Crash Bandicoot: Warped

aka: Crash 3, Crash Bandicoot 3: Buttobi! Sekai Isshuu, Crash Bandicoot 3: Warped
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Description official descriptions

The third title in Sony's popular Crash Bandicoot series, Crash Bandicoot 3 is the first to feature Coco as a playable character, and uses the "tunnel" 3D popularized in the earlier Crash games.

As in Crash Bandicoot 2 you have to collect 25 crystals that are scattered across time before your enemy Dr. Neo Cortex does. But this time the evil witch doctor Uka Uka is with Cortex to find the crystals and take over the world. With help from N. Tropy they build a Time Twister Machine to travel through time with. Crash and Coco must also use the Time Twister for gathering crystals, as usual with the help from the good witch doctor Aku Aku.

But there are also 42 gems scattered across time, just like in Crash 2. You must find them as well in order to complete the game. When you have collected all of the 25 crystals, then you can take on Cortex and Uka Uka.


  • クラッシュ・バンディクー3 ブッとび!世界一周 - Japanese spelling

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Credits (PlayStation version)

204 People (142 developers, 62 thanks) · View all



Average score: 89% (based on 23 ratings)


Average score: 4.2 out of 5 (based on 102 ratings with 4 reviews)

Still shamelessly derivative, still executed perfectly.

The Good
I must say before I embark upon this review that I've never particularly liked the Crash character. From the beginning, it was an obvious attempt by Sony and Naughty Dog to rip off Sonic the Hedgehog, and sometimes I swear I can see little dollar signs in Crash's pupils. But good taste aside, Naughty Dog are talented game designers, and they've turned what started as a lukewarm platformer into one of the most insanely fun series on the PlayStation.

For the most part, the basic concepts in Crash Bandicoot 3: Warped haven't changed. You have 3D movement, but this mostly takes the form of "tunnel" levels where you are running on a linear track. You bust boxes, bop enemies, and outrun the infamous boulders. Also mixed in are more traditional side-scrolling levels (that still have a degree of depth, so be careful with the up/down!). New to Crash 3 are several mini-game levels that have you buzzing around a true 3D environment in a vehicle. You beat 5 levels, fight a boss, and 5 more levels, until your final confrontation with Cortex. This is a platformer, so naturally the story is so stupid I will not bother with it here.

Crash 3 is a much deeper game than either of it's predecessors, occasionally approaching Super Mario 3 levels (the highest compliment I can give). While beating the basic game by getting all the "crystals" (just survive the level) is fairly easy, each level also has several secret offshoots that allow you to pick up "gems". Some offshoots on earlier levels cannot be accessed until you obtain gems from later levels. Also thrown into the mix for this game are "amulets", which require you to beat the level in Time Trial mode under a certain time. The system of secrets is very elaborate e.g., the second gem on level 3 might not be accessible until you get the blue gem on level 16 and bronze amulets for all the levels, that sort of thing. Suffice to say the most expert of gamers will have a tough time getting 100% completion.

The graphics for Crash 3 are impressive, to say the least. The cartoonish feel of the game allows Crash to avoid the pixelated look of titles that aim to be more realistic. The jetski levels show off what is, in my opinion, the best in-game water possible on the PSX. Everything is done in an exaggerated, cartoonish vibe that expresses a liberal sense of humor. The "medieval" levels in particular result in some wickedly funny death animations. The designers include thinly disguised homages to other PSX games such as JetMoto and Tomb Raider.

Crash himself has more moves than either Mario or Sonic had at the same points in their careers. These include bodyslams, double jumps, mega-spins, dashes, slides, and the ever-amusing mango bazooka. The control still manages to be easy and natural, and the level design is challenging without being overly frustrating.

The Bad
Although most of my gripes stem from my personal distaste for Crash himself, there are a few more concrete issues with this game.

Numer one among them would be the music. The cartoony xylophone/synth is barely tolerable from the start, and after a few levels it grates deeply at the soul. The stupid voices for the games' few cutscenes also detract from the game's quality. This is NOT the game to justify the CD medium with.

Also, Crash still resists the move to true 3D. The few times you do move into 3D are confined to vehicular races, which are fun but shallow, and two (very lame) plane levels. Would it be too much to ask for at least a level or two which utilize true 3D platforming? For new-school aficionados, I would recommend Gex or Spyro as superior product.

And finally, Coco is the worst sidekick ever. EVER! Worse than Tails! Worse than Toad! Boooo!

The Bottom Line
As a concept, Crash is very derivative and soulless. As a game, Warped is neither true 3D nor true 2D, which makes for a unique and compelling gameplay experience. If you can stomach the cutesy-ness of the design and the (ugh) soundtrack, I recommend checking it out.

PlayStation · by Anatole (58) · 2001

More to do in Crash's Time-Traveling Adventure

The Good
This is the third and final Crash Bandicoot game for PlayStation, and it begins where the last game left off. If you've done everything right, you should have seen Crash destroy the Cortex Vortex and break the space station apart. Crash and the gang learns that the Cortex Vortex crashed into Earth and unleashed an evil entity called Uka Uka, who teams up with Cortex and N. Tropy to gather crystals scattered across time and use them to enslave the Earth.

So it's up to Crash to grab the crystals before his enemies do. The aim of each of the levels is the same as the previous Crash Bandicoot games. If you are able to make it half-way through them, you will get one of the crystals. Each of the levels follow a theme from Medieval to World War I.

What sets this game apart from other games in the Crash Bandicoot series is the new gameplay mechanics. After completing the first level, it isn't long until you find yourself searching through the ruins of Atlantis with scuba gear on, and riding a jet-ski, motorcycle, and plane in the levels after that. Coco the Bandicoot once again joins Crash but this time she is a playable character, allowing you to control her as he rides the Great Wall of China on a tiger and as she gets through Atlantis on the aforementioned jet-ski.

Almost all the levels have stunning backdrops. My favorite is the jet-ski levels. Seeing the water bounce up and down, as you make your way through the levels and jumping off ramps is the highlight of the game. These levels are reminiscent to Wave Race 64. Crash still does his little victory dance when he collects an item (crystals, gems, or relics), but there are heaps of death animations, and these are worth losing a life on purpose just to watch them again. Also, seeing Crash jump into nothing and fall flat on his face when he cannot enter a level is a nice touch.

There are new moves that can only be unlocked by defeating one of Cortex's henchmen. Most of these moves, especially the Double Jump, are ideal for breaking crates that you weren't able to reach the first time. In my opinion, the Double Jump is more efficient if used with the Body Slam.

Like the previous Crash games, the replayability factor is high. You are encouraged to go back and replay some of the levels because there may be alternate routes that you couldn't take the first time, and they can only be accessed by collecting colored gems throughout the game. There are also two endings, with the best one achieved if you collect every gem and relic in the game. Getting relics is hard work because you have to complete levels within a set time limit without making too many mistakes. Finally, there are secret warp rooms that I still haven't discovered yet.

The Bad
The levels where you drive a motorcycle and race to the finish line are annoying. No matter how you finish, getting second or third place in the race is irrelevant, because if you don't finish the race first place, then you don't get the crystal. The environments in these little races are boring, and only consist of desert.

The Bottom Line
So in conclusion, Crash 3 plays similar to the first two games in that the aim of most levels is to run through them and return to the time-twisting machine with the crystal. The keyword is "most" because there are times where the gameplay changes which involve you riding some sort of vehicle instead. Coco is re-introduced and she is a playable character.

Crash 3 can be played over and over again due to the amount of alternate routes, the secret warp rooms, and the variety of new moves you can perform. Getting all the gems and relics in the game is essential for watching the better ending it has.

PlayStation · by Katakis | カタキス (43051) · 2011

The Bandicoot does it again!

The Good
I LOVED everything about this game.Crash bandicoot must get the crystals,gems and Relics from different time zones,which is very fun(And challenging sometimes).The 5 bosses are brilliant too.And it has a brilliant system(Beat a boss,get a new move)Also there are time trials.Time trials really make this a long lasting game.You'll get so addicted you'll never put it down!Also with loads of vehicles the controls are really varied.One minute you may be riding a tiger across the great wall, the next scuba diving in Atlantis.

The Bad
Now there are very few things I don't like about this game.Sometimes,time trials get frustrating and the fun goes out of it.And...that's it.

The Bottom Line
In a nutshell,Crash 3 is a very good game which I really recommend to anyone who wants some good platforming.

PlayStation · by Tailsbandicoot (10) · 2007

[ View all 4 player reviews ]



From a interview with Naughty Dog co-founder Jason Rubin:

Naughty Dog made the decision to not renew its deal with Universal Interactive. By the time that Crash 3 rolled around, Universal's role had shrunk to nothing. Sony was financing and publishing the games, and additionally providing valuable worldwide production advice. Mark Cerny, who started at Universal and was a large contributor to Crash's success, had become an independent contractor and continued to work with us. And, of course, Naughty Dog was doing the heavy lifting of developing the titles. Universal was simply being paid for the intellectual property rights.

Andy and I decided that we were not willing to split the developers' share of revenue with an entity which was contributing nothing to the mix, which was extremely difficult to work with, and which was actively trying to take credit for Crash's success. So, we announced that we were not renewing our contract and we were leaving the lot after Crash 3. At that point, Universal Interactive's management lost their minds.

We were forced to develop Crash 3 in the hallways of their offices. Although they still had a contract to give us office space, they decided to make our lives as miserable as possible. We were under extreme deadlines for a Christmas release, so we couldn't move the team in the middle of the project. We had to stay in those hallways until the game was done. Naughty Dog was working 16- to 20-hour days that year with no weekends. To make matters worse, Universal refused to pay for the air conditioning in their offices, and thus their hallways, after hours. Los Angeles summers, especially in the San Fernando Valley, are extremely hot. At night, and especially during the weekend, the heat on the thirty-fourth floor passed 100 degrees. This is not an exaggeration. We had to buy thermometers and measure the temperature constantly because the heat was affecting more than our comfort. Our servers were going down because the internal temperatures of the hard drives were going over 130 degrees. And the building wouldn't let us bring in portable airconditioning units, so we were forced to cool the servers by blowing air over a bucket of ice with a fan. That solved the problem until we managed to disguise an air-conditioning unit as a mini-refrigerator and sneak it in.

I could tell endless tales of Universal Interactive's spite and contractual misbehavior that year, but that's all history. They tried to break us. They couldn't. Although we all worked shirtless at desks in hallways that year, we got Crash 3 done. To put all of this in perspective, Crash 3 was guaranteed to make Universal hundreds of millions of dollars in profit. Yet, as a company, they didn't have the decency to accept our decision as independents to chart our own destiny. And they were vindictive enough to risk their financial windfall had their nonsense caused us to fail. If Universal had been more humane and reasonable, it is possible that Naughty Dog would still be making Crash products today.


Two of the levels in the game, Ski Crazed and Rings of Power, are named after two Naughty Dog games of the same name.

References to the Game

In an episode of the WB drama Felicity titled Crash (season 2, episode 5), Noel and Elena become obsessed with this game for the entirety of the episode.

Regional Differences

The game has a different title theme in the Japanese version, which uses a light-hearted, lyrical song; this can be compared to all other versions of the game, which use an instrumental track. The title screen itself is also different, with the Japanese version featuring a dancing Crash in the bottom right corner.

The Japanese version additionally features support for the PocketStation accessory. Players can transfer a Crash virtual pet onto their PocketStation and can also play several different minigames with him.


  • Game Informer Magazine
    • August 2001 (Issue 100) - #26 in the "Top 100 Games of All Time" poll* Verband der Unterhaltungssoftware Deutschland (Entertainment Software Association Germany)
    • 1999 - Gold Award for selling more then 100,000 (but less then 200,000) units in Germany, Austria and Switzerland

Information also contributed by Lampbane, M4R14N0 and Xoleras.

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Identifiers +

  • MobyGames ID: 4357


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Contributors to this Entry

Game added by Anatole.

PlayStation 3, PSP added by Charly2.0. PS Vita added by GTramp.

Additional contributors: PCGamer77, Robbb, Parf, Ms. Tea, Tailsbandicoot, DreinIX, Patrick Bregger, deadaccount.

Game added June 20th, 2001. Last modified February 27th, 2023.