the cutting room mirror

Level Differences

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This is a sub-page of Proto:Crash Bandicoot: Warped/July 17th, 1998 build.

Toad Village#

  • The warp room states that this level holds the blue gem, although it is not actually obtainable in any way. This is a leftover from the first level of Cortex Strikes Back.
  • 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 camera angle in the cinematic entrance is different.
  • The clock crate is placed further to the middle and closer to the spawn point.
  • A ? crate is missing before the first puddle of water.
  • The first checkpoint crate is placed further ahead, after the first slot crate.
  • After the second puddle of water, the ? crate is missing, and the second Aku Aku crate is merged into the pile of three crates - the pile is also placed further to the left.
  • The bonus platform has a smaller detection area.
  • The third checkpoint crate is missing after the third puddle of water.
  • A ? crate is missing after the last stone bridge, bringing the total number of crates to 37 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.
  • The box counter is placed further to the left.

Bonus Round#

  • The camera is more zoomed in at the entrance and exit.
  • Four wooden planks are untextured below the suspended ? crate.
  • The exit platform has small misplaced polygons.
  • The castle wall in the background at the end is not extended enough, revealing an empty gap.

Under Pressure#

Main Level#

  • A coral texture under the starting point can be seen applied incorrectly when the camera pans over at the beginning of the level.
  • The clock crate is placed in the background, 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.
  • The first slot crate contains a life in the cycle pattern.
  • There is more seagrass at the bottom of the first descent.
  • A rock formation is missing under the small tunnel afterwards.
  • Seagrass is present before the first checkpoint.
  • The first jet sub is placed further away from the tunnel exit.
  • 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.
  • The invisible barrier behind the starting point is placed further back.
  • The clock crate 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_coco placed in the tower walls, which is missing from this build.
    • The columns on the upper floor also have incorrectly assigned or oriented textures.

July 17

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.
  • The box counter is placed further ahead in the middle.

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.
  • You cannot automatically destroy the grass while invincible.
  • Baby T's models/animations and sound effects are present in the level data - these are leftovers from earlier versions of the level where Baby T would appear in the volcanic crater area, before the final chase sequence.
    • There is an obj_dino_blocker object (which prevents the player from proceeding or backtracking with Baby T) placed shortly before the ! switch and where his nest would originally be.

Main Level#

  • The clock crate is placed further to the left, closer to the first crate.
  • The game briefly stutters when approaching the first puddle of lava after the first side-scrolling section.
  • The skybox color is light-blue in the volcanic crater area instead of pitch black.
  • Pulling out the Fruit Bazooka at the start of the volcanic crater 2D area will teleport Crash to a specific spot right in front of the path of Wumpa fruit. This is caused by the obj_dino_blocker object.
    • If Crash is not directly aligned with the object's coordinates, he will instead be placed out of bounds and get stuck outside the level geometry.
  • 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 crystal is placed during the last chase sequence, rather than in the volcanic crater area.
  • 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.

Bonus Round#

  • The bounce crate at the top of the pile was replaced with an arrow crate instead.
  • One of the life crates above the iron crate formation was replaced with a ? crate.

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.
  • The last mini-volcano and current are placed further to the left.
  • There is no invisible barrier in the cave behind the exit portal, causing the player to fall when approaching it.
  • The clear gem is placed offscreen after the exit portal and has no assigned ID, defaulting to the level's box gem. This means that once you've collected it, it will be aligned to the left in the inventory.
    • It is only drawn at a specific camera position (internally set as position 18, which is when you go down to the exit portal area), so you have to jump in a certain way for the camera reach that spot. If you walk away from it, the gem object will despawn.

Makin' Waves#

  • The level is called "Aye Matey".
  • The total number of crates is 32 instead of 37.

Main Level#

  • The camera during the warp spawn is not set correctly, initially facing the left side of the map before panning around the jet ski and then quickly adjusting itself.
  • 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 clock crate.
  • The bomb on the right side of the lane after the first ramp is missing.
  • Another bomb is missing afterwards.
  • The pirate ship you encounter will only fire cannonballs when getting close enough to it.
  • A ? crate is missing right before the first checkpoint crate.
  • Another bomb is missing afterwards.
  • The seagull above the crate is missing.
    • The crate is also a basic one instead of a ? one.
  • The crystal is placed further behind.
  • The section afterwards turns straight to the right instead of going forward, causing an entire chunk of the level not existing in this build, thus making the level shorter than usual.
    • As a result, this final section is nowhere to be seen in the final game. It starts with a ramp with a crate in mid-air, followed by another ramp with three crates in mid-air, then there is a sailor lab assistant and the path turns slightly to the left, with a row of three basic crates afterwards, followed by three bombs ahead.
  • The exit portal sparks are not drawn properly.

Tiny Tiger#

July 17

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.
  • There is no pre-fight cutscene.
  • Cortex himself and the enclosure containing him and his throne do not exist, leaving an empty void where they would have appeared.
  • There are no tridents or pillars on each side of Tiny's platform, and the blue teal texture behind Tiny is of lower quality.
  • The pillar paintings on either side of the Colosseum walls were replaced by a portrait of a lab assistant in Roman armor - although the level geometry does not include anything beyond the camera angle in-game, the remaining parts of the graphic are unused.
    • Texture tiles also have a higher resolution in the final game.
  • The camera angle is placed slighty down.
  • There are no sound effects at all, besides Crash's actions.
  • Tiny's shadow is an indistinct circle instead of being animated every frame.
  • Aku Aku can protect the player from Tiny's stomps.
  • You are immune to Tiny's stomps while spinning.
  • You can use the Fruit Bazooka to hit Tiny.
  • The controller does not rumble when Tiny stomps or after hitting him.
  • 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 hurt Crash.
  • Tiny does not celebrate when Crash is defeated. Rather, he freezes in his default pose.
  • Tiny is missing some animations, such as grabbing a trident or fainting after being knocked out.
    • As Tiny does not have a knockdown animation, he will freeze on the last frame of the animation when he is about to get up.
  • 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.
  • There is no squashed death animation at this point, so Crash turns into an angel instead.
  • Crash will do his dance after defeating Tiny. In the final American release, there is an oversight preventing it from happening.
  • The exit portal does not appear after the fight is over - Crash will normally be teleported out of the boss arena, although his warping animation will always face towards Tiny's body.

Gee Wiz#

  • The background is a just a part of the castle wall with a few bushes misplaced across the skybox. In the final game, it reuses the background from the other Medieval levels, albeit with the sunset lighting applied.
    • It is not even visible on the main level.
  • Magic orbs of all wizard lab assistants have a longer range and will travel across the pits.
  • There are 94 crates throughout the level, rather than 100 in the final game. However, the total box counter indicates 106 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 clock crate is placed further to the left side.

July 17

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 pit before the third puddle of water is larger.
  • Shallow water properties are present in the pit before the fourth puddle of water, which become visible when falling into it.
  • The pile of crates containing the third slot crate before the final checkpoint is placed on the left side of the scenery.
  • The pit before the last wizard lab assistant has a larger gap on the left side.
  • There is a TNT crate in the stack of crates in the uphill ahead before the sixth puddle of water.
    • Amusingly, the chicken can be blown up by the TNT explosion if you make it stand next to it. This cannot be seen in the final game as there are no TNT crates placed near the chickens.

July 17

Final

  • There is a pit before the two knight lab assistants next to the crystal.
  • The box counter is placed further ahead.

Bonus Round#

  • The castle walls in the background are completely missing throughout the scenery.
  • A ? crate is placed higher up on top of the ! switch.
  • The crate hovering over the bottomless pit is placed further to the right.

Hang'em High#

July 17

Final

  • The camera angle in the portal graphic is further up.
  • Some elements of the scenery are missing.
  • The secret route is entirely absent at this point - aside from the last building where the yellow gem would be located in the final game. As a result, the yellow gem cannot be obtained.

Main Level#

  • There is no cinematic entrance.
  • Crash spawns slightly offscreen.
  • There is only one iron arrow crate at the beginning instead of two.
  • The third bouncy tarp at the top is placed horizontally.
  • The clock crate 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.
  • Two scorpions are present before the slot crate in the second mesh segment.
  • At the beginning of the second meshes, there is an extra gap right before the first two crates.

July 17

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.

July 17

Final

  • The wooden floor after the checkpoint is shorter and followed by a bouncy tarp. The tarp was removed in the final game and the wooden floor was extended.
  • There is a single wooden plank after the last scimitar lab assistant. In the final game, it is blended with other wooden planks afterwards.
  • The bouncy tarp ahead lacks a row of four Wumpa fruit under the suspended basic crate, which is also placed further to the left.
    • A genie lab assistant between them was removed in the final game.
  • A TNT is present in the last stack of crates after the last pot-carrying monkey.
    • The stack is also placed further back.
  • As there are no Nitro crates in the level, the Nitro detonator is consequently missing.
  • Three extra crates are placed in mid-air above the last bouncy tarp.
  • There are two extra TNTs afterwards, right before the box counter. That brings the total number of crates to 84 instead of 96.

Bonus Round#

  • The bonus entrance transition has a different camera angle and the platform clips through one of the buildings.
  • The platform as you enter lands slightly lower compared to the floor, forcing the player to jump.
  • The camera angle in the lowest section of the round is further lower, making it harder to see the suspended crates above.
  • The bridge of iron crates and the exit platform are lowered.
  • The final slot crate has a different pattern: Fruit - Nothing - TNT - Nothing instead of Fruit - TNT.
    • 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.

Hog Ride#

  • The player races against eight hot rod lab assistants in the level, as opposed to six in the final game.
  • There are no swallows at all.
  • Police cars have no shadow.
  • Ramps, crates, fruit, and police cars have a smaller draw distance.
  • Hot rods will take the second and third ramps. In the final game, they will avoid these ramps by passing on the right-hand side instead.
    • The first four drivers will clip through the third ramp.
      • The player can clip also through their models while they are in mid-air.
  • Hot rods will clip through the double ramp and will float through the giant chasm at the end of the level.

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.
  • The roadblocks behind the start line are missing, so the player can fall off the map and go out of bounds when driving backwards. This is not normally noticeable in the final game unless you enable debug mode to drive backwards.
  • There is a cactus placed next to the road on the right side of the starting area.
  • The clock crate is placed at the middle 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 large floor tiles have a more saturated beige coloring.
  • 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 the stack of crates before the final oil floor section, causing a specific sound effect to loop indefinitely.
  • The burning death animation is always cut off when Crash is burned by the last flamethrower lab assistant.

July 17

Final

  • The Egyptian Dingodile statue prop was overhauled for the final game. On one hand, the early version of the model has different texture mapping and lacks any colorful textures, using the same stone texture for most of the model. On the other hand, the model is realistically affected by the level's lighting unlike the final's "glowing" appearance, it uses a new texture for the statue base, and Dingodile has an unique texture for his eyes and nostrils here which are never seen in the final game.

Main Level#

  • There are no extra lives on each side of the Cortex sphinx head at the start of the level.
  • The clock crate is not placed on this level, so you cannot enter Time Trial normally.
  • The camera angle in the corridor before the first set of falling scarab platforms is slightly to the left.
  • The ! switch after the bonus is placed further ahead.

July 17

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.
  • After the first wall trap section, a flamethrower lab assistant was replaced by a row of four Wumpa fruit, although this still remains the case in the European release.

July 17

Final

  • A staggered spear trap is placed instead of a large gap at the beginning of the left path.
    • The second Aku Aku crate is also missing.
  • The pair of bounce crates at the start of the right path is placed further back.
  • There is a crocodile in the pit afterwards.

July 17

Final

  • The final checkpoint crate before the last oil floor section is placed after the oil floor, next to the lever pulling lab assistant.
  • There are two pits on each side and a switch to open the door ahead that were removed in the final game.

July 17

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.
  • There is no box counter at the end.

Hard Path#

  • Wall collisions are more finicky in some areas.
  • 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 clock crate is placed in the middle of the level just after Pura, rather than behind the second oriental lab assistant.
  • The box counter is placed further to the center.

Dino Might!#

  • The level is called "Bone Yard" instead, as it swapped names with the first chamber's prehistoric level.
  • The level holds the red gem instead of a second clear one.
  • The death route was turned into the yellow gem path in the final game. As there are no Prehistoric levels with a death route in the final game, this texture was ultimately never used.
  • 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.
  • Currents are grey instead of blue.
  • Mini-volcanoes lack sound effects.
    • They will be detected as a target when you aim the Fruit Bazooka at them.
  • 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 are immune to Aku Aku invincibility while spinning.
  • 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.
  • Using hacks, 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 cinematic entrance.
  • The spawn point is placed further ahead.
  • There is no invisible barrier behind the starting point, allowing the player to walk out of bounds.
  • The clock crate is not placed on this level, so you cannot enter Time Trial normally.
  • 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.
  • Crates suspended in mid-air below the ! switch will fall when breaking the ones below them.
  • There is extra vegetation at the very end of the final chase.
  • There is no box counter at the end.
  • 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#

  • There is no Super Body Slam hint in the wall.
  • Locked crates at the end of the bonus round do not provide Wumpa fruit automatically.

Death Route#

  • 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.
  • The triceratops is triggered before reaching the checkpoint crate, meaning that he chases you immediately after you respawn.
  • 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.

July 17

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.

July 17

Final

  • Instead of five hidden extra lives at the end of path, there is an exit portal in this build. It is also named obj_warp_out_secret.
    • The secret exit leads to the secret chamber, where Crash comes out of the level 26 portal (Toad Village). It also adds 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 a second clear 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#

  • There is no cinematic entrance.
  • The clock crate 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 is a checkpoint crate before the second downstream which was replaced by a ? crate instead.
  • 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.
  • There is no box counter at the end of the main path.

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.
  • There is no clear gem at the end.

High Time#

  • The level holds a second clear gem instead of the purple one.
  • It shares the same portal graphic as Hang'em High.
  • The yellow gem path was turned into a death route in the final game.
  • Overall, there are less elements in the scenery, such as oriel windows, decorative tents and buildings.
    • Keyhole windows are always lit, rather than lighting up when the player gets closer to them.
  • The low-poly model of the wooden floor is also brown, which makes them suddenly change color when getting closer.
  • Scorch marks are green instead of red.
  • Cocktails make no sound effects when being thrown or exploding.
  • Arsonists will not stop throwing cocktails during Aku Aku invincibility.
  • The flame hitboxes are much larger - it is not possible to jump over them without taking damage, regardless of how high you jump.
  • The invisible wall on the sides is more enclosed, meaning it is not possible to jump over the edge to avoid the flames or defeat the arsonists.
  • No sound effect plays when the blades thrown by sword-throwing lab assistants hit the wall.
    • Touching the sword-throwing will turn Crash into an angel instead of ripping Crash's pants.
  • Due to an oversight with the sword-throwing lab assistant, you will be awarded a Platinum relic once the blade projectile hits the wall.
    • This relic is not assigned to any of the accessible levels, but rather to level ID 28, which is occupied by the opening cutscene in the final game.
    • After receiving a relic in Time Trial mode, Crash will take two relics out of his pocket when returning to the warp room instead.
  • Since it cannot be fully loaded, the burning death animation is always cut off when Crash is burned by the flames from either the fourth scorch mark (before the first mesh segment) or fifth scorch mark (before the second climbing section).

Main Level#

  • The clock crate 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.
  • The camera angle at the top where the stack of crates is located is further to the left.
  • There is a pair of bounce crates right next to the bonus platform.
    • A building is missing on the right side of the scenery.
  • Sliding on the pot-carrying monkey after the second checkpoint will make it fly away backwards, regardless of Crash's position.
  • The yellow gem 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.
  • A genie lab assistant was replaced by a stack of six crates before the final checkpoint.
  • The camera angle around the final checkpoint area is different.
  • 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 86 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.

July 17

Final

  • The floor before the iron crate tower is also made of iron crates, and the tower itself is one crate higher.
    • There is also more crates in the pile.
  • The raised floor afterwards is made of wooden planks, rather than a bridge of iron crates.
  • The final floor is made up of a pair of iron crates.
    • The iron crate tower is also one crate shorter.
  • The last building is placed lower.
  • You can see in the background at the end that there are many buildings missing in the scenery on the right side of the level.

Yellow Gem Path#

While the gem path is non-existent besides the starting point, there are a few leftovers out of bounds, such as the iron arrow crates, arsonists, magic carpets, and the exit portal. It would be 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.

  • When attempting to access it, the platform will normally carry the player at the start of the path, although there will be no camera trail set to follow the player, so you'll only be able to move at distance.

Road Crash#

  • The level is called "Roadkill".
  • The majority of the gas stations and restaurants lack the night palette.
    • The same goes for most of the Dingo's Diner and gas station billboards, which lack the flashing neon.
  • Cacti have a darker palette.

Main Level#

  • The clock crate is placed further to the left.
  • The first two crates are placed further behind, close to the clock crate.
  • The first ramp has two basic crates in mid-air placed lower. It was changed to a single one in the final game.
  • There is no ? crate in the first set of roadblocks.
  • The alien sign that leads to Hot Coco in the final game is absent, as is the level itself.
  • 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.
    • The ramp is also slightly tilted.
  • 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 35 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.
  • The magic orbs of the wizard lab assistants emit the purple particle effects when hitting an obstacle.
  • The giant lab assistants have different pants textures.
    • No sound is heard when they swing their clubs.
    • Touching their body will hurt Crash rather than pushing him back.
    • Knocking them down or bouncing on their bellies will not make any sound either.
    • They will fly away when Crash takes a hit and loses a mask.
    • 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.
  • There is a chance that the game will crash if you select "Restart Level" after completing a Time Trial.

Main Level#

  • There is no cinematic entrance.
  • Crash spawns too far behind.
  • The clock crate is placed right next to the first giant lab assistant.
  • There is no invisible barrier behind the starting point, meaning you can just walk backwards and fall into the void and die.

July 17

Final

  • There is a second giant lab assistant after the second puddle of water - he also appears to be smaller than usual.
  • Depending on the angle, the magic orbs of the first wizard lab assistant may not be able to cross the pit on the right.

July 17

Final

  • Another giant lab assistant is present in the fourth puddle of water, which was replaced by a second frog in the final game.

July 17

Final

  • There is no puddle of water after the bonus. Instead, there are two giant lab assistants.
  • The box counter is placed in the middle.
  • The Nitro detonator is placed further to the left.

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.
  • The castle wall in the background at the end is not extended enough, revealing an empty gap.

Sphynxinator#

  • The level is called "Tomb Too".
  • The death route was turned into the blue gem path in the final game.

Main Level#

  • There is no cinematic entrance.
  • The spawn point is placed further back.
  • The clock crate 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 left path is very different and actually has crates on it.
    • The first section is covered by oil floor and has two small pits on each side. It was replaced by a large pit which requires performing the Death Tornado spin.
    • Afterwards, the two basic crates in the spotlights were replaced by Nitro crates.
    • After the jar monkeys, there is a ? crate that was removed in the final game.
    • After the door, rather than an elevator leading back to the main path, the path extends into a long corridor of scarab platforms, with a stack of crates and a checkpoint ahead. The path then goes to the right with a few more scarab platforms and another pile of crates in the way, up to a moving platform that leads to the spear floor from the main path.
  • The Aku Aku crate on the stack of crates after the sarcophagus mummy in the right path is another basic crate instead.
  • 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 ? crate afterwards is placed further towards the center.
  • The scenery on the right side of the corridor is missing.
  • The third sarcophagus mummy after the set of pits and spear floors 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.
  • Moving columns move back and forth by default, rather than remaining stationary and moving when the player steps on them.
    • There is also a switch on the ground instead of a ? crate before the pit, although it does not seem to activate anything.
  • The scenery around the moving columns corridor lacks some collision on either side of the walls.
    • There is an incorrect wall texture on the left side of the scenery.
  • The two ? crates before and after the bonus entrance are missing.
  • The bonus platform is slightly clipped into the level's geometry on both sides.
  • After the final door, there is a single ? crate in the middle instead of two on the sides, bringing the total number of crates to 108 instead of 105.

July 17

Final

  • There is an extra spear floor right before the last set of jar monkeys.
  • The Nitro detonator is missing, rendering the box gem unobtainable without using the bazooka.
  • The box counter is placed further towards the center.
    • The tally can be seen through the door when you are close to it.

Bonus Round#

  • The suspended ? crate is covered with iron crates.
  • A stack of three basic crates is missing in the raised iron floor.

Death Route#

July 17

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.
  • There is no gem at the end of the path.

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.

July 17

Final

  • The ricochet sound effect is different.
  • The ability to pause or shoot gets temporarily disabled when a blimp is falling down or while the sunlight is shining through the screen.
  • Coco transforms into Crash when deploying the parachute after her biplane is shot down.

Main Level#

  • The spawn point is placed slightly lower.
  • There are only 5 blimps rather than 7.
  • Some of the blimp positions differ from the final game.
  • Health balloons are more abundant.
  • The ballooned clock crate is placed behind the first blimp.
  • There are 12 crates instead of 11.

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.
  • The Aku Aku crate will not turn into a regular crate if the player has two masks, which will cause the game to crash if you attempt to break the crate, as there is no invincibility code programmed for this level.
  • There is no apparent gap between the buoys as a hint to access the hidden area out of bounds with the 3 extra lives.

Main Level#

  • The camera angle at the entrance and the spawn position are not set correctly.
    • Islands and objects will take a brief moment to load.
      • This also occurs when respawning at the beginning of the level.
  • The clock crate is placed further to the left.
  • The basic crate in front of the first pirate ship firing cannonballs was replaced by a ? one in the final game.
  • A bomb is missing before the second ramp after the first checkpoint.
  • There is an extra checkpoint crate after the small island surrounded by two rower lab assistants, which was replaced by a ? one in the final game.
  • The crate with the second seagull is placed behind the ramp, causing the player to bump into the seagull in mid-air when jumping over the ramp.
  • There is a second extra checkpoint crate before the third pirate ship firing cannonballs, which was replaced by a ? one in the final game.
  • A bomb is missing next to the second sailor lab assistant.
  • Another bomb is missing afterwards, where the crystal would be located in the final game.
  • The last checkpoint crate is placed further ahead.
  • Another bomb is missing behind the third ramp after the final checkpoint.
  • The ? crate after the last sailor lab assistant is missing, bringing the total number of crates to 60 instead of 61.
  • The crystal replaces the extra life in the final game on the final ramp at the end.
  • The exit portal and the box counter are placed further to the right.
    • The box counter tally is facing the wrong way.

Future Frenzy#

  • The level is referred to as "Future 1" in the warp room, and "Fast Forward" in the pause menu.
  • It shares the same portal graphic as Gee Wiz.
  • The secret entrance was originally a death route, which is located where the platform would land in the final game after leaving the secret path. Similar to the Prehistoric levels, none of the Future levels in the final game featured a death route either, rendering this texture unused.
  • The early underwater theme is used as a placeholder. The Future theme is not present in this version.
  • The floor, conveyor belts, and platform textures feature an orange palette rather than bright chrome, with wooden railroads on the lower scenery and more open.
  • Some elements of the scenery are either slightly misplaced or missing.

July 17

Final

  • Laser fences are electric gates in this version, featuring orbs emiting beams of electricity.
    • As a result, it plays the death animation of Crash being electrocuted upon contact, which is never seen outside the Atlantis levels in the final game.
    • No sound plays in the side-scrolling section.
  • Conveyor belts also lack a sound effect.
  • The invisible wall on the sides is more enclosed, making it more difficult to pass through the fences while the electricity is active.

July 17

Final

Crash3-July17_Jumper.png
Crash3-July17_JumperSpines.png

  • The force field robot enemies were originally a purple, bipedal robot enemy with red eyes that leaps from one side to the other, akin to the internal name, obj_jumper. Their behavior is similar to the frogs from the Medieval levels, but with a fixed path.
    • Some of their variants feature spines on their back - despite this, they still behave exactly the same, allowing jump attacks.

July 17

Final

  • Spiked shells were originally a round metallic shell with two large red eyes that drop spikes that will revolve around the body. Jumping on them will cause their body to flip upside down for a few seconds, similar to the turtles in the previous games - despite this, you cannot bounce on them until they flip their body back up. It is also akin to the internal name, obj_spinner.

July 17

Final

Crash3 UFOLabAss.png
  • UFO lab assistants have a very different appearance - red saucers with pistons around it, which turns green when it stops dropping electric rays. You can jump on them regardless of their color.
    • You can pass through them while spinning.
    • It can also follow the player's position.

July 17

Final

  • Flipping platforms have a different texture that constantly flashes green and red. Interestingly, this texture later appeared in the Big Bad Fox minigame from Crash Bash as the top of the turrets on either side of the war post.
    • Sliding or body slamming on them will cause Crash to clip through and fall.
    • They will continue to flip even during Aku Aku invincibility.

July 17

Final

  • The launcher fan texture was also completely redone.
  • The bonus platform uses the default platform as a placeholder.
  • The crystal for this level is not present.
  • 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, although this feature is not needed in this build.
  • Elevators are buggy, and it's very easy to get stuck on them. They are also colored orange, as is most of the level.
    • No sound effects are made when the elevator goes up or down either.
  • 2D sections have shorter invisible barriers on the sideways, allowing Crash to go out of bounds if jumping towards the camera.
  • Checkpoint crates feature a proper reflection in the mirrors.
  • Crash's torso is not reflected in the mirror when he pulls the Fruit Bazooka.

Main Level#

  • There is no cinematic entrance.
  • The music will only start playing when the player gets close to the first stack of crates or moves behind the spawn point.
  • The clock crate is placed slightly further to the left.
  • Crash spawns further ahead.
  • 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.

July 17

Final

  • There is a conveyor belt afterwards that was replaced by a normal floor in the final game.
  • The pile of suspended crates afterwards have gravity applied to them when breaking the bottom ones.
  • 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 electric 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.
  • 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.
  • A flipping platform in the last pit was replaced by a UFO lab assistant in the final game.
  • 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 transition is zoomed out and causes flickering in the scenery.
  • There are no Super Power hints in the wall.
  • A platform with three iron crates is present in the first gap.
  • The floors are shorter, having one less floor.
  • The last two suspended crates at the end are placed lower.

Death Route#

  • The death route platform model is offset upwards. The actual collision is still below the model.
  • The scenery has flickering issues at some parts.
  • All flipping platform sections are conveyor belts instead.
  • There are no electric fences.
  • The suspended Nitro crates are placed lower.

July 17

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.

July 17

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 UFOs.

July 17

Final

  • There is a gap between the platform and the last conveyor belt.
  • The clear gem is missing at the end.
  • The scenery at the end of the path features a trio of giant pillars.
  • The exit platform turns into the death route platform when transitioning to the main level.

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.

July 17

Final

Crash3-July17_Scarab.png
Crash3-July17_ScarabFlying.png

  • Scarabs are blue and feature a rather different design.
    • They turn green when flying above the water.
  • Round platforms that float in the water are significantly smaller.
  • The game will not skip the drowning death animation if you have already drowned once.
    • The drowning death animation also plays when Crash falls into a water pit, rather than him floating to the surface on his back.
  • 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.
  • Holding the Fruit Bazooka while the water is rising will result in a glitch when Crash switches to the wading pose - it results in the same side effects as when you pull the weapon before taking damage or dying - Crash's torso will remain alongside his regular animations.
  • 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" after completing a Time Trial.

Main Level#

  • There is no cinematic entrance.
  • The spawn point is placed slightly further ahead.
  • There is no invisible barrier behind the starting point, 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.
  • There is an extra pit in the rising water section after the bonus.
  • 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.
  • The scenery geometry in the room surrounding the exit portal is missing some walls on the sides.
  • There is no death zone in the pit at the end, meaning you can fall and walk into the void.

Bonus Round#

  • The bonus platform is slightly clipped into the level's geometry on both sides.
  • The second and third ? crates on the outline bridge are placed further to the left.
  • There are no Super Power hints above the crate bridge at the end.

Death Route#

  • There is no purple gem at the end of the path.
  • The scenery geometry in the room surrounding the exit portal is missing some walls on the sides.
    • Part of the main path scenery can be seen in the distance on the left.
    • The floor gets wet whenever the water rises in the main path.

Mad Bombers#

Crash3-July17_MadBombersBombs.png

Instead of shooting down five airplanes flying across the map while dodging the shooting attacks from pilot lab assistants, there will be one airplane at a time that will start tossing small flying bombs in your direction when you are behind it. When an airplane is shot down, another one will spawn on another side of the map. The bombs have propellers and reuse the cannonball sprite seen in the Jet Ski levels.

  • This level uses Bye Bye Blimps' theme instead.
  • The front of Crash's biplane is untextured.
  • Flying bombs deal 5% damage.
  • Airplanes move faster and do not have a proper trajectory. Rather, they will fly in a straight line until they reach the map's boundary and turn around.
    • They have no collision.
    • The model has some small green spots, such as the seat and the tail.
    • Propellers do not break after destroying the engines.
    • No engine sound is heard.
    • There is no proper low-poly model when the airplane is far away from the camera.
    • When plane is shot down, it will remain on the field after exploding for about a second.
  • The airplane counter reuses the blimp icon as a placeholder and the total is set to 0.
  • The balloon attached to the crystal is not displayed properly.
  • You cannot complete the level again once the crystal has been retrieved - when the last airplane is shot down, the balloon that was previously attached to the crystal will emerge and float away, and the level will continue.
    • Oddly, after shooting down all 5 airplanes, the regular balloons will turn red when you are at a certain distance from them.

Main Level#

  • There is an extra health balloon, bringing the total number of crates to 12 instead of 11.
  • Crates are placed differently.
  • The clock crate is not placed on this level, making it impossible to start the time trial to earn a relic.