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Proto:Crash Bandicoot: Warped









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Proto:Crash Bandicoot: Warped



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This page details one or more prototype versions of Crash Bandicoot: Warped.




Careful, you'll lose an eye.

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There's a whole lotta words here, but not enough pictures. Please fix this.





So very stubbly.

This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?

There were many demos of the game released before its official launch.





Hmmm...

To do:
PAL Gee Wiz demo, NTSC-J Orient Express

Spyro Demo


The earliest of them is a "Tell no Tales" demo present in the Spyro the Dragon NTSC-U disc. A common difference is that time crates don't work properly and that the old Time Twister image is used for the warp spheres.





Hmmm...

To do:
PAL version of this demo is different.

The earliest demo contains the most differences:



  • There are 60 crates instead of 61.

  • The life at the end of the level is the crystal instead.

  • Some buoys are colored differently.

  • By using any memory viewer, it's possible to see all the strings of text used in the pause menu, including some different level names:

    • Makin' Waves is named Aye Matey

    • Bone Yard and Dino Might! are switched

    • Sphynxinator is named Sphynxter

    • Future Frenzy is named Fast Forward

    • Gone Tomorrow is named Future2

    • Orange Asphalt is named Orange Asphault

    • Flaming Passion is named Crash Kabob

    • Bug Lite is named Egypt4

    • Area 51? is named Highway4 and is switched with Ski Crazed

    • Ski Crazed is also named Ski3

    • Hot Coco, Eggipus Rex, and Rings of Power are absent.



  • The text that reads "NONE" in the "POWERS" screen says "TEST" instead.

  • There are 40 gems instead of 42.

  • The checkpoints and crystals/gems play the same sounds as in Crash Bandicoot 2.

  • The Sapphire relics are silver instead, and have a white color. This would later be changed to Bronze with a brown color for all the later demos, until it was eventually changed into Sapphire in the final versions and latest Japanese demos.

  • By hacking, it's possible to access Time Trial mode. It's impossible to get any relic however, since there are no time crates and the time requirements are too high. The text that reads "RESTART TRIAL" says "RESTART LEVEL" instead.

  • The currently inaccessible debug menu in Crash 3 is not present in this demo.

  • The demo plays a short slideshow before it begins, showcasing the game's new environments and features. These slideshows feature many differences compared to the final version:

    • The image of Tomb Time shows the hall with the first tar monkeys. However, the hall is significantly tighter at the end.

    • The image of Mad Bombers has many differences. The health icon is an image of Crash's plane, the Orange Baron from below, the "bombers destroyed" counter has a blimp and says 0/0 instead, and the planes with Lab Assistants on them are replaced with flying bombs (which later appeared in Crash Bandicoot: The Huge Adventure).

    • The image of High Time shows two bounce crates near the bonus, which are not present in the final version, another bounce crate and the box count being 86 instead of 85. The building next to where the bonus platform stops is also absent.

    • The old version of the underwater level theme plays in the background, but is unfortunately always cut short. Its file also contains a track for the Aku Aku invincibility theme, suggesting underwater levels allowed it at one point.





Pizza Hut Demo Disc


This demo disc contains a demo of two Crash 3 levels: Under Pressure and Midnight Run. The Under Pressure demo has the most differences:



  • The blowfish are purple.

  • There is an extra iron box before the second non-DDA checkpoint.

  • The music track is glitched and plays the wrong instrument for a split-second at the start.

  • There are scenery drawing glitches in the first section where Crash swims further underwater. There is extra scenery in the same section, too.



  • The time trial stopwatch in Midnight Run is placed at the center, right before the first enemy, instead of being after the second.

  • The carts that carry barrels only carry two barrels instead of five.

  • The banners on the sides of the level are much louder.


NTSC-J Preview Discs


None of the NTSC-J preview demos share any notable difference with the respective final version.







































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