in the final game.
Dingodile#
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Aug 26 |
Final |
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- The portal graphic lacks Dingodile in the picture.
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.
- The controller does not rumble when hitting Dingodile.
- 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 scenery is more enclosed around the mini-volcanoes, not allowing the player to pass through them from the sides or between them.
- 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.
- When the Crash-fish spins, it reuses Crash's spin sound effect.
- It also does not make splash particles and sounds.
- Mini-volcanoes will be detected as a target when you aim the Fruit Bazooka at them.
- You can crawl under the yellow gem platforms.
- 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 first mini-volcano is placed further to the right.
- 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.
- There is extra vegetation at the very end of the final chase.
- There is no invisible barrier at the end of the level, meaning you can just walk backwards and go out of bounds.
Gem Path#
- There is an invisible current at the beginning.
- 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 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#
- The background lacks the city details, and is more of a navy-blue color.
- Pufferfish in the tunnels will not die when Crash loses a mask.
- A black polygon will appear on the background in the upper right corner of the screen when Crash goes further down the level.
- Sometimes an audio bug can occur that causes a particular sound effect to loop indefinitely.
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 fruit 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 has a small rock structure not present in the final game.
- There is more vegetation in the scenery in the first downstream section after the first eel.
- 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.
- 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.
High Time#
- 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.
- The music does not change in the death route.
Main Level#
- The music does not change in the bonus round.
- 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.
- In the second upwards section, there is only one iron arrow crate instead of two at the bottom and top.
- 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.
Bonus Round#
- 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.
- There is a parapet wall extending to the middle in the left bottom edge of the upwards floor.
- There is no scorch mark near the end.
Road Crash#
- Cactuses have a darker palette.
Main Level#
- The alien sign that leads to Hot Coco in the final game is absent.
- 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.
- 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 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.
- 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 reuse generic sound effects (jump and bounce).
Main Level#
- The camera angle in the cinematic entrance pans over the background, which has some flickering.
- 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 serious rendering issues when entering/exiting the bonus round area.
- Raindrops do not fall diagonally.
N. Tropy#
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Aug 26 |
Final |
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- The portal graphic lacks N. Tropy in the picture.
Main Level#
- Due to the absence of N. Tropy's dialogues, the pre-fight cutscene is shorter.
- The cutscene also lacks sound effects.
- Some sound effects are missing.
- The clockworks in the scenery do not make ticking sounds.
- No "boing" sound effect is made when N. Tropy takes hit.
- There is no teleporting sound effect when N. Tropy is changing to the other side.
- Death animations are silent.
- The laser sound effect is shorter.
- The controller does not rumble when hitting N. Tropy.
- N. Tropy does not attack Crash if he is on the same platform as him.
- There are no particle sparkles when Crash gets desintegrated by N. Tropy's orb and laser attacks.
- In the oriental scenery, the dragon texture behind N. Tropy contains incorrectly assigned textures.
- In the arabian scenery, the window pattern behind N. Tropy is more blue.
- The game is programmed to give free Aku Aku masks in this level if the player dies too many times.
Sphynxinator#
Main 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.
- In the corridor before the second closing door, the scenery on the right is missing.
- The ? crate right before the bonus entrance is missing, bringing the total number of crates to 104 instead of 105.
- The bonus platform is slightly clipped into the level's geometry on both sides.
Time Trial#
- There is no 3-second time crate behind the start of the level.
- The 1-second time crate placed before the moving columns is a ? one instead.
- The 1-second time crate after the bonus entrance was replaced by a basic one.
- The final 2-second time crates are placed in the sides of TNT crates.
Bye Bye Blimps#
- 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.
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.
Time Trial#
- The two 3-second time crates in the small island were replaced by basic ones.
- The 2-second time crate in the opposite ramp was replaced by a basic one in the final game.
- A 1-second time crate was replaced by the second Aku Aku crate.
Future Frenzy#
- The second entrance shares the same portal graphic as Bone Yard and Dino Might!.
- Some elements of the scenery are either slightly misplaced or missing.
- Flipping platforms will continue to flip even during Aku Aku invincibility.
Main Level#
- You cannot fall off the edge of the first conveyor belt in the side-scrolling segment.
- After the second checkpoint, the glass background starts two floors sooner.
- The skyscraper in the second launcher fan with TNT crates is lower, and almost reaches the rooftop level around the final checkpoint.
- The pit gap in the third launcher fan is larger due to the edge of the other side floor being shorter.
- The skyscraper wall around the second checkpoint is all made of glass.
Bonus Round#
- The last two suspended crates at the end are placed lower.
Secret Path#
- 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.
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Aug 26 |
Final |
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- 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, bringing the total number of crates to 134 instead of 133.
- A tower is missing on the right side of the scenery next to the checkpoint area.
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Aug 26 |
Final |
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- 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.
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Aug 26 |
Final |
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- There is a gap between the platform and the last conveyor belt.
- The scenery at the end of the path features a trio of giant pillars.
Tomb Wader#
- It shares the same portal graphic as Tomb Time and Sphynxinator.
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Aug 26 |
Final |
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- Scarabs have different elytra textures.
- 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.
- Timed doors do not make any sound when they come down.
- The water will not stop rising during the Aku Aku invincibility.
- 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.
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#
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Aug 26 |
Final |
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- The portal graphic lacks N. Gin in the picture.
Main Level#
- N. Gin dialogues are absent.
- Although Pura's backup will not normally appear at the start of the phase two, you can make him connect onto Coco's spaceship at any time by pressing Triangle.
- Pura's ship is completely untextured, with the exterior using vertex coloring instead of textures.
- The glass dome has a geodesic shape and lacks green coloration.
- Pura's ship is completely untextured, with the exterior using vertex coloring instead of textures.
- Coco's aiming reticle is smaller.
- Coco's spaceship reuses the biplane's engine and gunshot sound effects.
- Missiles deal 5% damage instead of 10%.
- Purple energy balls deal 3% damage instead of 6%.
- Mines feature a larger explosion range.
- Dying was not programmed yet, as reaching 0% health does not kill Coco.
- N. Gin's mech parts require less hits to destroy them.
- You can damage the flaps and cannons even when they are closed.
- Missiles can be destroyed with a single shoot, rather than four.
- Missiles reuse the TNT explosion visual effect when destroyed by the laser.
- The controller does not rumble when destroying missiles or part of the mech.
- A lot of sound effects are missing.
- N. Gin's mech is silent when charging and shooting the machine laser gun.
- Coco's spaceship does not buzz when hit by the projectiles.
- No sound effect is made when the projectiles are fired.
- N. Gin's mech is silent when flying off the screen to become his second form and during his transformation.
- The ricochet sound effect is different.
- There are no explosion sparkles when destroying N. Gin's mech parts.
- The mech flaps have a different texture.
- The arms of N. Gin's mech in the first form are untextured.
- A small explosion occurs while the mech is merging into the second form.
- N. Gin's mech will remain stationary in phase two.
- The mech textures in the second form are less detailed and lack many details.
- The background behind N. Gin is completely green.
- The mech fires missiles much more quickly during phase two.
- Once defeated, the mech will just slowly fall apart, rather than blowing up sending N. Gin (with fire coming out the missile on his head) offscreen yelling "Aagh! Not again!".
- There is no invisible barrier preventing Coco's spaceship from going to the very top and bottom of the screen.
Gone Tomorrow#
- There is no cinematic entrance.
- Crash spawns further behind.
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Aug 26 |
Final |
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- Missile robots are much darker. This dark version of the robot can be seen in the save file icon for this level in the final game.
- Their draw distance is smaller.
- No sound effect plays when destroyed or when returning to the idle position.
- 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 invincibility.
Main Level#
- The scenery has some flickering around where the four outline crates are located.
- The first and second skycrapers in the side-scrolling section are lower.
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Aug 26 |
Final |
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- 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 fifth skyscraper is also lower.
- After the final checkpoint, the background afterwards in the upper floor is filled of glass.
- At the beginning of the final section, a ? crate is missing here, bringing the total number of crates to 88 instead of 87.
Bonus Round#
- The second platform at the beginning is placed higher.
- Some parts of the wall have greenish patches.
- The camera angle is higher.
Gem Path#
- The gem transition has rendering issues in the level's scenery.
- The green gem path still has purple shading on the floor instead of green.
- The skyscraper holding the "CORTEX TOWERS" billboard at the start of the path is placed almost offscreen.
- 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.
Time Trial#
- The first Aku Aku crate is a 1-second time crate instead.
- There is a 2-second time crate at the beginning of the final section that was replaced by a basic one.
Orange Asphalt#
- It shares the same portal graphic as Road Crash.
Main Level#
- The second pair of ramps are closer to each other.
- The right roadblock on the seventh ramp is placed straight. In the final game, it's tilted.
- The suspended crate on this ramp is easy to miss, due to Crash jumping too high by landing on the edge of it after jumping off the previous ramp.
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Aug 26 |
Final |
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- There is a pit on the right side of the fifth boost pad, which was removed in the final game.
- The curve sign is also erroneously pointing to the right.
- Textures of the left boost pad in the last pair of ramps are not assigned correctly.
Flaming Passion#
- 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, decorative tents and buildings.
- The death route platform can reappear even after losing a life.
Main Level#
- There are four fire traps after the first checkpoint, instead of three.
- There is a misplaced oriel window on the building on the left with the two arsonists.
- 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.
- In the second checkpoint area, there are parapet walls on the bottom edge.
- There are no scorch marks in neither of the following three arsonists in the upwards section.
- An extra arsonist is present after the death route platform. There is also a misplaced oriel window over their balcony.
- There are misplaced oriel windows over the balcony of the last two arsonists.
- The building on the left containing an arsonist after the bonus entrance is wider, while the one on the right is lower.
Bonus Round#
- There is an extra basic crate under the ? one before the stack of two Nitros, bringing the total number of crates to 76 instead of 75.
Death Route#
- The death route is located further away from the main level path.
- Some scenery details are either missing or removed, such as buildings and decorative objects.
- There is a misplaced oriel window over the balcony of the first arsonist.
- The iron checkpoint crate is missing.
- A Wumpa fruit is misplaced in mid-air in the second sword-throwing lab assistant section.
- A building is missing on the left scenery afterwards.
- 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.
- At the end of the path, the platform holding the purple gem features a small parapet on the bottom edges.
Mad Bombers#
- Pilot lab assistants deal 1% damage instead of 2% in the final game.
- 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.
Main Level#
- The spawn point is placed slightly lower.
Bug Lite#
- It shares the same portal graphic as Tomb Time and Sphynxinator.
- Pulling the Fruit Bazooka in the outside sections will cause the Wumpa fruit shots to turn black.
- The explosion visual effect will also not appear.
- The inside of the pyramid goes completely dark when the firefly flies away. In the final game, the walls emit some lighting.
- Spotlights always emit the same intensity of light, regardless of the ambience lighting.
- Pits in the outside sections have a different texture around the corners.
Main Level#
- There is no cinematic entrance.
- 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.
- There are two extra red scarab platforms after the final checkpoint.
- The exit portal does not light up the surrounding scenery.
Bonus Round#
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Aug 26 |
Final |
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- The bonus 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.
Gem Path#
- The gem path color order is inverted: red, purple, yellow, green, and blue.
- Due to the different gem order, consequently the gem path has different shading on the floor for each gem section.
- Aside from the first one, an iron checkpoint crate is present at the beginning of every gem section.
- The purple gem platform (green in final) contains a small gap, causing the player to fall off.
- There is a firefly next to the yellow gem (purple in final) and green gem (yellow in final) platforms. Since there are no dark segments in the gem route, it has no real use.
- The green gem platform is sunken into the ground.
- The scenery on the right at the beginning of the final indoor section is completely missing.
- The skybox inside the pyramid will turn dark blue when stepping on the blue gem platform.
- The final outside section of the gem path does not have the gem color shading on the floor and the scenery lacks the dark blue shading.
- The anubis statue pillar shares the same texture used in Tomb Time, featuring more stripes and cracks.
N. Cortex#
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Aug 26 |
Final |
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- The camera angle in the portal graphic is further away and lacks Cortex in the picture.
- There is no credits, so after defeating Cortex the game will return straight to the warp room.
- Cortex will continue to attack when the player gains Aku Aku or debug invincibility using the player debug cheat. Doing the same in the final game will cause him to stop instead, and attempting to gain a mask will also freeze the game.
Main Level#
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Aug 26 |
Final |
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- There are no pre-fight cutscenes.
- The control room background is static.
- The textures of the floor edge have a lower quality.
- The default footsteps surface sound effect is used.
- Uka Uka's model is smaller and features two blue flames above his head, matching his appearance during the intermission vortex cutscenes.
- A lot of sound effects are missing.
- There is no sound when Cortex fires his red energy bolts.
- The mask lasers make no sound effect.
- Cortex's force-field is silent when touching/activating it or when it shuts down.
- Mines lack the "beep" sound effect when Cortex is about to throw it.
- No sound effect is made when Crash spins Cortex off when he's on the ground.
- The black hole that opens in the middle of the room is silent.
- There is no sound when Cortex hits the bottom and loses a health point.
- No explosion sound effect plays when Uka Uka brings Cortex back from the hole.
- The mask tornado attacks do not make any sound effect.
- There is no white clashing sparkle between the mask lasers.
- Cortex's red energy bolts do not explode upon hitting Crash or the ground.
- Throwing Cortex on the mines does not explode them.
- The controller does not rumble when hitting Cortex.
- Dying by a red energy bolt or mine will play the default angel death animation instead.
- The tornado spin of the masks in the second phase is white.
- The final spin attack of the masks lacks Aku Aku during the spin animation. The explosion effect is also unfinished.
- Uka Uka stays in the corner when the battle is over.
Ski Crazed#
- It shares the same portal graphic as Makin' Waves.
Main Level#
- The bomb circling around the island next to the ramp after the first checkpoint moves faster.
- The bomb afterwards surrounded by a piece of land and buoys also moves faster.
- The two bombs circling right before the final checkpoint change direction at a fixed spot next to the buoys, rather than completing a full circle.
Time Trial#
- The second Aku Aku crate is a 3-second time crate instead.
- The third Aku Aku crate is a 2-second time crate instead.
Area 51?#
- It shares the same portal graphic as Hog Ride.
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Aug 26 |
Final |
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- The UFO model is dark blue with red blinking stripes around it, and it uses hot rod lab assistant car's sound effects. The final model does not feature blinking stripes, and the lamps will blink green instead. This model matches the one seen in the save file icon in the final game.
- They do not fly away after crossing the finish line.
- 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#
- There are 32 extra crates in the level, which are distributed along with the original ones but in more inconvenient paths, bringing the total number of crates to 56 instead of 24.
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Aug 26 |
Final |
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- 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.
Rings of Power#
- It shares the same portal graphic as Mad Bombers.
- This level uses Bye Bye Blimps' theme as a placeholder.
- It's impossible to get the race gem, as winning in first place will erroneously give you the Future Frenzy's secret gem.
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.
Hot Coco#
In earlier builds of the game, this level could be accessed through the level 26 button under the name "Ski Crazed", which was then replaced entirely with a different Jet Ski stage. Although the final Ski Crazed had already taken the level 26 slot from Hot Coco by this point in development, the method of accessing it had not been implemented yet, making this level temporarily inaccessible despite existing in the files.
However, you can still access it by enabling debug mode and pressing R1 in the pause menu to obtain 64 crystals, which will unlock the level 31 button.
Interestingly, by restoring the secret exit portal found at the end of the yellow gem path of Dino Might! in earlier builds, it turns out to be programmed to activate the level 31 button when you exit the level through that secret portal, which unlocks the level.
- The level is called "Hidden Treasure".
- 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 points towards out of bounds direction.
- The sky coloration has an intense shade of red, which is the same one used in 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.