Published by Developed by Released Platforms |
Genre Perspective Gameplay Interface Setting Misc |
Description
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.
Screenshots
Promo Images
Alternate Titles
- "Crash Bandicoot 3: Warped" -- European title
- "Crash Bandicoot 3: Buttobi! Sekai Isshuu" -- Japanese title
- "Crash 3" -- Informal name
- "クラッシュ・バンディクー3 ブッとび!世界一周" -- Japanese spelling
Part of the Following Groups
- Animals: Dinosaurs
- Console Generation Exclusive: PlayStation
- Crash Bandicoot series
- Gameplay feature: Game completion percentage
- Gameplay feature: Scuba diving / Snorkeling
- Gameplay feature: Time Trials
- Games referenced in movies
- PlayStation Greatest Hits releases
- PlayStation Platinum Range releases
- PlayStation the Best series
User Reviews
More to do in Crash's Time-Traveling Adventure | PlayStation | Katakis | カタキス (42793) |
Naughty Dog does the same, but with something new. | PlayStation | Michael B (350) |
Still shamelessly derivative, still executed perfectly. | PlayStation | Anatole (61) |
The Bandicoot does it again! | PlayStation | Tailsbandicoot (16) |
Critic Reviews
The Video Game Critic | PlayStation | Jul 15, 1999 | A | 100 |
Absolute Playstation | PlayStation | Dec, 1998 | 94 out of 100 | 94 |
Freak | PlayStation | Dec, 1998 | 92 out of 100 | 92 |
Retro Spirit Games | PlayStation | Oct 24, 2013 | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
90 |
GamesCollection | PlayStation | Jan 04, 2009 | 9 out of 10 | 90 |
Power The PlayStation Mag / Playstation Power | PlayStation | Apr, 2000 | 9 out of 10 | 90 |
Jeuxvideo.com | PlayStation | Dec 09, 1998 | 18 out of 20 | 90 |
Mega Fun | PlayStation | Dec, 1998 | 89 out of 100 | 89 |
GameSpot | PlayStation | Nov 05, 1998 | 8.9 out of 10 | 89 |
Electric Playground | PlayStation | 1998 | 8 out of 10 | 80 |
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Trivia
Development
From a gamesindustry.biz 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.
References
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.
Awards
- 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
Related Web Sites
- Wikipedia: Crash Bandicoot 3: Warped (Information about Crash Bandicoot 3: Warped at Wikipedia)
PlayStation Credits (201 people)
139 developers, 62 thanks
Naughty Dog, Inc.:
Andy Gavin, Jason Rubin, Bob Rafei, Justin Monast, Charlotte Francis, Stephen D. White, Greg Omi, Eric A. Iwasaki, Erick Pangilinan, Rob Titus, Joe Labbe II, E. Daniel Arey, Malcolm Hee, Daniel Chan, Evan Wells, Morgan
Soundtrack by:Josh Mancell, Mark Mothersbaugh, Mutato Muzika
Soundtrack Producer:Character Design and Art Direction by:
Voice Producer:
Voiceovers: