Overview: After Tomb Raider 2, CORE had already planned the sequel which was later released November 1998 for PC and PSX. Based on the upgraded Tomb Raider 2 Engine, Tomb Raider 3 features new vehicles such as the: Kayak, Quadbike. These new vehicles give a dynamic feel and new experience to the game. Tomb Raider 3 appeared at E3 May 1998 and ECTS August 1998.The game originally features locations such as: India, South Pacific, Nevada, London. There is evidence that CORE had planned Peru levels but there is no clear evidence of existence. Some of the level names changed during development for example: Suduhu Gorge | Maduhu Gorge | Madubu Gorge, Jungle Ruins |Jungle, Temple Of Shiva | Temple Ruins (Final names in bold)
CORE did a major makeover on the PS1 engine, it was supposed to make use of all the power the PS1 has. They confirmed that the game would have higher resolution and groundbreaking graphics which did not feature in the final. It was confirmed in several magazine reviews that the game would support 1-3 routes of completion. Most of these routes were taken out of the game along with the extra vehicles which CORE threw in just for gamers to have fun with optionally. The game was originally called “Tomb Raider III The Further Adventures Of Lara Croft” later changed to “Tomb Raider III Adventures Of Lara Croft”. In the earlier builds, Lara could roll whilst crawling and also use a combat knife to remove objects from stone, or climb trees.

This is taken from a beta copy of the game, it shows clear evidence of Peru’s previous existence. Core spoke of the first level explaining the storyline then that you would be able to choose the start of the adventure set in 4 different locations: India, London, South Pacific, Nevada. It’s possible that the first level was originally set in Peru where Lara Croft was supposed to retrieve the first artifact.
Debug Modes
Polygons
Tomb Raider 3 features a debug mode with several functions. One of which displays the POLYGON count on-screen so that the developers would know which environments are too large.
The syntax is as follows:
CURRENT_POLYS | MAX_LOADED_POLYS | POLY_LIMIT
CURRENT_POLYS = Amount of polygons currently loaded (the engine hides some).
MAX_LOADED_POLYS = The highest current amount of polys reached (increases based on the current amount)
POLY_LIMIT = Polygon limit, the game should freeze once it exceeds this limit as it cannot be handled by the engine.
In huge areas the polygon limit is at breach of 1990, 1990, 2000 which is also common in Thames Wharf causing the framerate to drop in the Playstation version.


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Alpha Stage – Date, Late May 1998 (E3 Build)
The title screen is different. It matches the rumored name “Tomb Raider III Rebirth Of Fire”. Although this looks complete, the levels are in early development and contain cut out parts which put the final to shame. The only known playable levels are: Coastal Village, Thames Wharf. The deleted roll animation can be seen at 0:32. The flare lighting effects look much better compared to the final cut-down. The level is pretty much different to what we play in the final, the monkey swing animation is different seen at 0:57.
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Alpha Stage – Date, July 1998

Screenshots from an unknown July build shown in some early magazine scans.
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Alpha Stage – Date, Late July 1998








The Jungle screenshots are looking close to final but it is STILL in early development stages. There are some level differences on the second screenshot, the wall is missing which divides the water from the land. In the third screenshot you can also see there is no save crystal so it’s obviously using the standard Tomb Raider 2 Save system.
Also, the All Hallows screenshots show early deleted parts and the first screenshots lack the red lighting effects used in the final build.
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Beta Stage – Date, Late August 1998 (ECTS Build)
Platform: PSX




About this beta
This demo was shown at ECTS 1998, It has a self playable demo or it can be played. It is very similar to the demo disc version with file size differences and some different un heard sound effects. The gun sound effects are identical to TR2. Lara starts in a completely different cell as the one in the final is inaccessible. The title screen background is different and the control pad to change the control scheme is missing.
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Beta Stage – Date, Late August 1998 (ECTS Build)
Platform: PC
About this beta
Basically the same as above just a PC version!
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Beta Stage – Date, Early September 1998
Platform: PSX


In this version of the game, Peru is on the map. No modifications are needed to unlock it though, it can be selected just fine but the level itself is not there so the game freezes.
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Late Beta Stage – Date, Mid September 1998 (Public Demo)
Platform: PSX
Coming soon.
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Late Beta Stage – Date, October 1998
Platform: PSX
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About this beta
This is a beta build compiled close to final. Almost everything is done but there are minor/severe bugs which can prevent you from completing the game. The beta still has the deleted sprint and crawl + pickup animation. The sprint makes her look more ‘butch’ I believe it’s why they changed it. Whilst picking up items when crawling, Lara will reach out to her bagpack asif she’s putting it in there which doesn’t happen in the final.
Glitch 1 – River of Ganges, Quadbike
Another glitch is where the quadbike is too bouncy or can be used underwater. If you drive into a wall whilst falling into the water, Lara will be able to use it underwater without it exploding allowing the level to be completed easily.
Glitch 2 – Lost City of Tinnos, Fire Room
In the fire room, you can walk on the floor which should burn Lara Croft.
Glitch 3 – Rx-Tech Mines, Mine Cart
The most severe bug is with the mine cart, it easily picks up speed causing it to become uncontrolable. Along with this, it bounces up and down like a ball. It is impossible to complete Rx-Tech mines because there is a speed issue which causes the lower mine cart to crash every time used. The only way around this is to use the DOZY cheat to fly rather than using the mine carts. When Lara hits them things whith the wrench there is no sound for it yet.
Glitch 4 – Rx-Tech Mines, Mine Cart
There is a bug when putting in the scitimar it will not work if you press X (action) you must go through the inventory.
More differences
In the Jungle the first secret located near the tree doesn’t exist and there is no shotgun.
In Lud’s Gate in the room near the end where there’s a switch in the water. It is not there, there’s actually a button to open the next area.
Editors:
1. Gh0stblade
Change log:
Gh0stblade – Added info on debug mode & fixed errors 09/12/12
Gh0stblade – Fixed mistakes added stuff. 12/05/12
Gh0stblade – Added August 1998 E3 PC, July PC Screenshots. 2/04/12
Gh0stblade – Started write up, added October 98 beta info 14/12/11, Added Late August info, Added September 1998 Info.
Gh0stblade – Added E3 info, ECTS screenshots. 16/12/11
Gh0stblade – Added more general info, E3 video updated 09/01/11
U64 is an archive with articles, screens and videos for cancelled, beta & unseen videogames. Every change & cut creates a different gaming experience: we would like to save some documents about this evolution for curiosity, historic and artistic preservation.
2 Responses to Tomb Raider 3 Beta [PSX / PC]
Anonymous
March 18th, 2012 at 6:39 am
i wanna play with the beta/alpha stage
Fortesque
November 11th, 2012 at 10:32 am
When are we going to get ‘more info’ on the deleted CUT10.PSX?