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Crash Bandicoot: Warped with 2 Demo Levels

1998 · PlayStation · Michelpuri (Scubarisa)

An Alpha Demonstration build that includes replaced from Toys R Us "Test Drive" Demo build which it was dated in July 29, 1998. Two level was existed including Midnight Run and Under Pressure. The only notable difference is the two demo levels different time box crate (whereas the stopwatch time in final) which is different from July 17 and July 29. Whilst if there is no differences from July 17 and July 29, there might only two levels included for Midnight Run and Under Pressure. However, if exist different, just let us know. Alongside that, the PSX startup screen would be fixed. Hope you enjoy that. And again, Happy New Year as well! ---Notes--- * Same as from July 17, 1998 prototype original, which it has different. * Starts with a screen warning the user that the disc is a "Alpha Demonstration Disc". * Spyro the Dragon Demo is not present. * No opening cutscene if you start new game. * 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. * The intermission vortex cutscenes, opening cutscene and ending cutscenes are all missing throughout the game. * Most of the music tracks is incomplete, usually with different melodies or rhythm. ** All tracks are in mono, regardless of the output option. * In Warp Room, The load/save screen doesn't have the "LOAD-SAVE" text imprinted on it, and has a much more basic design, with a blue border around it. Coco also stands in place on the right side of the screen. ** For whatever reasons, Coco's eye is green which is untextured bug (not all level, but only in Warp Room). * Levels have been replaced from official demo: ** Midnight Run - Using from Toys R Us "Test Drive ** Under Pressure - Using from Toys R Us "Test Drive * Different Level that including Colored gems. * Different Music, which it uses placeholder (as such, including any levels) * A lot of elements present are incomplete and use Crash 2 placeholders, including Crash's idle animations, loading screens, save file icons, game over screen, etc. ** Checkpoints crates also don't play the choir sound effect when opened, once again like Crash 2. ** Crystals and gems don't play the choir sound effect or have any particle effects, identically to its predecessor. ** The Crash 2 game over screen is re-used as a placeholder. * The characters have earlier icons - the returning characters reused the portrait from Crash 2, while the newcomers are seemingly styled after Crash 2 in terms of size and shading. * The dongle protection has been bypassed. * Two cheat features can be enabled by pressing a single button: ** During in-game, press the Triangle button in the warp room to open all areas. ** During pause menu, press the L2 button to get all colored gems and abilities. * The Fruit Bazooka controls are very clunky at this point. ** You can pull out the Fruit Bazooka anywhere - warp room, boss fight, etc. * In Gee Wiz and Double Header level, the idea was used for PAL version, the 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. * Most colored gems are swapped around - Toad Village holds the blue gem, Dino Might! holds the red gem, and Tomb Wader holds the purple gem. * Sapphire Relics are known as Silver Relics instead. * Bounce crates can be bounced up to six times, and you get one Wumpa fruit on the sixth bounce. Totalling it 11. * Aku Aku's nose is colored red in his default state. * In the Prehistoric levels, the triceratops that chases Crash is ridden by a caveman lab assistant. This does exist in concept art, but it was removed due for technical reasons in the final release. * Pressing "SELECT" button does not quit the game, this was affected on Under Pressure and Midnight Run Level if you are returning on Warp Room. It does only affected on Toys R us Test Drive demo build. * There are major level name different: ** Makin' Waves are named Aye Matey. ** Road Crash are named Roadkill. ** Sphynxinator are named Tomb Too. ** Future Frenzy are named Future1 (in-game called Fast Forward). * Warp Chamber 5 has a missing four levels, only one level has Mad Bombers. * There are major Boss level are missing: Dingodile, N. Tropy, N.Gin and Cortex. * A number of death animations are missing throughout the game. Whereas it uses Angel death animation for placeholder. * Following the screenshot from Spyro the Dragon Crash 3 Demo, Mad Bombers features small flying bombs that are dropped by the airplanes when the player is behind them. * Future Frenzy features very different enemy designs, more akin to their internal names: ** A bipedal enemy that leaps from one side to another was replaced with the force field robot. ** The UFO features a totally differen

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