Crash Bandicoot: Warped (May 14, 1998 prototype)

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Title Screen
Crash Bandicoot: Warped (May 14, 1998 prototype)
Build date May 14, 1998
Build name E3 Demo Demonstration
Dump status Released
Dumped by MasterGamer423
Released by MasterGamer423
File release date June 1, 2026
Origin CD-R
Labels CRASH BANDICOOT 3 NEWS VERSION NTSC
Dump method Redumper
Game Crash Bandicoot: Warped
System PlayStation
Genre Platform
Final build US Oct 11, 1998
EU Oct 28, 1998
JP Nov 19, 1998
Release date US Nov 3, 1998
EU Dec 11, 1998
JP Dec 17, 1998
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A prototype of Crash Bandicoot: Warped for the PlayStation.

Notes

The Cutting Room Floor research
  • The build matches the demo that was used at E3 1998, with five levels normally available.
    • Level 1 - Gee Wiz
    • Level 2 - Under Pressure
    • Level 3 - Bone Yard
    • Level 4 - Midnight Run
    • Level 5 - Tomb Time
  • A dongle protection is present in this build, which is a memory card containing specific data that needs to be read in order to boot the game. The game will reach the title screen before halting.
    • To boot the game, you can download the memory card dongle file in mcd format here (it must be inserted into memory card slot 1).
  • Starts with a screen warning the user that the disc is an "E3 1998 Demonstration Disc".
  • The startup sequence is barebones and the title screen has no background.
  • A music track not used in the final version of the game - which was a demo track for the underwater levels - plays at the startup screens and as the theme for the warp room and Under Pressure.
  • Most of the music tracks is incomplete, usually with different melodies or rhythm.
  • The Time Twister is explicitly located on top of the ruins of Cortex Castle, as the two other islands can be seen in the background - which are also based on the secret warp room background from Crash 2.
  • The load/save screen features a completely different, more detailed design. The monitor displays a black screen with green scanlines and has a rounder shape, surrounded by more ornamental elements such as spinning fans on the sides and three smaller screens at the top.
  • Crash still has a round shadow like the previous games.
  • Super Powers abilities are unlocked by default - aside from the Fruit Bazooka and Speed Shoes.
  • The Super Body Slam has a much larger shockwave radius, even allowing the player to detonate TNT crates from a safe distance.
  • Gems are disabled in this version, as there are no box counters placed at the end of the levels.
  • Gee Wiz features a completely unique melody.
  • Perhaps the most striking difference in this build, Gee Wiz originally featured an underground bonus theme filled with metallic structures and advanced machinery. This was likely removed because it didn't make sense in the medieval setting.
  • Wizard lab assistants take two hits to defeat. The first hit destroys their wizard costume, exposing their underwear. This still occurs in the final NTSC-U version if you hit them with the bazooka, but otherwise they go down in one hit.
  • The triceratops that chases Crash is ridden by a caveman lab assistant.
  • The purple gem path in Tomb Time 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.
  • Many sound effects are different.
  • There are no specific music tracks for bonus rounds and alternate routes.
  • Bounce crates can be bounced up to six times, and you get one Wumpa fruit on the sixth bounce.
  • The box tally does not show the total in bonus rounds.
  • Some level names are swapped - Bone Yard is called Dino Might!, while Midnight Run is called Orient Express.
  • A lot of elements present are incomplete and use Crash 2 placeholders, including Crash's idle animations, loading screens, game over screen, etc.

Screenshots

Origin

Videos

See also