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In an effort to create a bunch of anthropomorphic, hyper-intelligent animals to serve as an army to lead them to world domination, Dr. Neo Cortex and Dr. Nitrus Brio create the Evolv-O-Ray, a device that can mutate any animal into a super-strong, hyper-intelligent warrior, and the Cortex Vortex, a brain manipulation device that can make anyone and anything a blind follower of Cortex's orders. One of their first experiments with the Evolv-O-Ray is Crash, a bandicoot snatched from the local island wilderness and chosen to serve as the leader of Cortex's army. However, the Cortex Vortex fails on Crash, and he escapes through a window while Cortex and Brio prepare to experiment on Crash's love interest, Tawna. The next day, Crash washes up on the shores of N. Sanity Beach and vows to defeat Cortex and rescue Tawna from his fortress, with the help of a native mask spirit named Aku Aku who wants Crash to take down Cortex so he'll stop polluting the islands.

So begins ''VideoGame/CrashBandicoot'' for the [[UsefulNotes/PlayStation Sony PlayStation]], which is the very first game in the series. The goal is simple: Destroy crates and defeat enemies as you reach your goal. If you break enough crates, you'll earn a Gem in each level. Getting a certain amount of clear gems will earn you the HundredPercentCompletion ending. This game also has some EarlyInstallmentWeirdness as there's no sliding, belly-flopping or [[TeenGenius Coco.]] Just traditional [[EverythingsBetterWithSpinning spinning]], {{Goomba Stomp}}ing and Crash's girlfriend, [[DamselInDistress Tawna.]] Aside from the main levels, there are also {{Bonus Stage}}s and boss fights, some of which can be real challenging unless you got pure gamer skills.

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In an effort to create a bunch of anthropomorphic, hyper-intelligent animals to serve as an army to lead them to world domination, Dr. Neo Cortex and Dr. Nitrus Brio create the Evolv-O-Ray, a device that can mutate any animal into a super-strong, hyper-intelligent warrior, and the Cortex Vortex, a brain manipulation device that can make anyone and anything a blind follower of Cortex's orders. One of their first experiments with the Evolv-O-Ray is Crash, a bandicoot snatched from the local island wilderness and chosen to serve as the leader of Cortex's army. However, the Cortex Vortex fails on Crash, and he escapes through a window while Cortex and Brio prepare to experiment on Crash's love interest, Tawna. The next day, Crash washes up on the shores of N. Sanity Beach and vows to defeat Cortex and rescue Tawna from his fortress, with the help of a native mask spirit named Aku Aku who wants Crash to take down Cortex Cortex, so he'll stop polluting the islands.

So So, begins ''VideoGame/CrashBandicoot'' for the [[UsefulNotes/PlayStation Sony PlayStation]], which is the very first game in the series. The goal is simple: Destroy crates and defeat enemies as you reach your goal. If you break enough crates, you'll earn a Gem in each level. Getting a certain amount of clear gems will earn you the HundredPercentCompletion ending. This game also has some EarlyInstallmentWeirdness as there's no sliding, belly-flopping or [[TeenGenius Coco.]] Just traditional [[EverythingsBetterWithSpinning [[SpinAttack spinning]], {{Goomba Stomp}}ing and Crash's girlfriend, [[DamselInDistress Tawna.]] Aside from the main levels, there are also {{Bonus Stage}}s and boss fights, some of which can be real challenging unless you got pure gamer skills.
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This game, along with ''[[VideoGame/CrashBandicoot2CortexStrikesBack Cortex Strikes Back]]'' and ''[[VideoGame/CrashBandicoot3Warped Warped]]'', were [[VideoGameRemake remastered]] on the UsefulNotes/{{PlayStation 4}}, UsefulNotes/NintendoSwitch, UsefulNotes/XBoxOne and PC with updated graphics and new features, as part of the ''VideoGame/CrashBandicootNSaneTrilogy''.

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This game, along with ''[[VideoGame/CrashBandicoot2CortexStrikesBack Cortex Strikes Back]]'' and ''[[VideoGame/CrashBandicoot3Warped Warped]]'', were [[VideoGameRemake remastered]] remade]] on the UsefulNotes/{{PlayStation 4}}, UsefulNotes/NintendoSwitch, UsefulNotes/XBoxOne and PC with updated graphics and new features, as part of the ''VideoGame/CrashBandicootNSaneTrilogy''.
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Turtle Power is no longer a trope


* TurtlePower: Turtles are regular enemies. Their shells also make excellent springboards.
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Seldom Seen Species atm is a redirect. It's also no longer a trope.


* SeldomSeenSpecies: Bandicoot, for starters; there's also the potoroo.
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** "Rolling Stones": ''[[Music/TheRollingStones Duh.]]''

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** "Rolling Stones": ''[[Music/TheRollingStones ''[[Music/TheRollingStonesBand Duh.]]''
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Updating Link


** Nitrus Brio (boss stage): Brio isn't just a case of JekyllAndHyde; the "monster" persona is also [[ComicBook/IncredibleHulk green, reckless and with his crotch being the only clothed body part.]]

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** Nitrus Brio (boss stage): Brio isn't just a case of JekyllAndHyde; the "monster" persona is also [[ComicBook/IncredibleHulk [[ComicBook/TheIncredibleHulk green, reckless and with his crotch being the only clothed body part.]]

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** Road to Nowhere has a section at the end accessed with the Red Gem where there are, you guessed it, pairs of gold planks that only appear when Crash steps on them, with big gaps in-between. The High Road does it even worse: you have to do it from the start of the level ''[[UpToEleven going BACKWARDS]]''.

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** Road to Nowhere has a section at the end accessed with the Red Gem where there are, you guessed it, pairs of gold planks that only appear when Crash steps on them, with big gaps in-between. The High Road does it even worse: you have to do it from the start of the level ''[[UpToEleven going BACKWARDS]]''.''going backwards''.



* MadeOfIndestructium: Iron Crates, which often serve as stepping stones or bridges, and cannot be destroyed by any means. Fortunately they don't count towards the crate totals.

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* MadeOfIndestructium: Iron Crates, which often serve as stepping stones or bridges, and cannot be destroyed by any means. Fortunately Fortunately, they don't count towards the crate totals.
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* CompetingProductPotshot: One ad had a guy dressed as Crash show up at Nintendo headquarters with a megaphone, to taunt "Plumber-Boy". [[https://www.youtube.com/watch?v=mTi5EaocGaY "You're hurting my elbow!"]] When Crash started appearing on Nintendo consoles, ''Magazine/NintendoPower'' had a faux-interview with Crash in which this trope was {{lampshade|Hanging}}d with Crash saying something to the effect that his antics in the commercial were "Nothing personal, it was all business related."
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[[caption-width-right:300:It all has to start somewhere...]]

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[[caption-width-right:300:It [[caption-width-right:300:[[WhereItAllBegan It all has to start somewhere...]]
]]]]
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Fixing typos.


* BonusStage: There are three kinds of bonus stages; The Tawna stages that are mostly easy and act as save points, Brio stages that are much harder but provide plenty of of one-ups, and Cortex stages that are ''[[BrutalBonusLevel even harder]]'' but require to be completed for HundredPercentCompletion.

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* BonusStage: There are three kinds of bonus stages; The Tawna stages that are mostly easy and act as save points, Brio stages that are much harder but provide plenty of of one-ups, and Cortex stages that are ''[[BrutalBonusLevel even harder]]'' but require to be completed for HundredPercentCompletion.



* BraggingRightsReward: There's secret path with a tons of extra lives. However said path is A) in Castle Machinery, which is rather late into the game, and B) needs to be unlocked by getting the Green Gem, which is obtained via NoDeathRun in [[NintendoHard The Lost City]]. If you got it, you probably don't need that many lives anyway, especially since gems require a NoDeathRun.

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* BraggingRightsReward: There's a secret path with a tons of extra lives. However said path is A) in Castle Machinery, which is rather late into the game, and B) needs to be unlocked by getting the Green Gem, which is obtained via NoDeathRun in [[NintendoHard The Lost City]]. If you got it, you probably don't need that many lives anyway, especially since gems require a NoDeathRun.



* ContinuingIsPainful: There's an unintentionally unique example of this: the save system doesn't remember how many lives you have. While not a problem in the early portions of the game, every level after the second boss is difficult enough to make this a problem, because if you turn the console off, loading up the save later will give you the default amount of 3 lives. [[FromBadToWorse To make things worse]], you are taken back to the last level you saved the game in, which isn't always the last level you actually got up to. The end result, historically, is that many [=PS1=]s were left on overnight simply to preserve the collected lives.[[note]]There are only two saving graces for this. First, loading a save means all the 1up Crates in earlier levels are restored, so redoing the early levels will help. Second, once you get the Green Gem, you can use it in Castle Machinery to get 30 lives. Unfortunately, that's one of the last levels in the entire game.[[/note]]

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* ContinuingIsPainful: There's an unintentionally unique example of this: the save system doesn't remember how many lives you have. While not a problem in the early portions of the game, every level after the second boss is difficult enough to make this a problem, because if you turn the console off, loading up the save later will give you the default amount of 3 5 lives. [[FromBadToWorse To make things worse]], you are taken back to the last level you saved the game in, which isn't always the last level you actually got up to. The end result, historically, is that many [=PS1=]s were left on overnight simply to preserve the collected lives.[[note]]There are only two saving graces for this. First, loading a save means all the 1up Crates in earlier levels are restored, so redoing the early levels will help. Second, once you get the Green Gem, you can use it in Castle Machinery to get 30 lives. Unfortunately, that's one of the last levels in the entire game.[[/note]]



** In the PAL version, Ripper Roo jumps more slowly, but "The Lab" has only one checkpoint instead of two.

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** In the PAL version, European/Australian versions, Ripper Roo jumps more slowly, but "The Lab" has only one checkpoint instead of two.



* GiantEnemyCrab: Very first enemy that you come across in (and only in) "N. Sanity Beach".

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* GiantEnemyCrab: Very The very first enemy that you come across in (and only in) "N. Sanity Beach".



** As detailed in Violation of Common Sense, both Temple Ruins and Jaws of Darkness hide crates down bridges that are completely invisible until you step on them and have no suggestion that there's any reason to cross them in the first place (the crates are BehindTheBlack).

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** As detailed in Violation of Common Sense, ViolationOfCommonSense, both Temple Ruins and Jaws of Darkness hide crates down bridges that are completely invisible until you step on them and have no suggestion that there's any reason to cross them in the first place (the crates are BehindTheBlack).



* HardLevelsEasyBosses: The levels get increasingly brutal and unforgiving as you progress, especially if you're trying to get the gems. The bosses, though? Most of them will hardly give you any trouble once your figure out their patterns.

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* HardLevelsEasyBosses: The levels get increasingly brutal and unforgiving as you progress, especially if you're trying to get the gems. The bosses, though? Most of them will hardly give you any trouble once your you figure out their patterns.



** Sunset Vista. It is the longest level in the game, and is often claimed to be the longest in the original trilogy. ''VideoGame/CrashBandicootNSaneTrilogy'', which added time trials to all the levels in the first game, has a ''five minute'' time for the Sapphire relic in a game where most Sapphire times average 1-2 minutes, sometimes 3 for other very long levels.

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** Sunset Vista. It is the longest level in the game, and is often claimed to be the longest in the original trilogy. The ''VideoGame/CrashBandicootNSaneTrilogy'', which added time trials to all the levels in the first game, has a ''five minute'' time for the Sapphire relic in a game where most Sapphire times average 1-2 minutes, sometimes 3 for other very long levels.



* SaveGameLimits: The only way to save your game (or collect a password) is to go from the overworld map into a level, collect a series of hidden bonus tokens and beat the ensuing bonus level, or collecting a gem by beating a level without dying while breaking all the crates in the area. And when you restore the game, you snap back to just three lives.

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* SaveGameLimits: The only way to save your game (or collect a password) is to go from the overworld map into a level, collect a series of hidden bonus tokens and beat the ensuing bonus level, or collecting a gem by beating a level without dying while breaking all the crates in the area. And when you restore the game, you snap back to just three five lives.



* TemporaryPlatform: Platform of both "crumbles if you stand on them" type and "goes on and off" type exist, and gets more abundant in later levels.

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* TemporaryPlatform: Platform Platforms of both "crumbles if you stand on them" type and "goes on and off" type exist, and gets get more abundant in later levels.
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** Gem paths mostly consist of static platforms of gems that you have to jump your way into the side path of the level, although some are floating platforms that flies up towards the side path of the level like they exclusively do in the sequels. With one exception, gem paths also contain crates that are needed for breaking and thus getting the gem of the stage, while in later games they don't always contain crates and have a second gem.[[note]]In ''Crash 2'''s own version of this trope, it's one or the other.[[/note]] Additionally, this is the only game in the series to feature a clear gem path and for particular colored gems paths to appear in multiple levels.

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** Gem paths mostly consist of static platforms of gems that you have to jump your way into the side path of the level, although some are floating platforms that flies fly up towards the side path of the level like they exclusively do in the sequels. With one exception, gem paths also contain crates that are needed for breaking and thus getting the gem of the stage, while in later games they don't always contain crates and have a second gem.[[note]]In ''Crash 2'''s own version of this trope, it's one or the other.[[/note]] Additionally, this is the only game in the series to feature a clear gem path and for particular colored gems paths to appear in multiple levels.
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** Several character staples such as Coco, N. Gin, Tiny and Dingodile are completely absent. And the only female character this game ''does'' have is Tawna, which wouldn’t reappear until ''VideoGame/CrashTeamRacingNitroFueled'', ''23 years later''.

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** Several character staples such as Coco, N. Gin, Tiny and Dingodile are completely absent. And the only female character this game ''does'' have is Tawna, which who wouldn’t reappear until ''VideoGame/CrashTeamRacingNitroFueled'', ''23 years later''.
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* EarlyBirdCameo: At the end of the level Jaws of Darkness, You can see a carving on the wall that looks to be an ancient statue of Uka Uka. After all, it is the same temple that gets destroyed at the beginning of [[VideoGame/CrashBandicoot3Warped Crash 3]], Leading to his freedom.

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* EarlyBirdCameo: At the end of the level Jaws of Darkness, You you can see a carving on the wall that looks to be an ancient statue of Uka Uka. Uka-Uka. After all, it is the same temple that gets destroyed at the beginning of [[VideoGame/CrashBandicoot3Warped Crash 3]], Leading ''[[VideoGame/CrashBandicoot3Warped Warped]]'', leading to his freedom.
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** This is the first of only three ''Crash'' games with a world map; the second was ''N-Tranced'' for the GBA 7 years later, and the idea of a world map wouldn't be touched upon again until ''Crash 4: It's About Time'' 24 years later.

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** This is the first of only three ''Crash'' games with a world map; the second was ''N-Tranced'' ''[[VideoGame/CrashBandicoot2NTranced N-Tranced]]'' for the GBA 7 years later, and the idea of a world map wouldn't be touched upon again until ''Crash 4: It's About Time'' ''VideoGame/CrashBandicoot4ItsAboutTime'' 24 years later.
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So begins ''VideoGame/CrashBandicoot'' for the [[UsefulNotes/PlayStation Sony PlayStation]], which is the very first game in the series. The goal is simple: Destroy crates and defeat enemies as you reach your goal. If you break enough crates, you'll earn a Gem in each level. Getting a certain amount of clear gems will earn you the HundredPercentCompletion ending. This game also has some EarlyInstallmentWeirdness as there's no sliding, belly-flopping or [[StraightMan Coco.]] Just traditional [[EverythingsBetterWithSpinning spinning]], {{Goomba Stomp}}ing and Crash's girlfriend, [[DamselInDistress Tawna.]] Aside from the main levels, there are also {{Bonus Stage}}s and boss fights, some of which can be real challenging unless you got pure gamer skills.

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So begins ''VideoGame/CrashBandicoot'' for the [[UsefulNotes/PlayStation Sony PlayStation]], which is the very first game in the series. The goal is simple: Destroy crates and defeat enemies as you reach your goal. If you break enough crates, you'll earn a Gem in each level. Getting a certain amount of clear gems will earn you the HundredPercentCompletion ending. This game also has some EarlyInstallmentWeirdness as there's no sliding, belly-flopping or [[StraightMan [[TeenGenius Coco.]] Just traditional [[EverythingsBetterWithSpinning spinning]], {{Goomba Stomp}}ing and Crash's girlfriend, [[DamselInDistress Tawna.]] Aside from the main levels, there are also {{Bonus Stage}}s and boss fights, some of which can be real challenging unless you got pure gamer skills.
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* ConvenientCranny: The IndyEscape levels have you running away from a boulder until you find a small shelter that lets you in but will block the boulder.

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Massive example crosswicking


* AbandonedLaboratory: The end levels of the game are mostly set in Cortex's labs, as you progress through them towards [[TheDragon Dr. N. Brio]]. Even the level ''after'' Brio is part of the lab, and features metal boxes that, instead of making wooden crates appear, open doors.
* AbsurdlyShortLevel: The penultimate level, The Great Hall, only consists of a short hall with a BottomlessPit you have to jump over, after which the finish is a few steps more. There's an alternate path if you've collected all of the gems in the other levels, which leads to [[MultipleEndings a different ending]] with a WhereAreTheyNowEpilogue, but even that path only extends the level by about 30 or so seconds.



* BattleThemeMusic: Though every boss in this and all subsequent ''Crash Bandicoot'' games has their own battle theme, there's an unusual trait both Nitrus Brio and Neo Cortex share in this regard: In this game, they have their own bonus stages accessible from certain levels; while Tawna's bonus stages have a relaxing rural music, those of the mad scientists use the same music heard in their respective battles. This means Cortex's music has a ''triple'' function: It's a {{Leitmotif}}, a battle theme ''and'' a bonus stage theme, and somehow it ''fits'' at all times. Same with Brio's music.
* BearHug: ''VideoGame/CrashBandicootNSaneTrilogy'' changes Tawna hugging Crash in the standard ending to this, being done in a tight and affectionate manner on Tawna's part.



* BleakLevel: The [[TempleOfDoom temple levels]] "Temple Ruins" and "Jaws Of Darkness" take place in abandoned, dark temples. The only sources of light are the lit fire torches in the background, filled with smashing traps, and accompanied with a foreboding, spooky soundtrack.



* BraggingRightsReward: There's secret path with a tons of extra lives. However said path is A) in Castle Machinery, which is rather late into the game, and B) needs to be unlocked by getting the Green Gem, which is obtained via NoDeathRun in [[NintendoHard The Lost City]]. If you got it, you probably don't need that many lives anyway, especially since gems require a NoDeathRun.
* BrutalBonusLevel: There are three kinds of bonus levels, reachable through collecting sets of tokens throughout a level. Tawna's bonus levels are breathers, where the player can collect extra lives, and save the game or get a password. Brio's bonus levels consist of much more challenging jumping puzzles, with bigger rewards to match. Cortex's bonus levels are the hardest, with absolutely devious platforming challenges. Sadly, only Cortex's levels are obligatory for HundredPercentCompletion, because beating them unlocks extra levels... but should you fail them, you'll have to restart the stage you came from for another chance, and one of the bonus levels happens to be located in the game's most difficult level, Sunset Vista.



* CheckPoint: The C-crates.
* CheckPointStarvation: Getting a gem in a level requires destroying all the boxes and not dying once. And disregarding that, some levels do have this, such as Fumbling in the Dark and The Lab.
* ChuckCunninghamSyndrome: Tawna disappeared from the series after this game.

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* CheckPoint: The C-crates.
C-crates. Breaking one will allow you to restart from there if you lose a life. However, losing a life in the first place will prevent you from getting the level's gem even if you've tried to break all the crates.
* CheckPointStarvation: CheckpointStarvation: Getting a gem in a level requires destroying all the boxes and not dying once. And disregarding that, some levels do have this, such as Fumbling in the Dark and The Lab.
* ChuckCunninghamSyndrome: Tawna disappeared from the series after this game. It was due to issues between the game's developers and the distributors (Universal), so they explained Tawna's subsequent absence by her having dumped Crash for Pinstripe.
* CompletionMeter: Unlike the sequels, the game only has "Great! But you missed X crates" when you don't manage to crash all crates in a level, which gives you a gem; you need all gems to reach the secret second ending.
* ContinuingIsPainful: There's an unintentionally unique example of this: the save system doesn't remember how many lives you have. While not a problem in the early portions of the game, every level after the second boss is difficult enough to make this a problem, because if you turn the console off, loading up the save later will give you the default amount of 3 lives. [[FromBadToWorse To make things worse]], you are taken back to the last level you saved the game in, which isn't always the last level you actually got up to. The end result, historically, is that many [=PS1=]s were left on overnight simply to preserve the collected lives.[[note]]There are only two saving graces for this. First, loading a save means all the 1up Crates in earlier levels are restored, so redoing the early levels will help. Second, once you get the Green Gem, you can use it in Castle Machinery to get 30 lives. Unfortunately, that's one of the last levels in the entire game.[[/note]]



* CuttingOffTheBranches: There's the standard ending where Crash defeats Dr. Cortex, and the HundredPercentCompletion ending where Crash and Tawna escape the castle, but ''VideoGame/CrashBandicoot2CortexStrikesBack'' makes it apparent that the former is canon by having the game start immediately after Crash caused Cortex's hoverboard to malfunction and send him plummeting to the island below.



* DoubleUnlock: The purple gem (in Lights Out) is the only gem that needs another colored gem (the yellow one) to unlock, as the yellow gem will create an extra path that'll lead you to extra crates in said stage. Not to mention other clear gems that will usually require you to complete a much later level and breaking all of the crates there to get the colored gem, especially the purple one.

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* DoubleUnlock: The purple gem (in Lights Out) is the only gem that needs another colored gem (the yellow one) to unlock, as the yellow gem will create an extra path that'll lead you to extra crates in said stage. Not to mention And other clear gems that will usually require you to complete a much later level and breaking all of the crates there to get the colored gem, especially the purple one.one.
* DownloadableContent: The Stormy Ascent level in ''N-Sane Trilogy'', which was originally cut from the game's original version.



* EternalEngine: Heavy Machinery and Castle Machinery. Also Cortex Power, Toxic Waste, and Generator Room in their own way.

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* EpicFail: When you beat a stage, you're beat over the head with the crates you missed. In the ''[[VideoGame/CrashBandicootNSaneTrilogy N. Sane Trilogy]]'' UpdatedRerelease, Crash physically reacts to the crates, covering his head - after ten crates, he takes a knee; after twenty crates, he flops on the ground, covering his head. After 30 crates, he gives up and just lets them pummel him. [[SlapstickKnowsNoGender The same happens]] to [[PromotedToPlayable his sister Coco.]]
* EternalEngine: The third quarter of the game consists mostly of this (levels such as Heavy Machinery and Castle Machinery. Also Machinery, Cortex Power, Toxic Waste, Power and Generator Room in their own way.Room), with Crash roaming through Cortex's enormous power plant which, on the surface, doesn't seem to serve much of a purpose other than to dump tons and tons of radioactive sludge into the nearby oceans.



* FakeDifficulty: Of the LeapOfFaith variety when dealing with Gems. "Road to Nowhere" and "The High Road" both involve making jumps onto invisible platforms that only appear when you touch them to get some out of the way boxes. Due to how Crash's shadow doesn't vanish when jumping over a bottomless pit (as you would expect), there's no way to tell where the platforms are. More invisible platforms appear elsewhere (of the iron box and falling varieties) that at least have the decency to be marked by some Wumpa Fruit, and there's at least one instance where a box is stashed away behind the background, where by all means it seems you should die by trying to go there.



* FourEyesZeroSoul: The lab assistants.
* FakeDifficulty: Of the LeapOfFaith variety when dealing with Gems. "Road to Nowhere" and "The High Road" both involve making jumps onto invisible platforms that only appear when you touch them to get some out of the way boxes. Due to how Crash's shadow doesn't vanish when jumping over a bottomless pit (as you would expect), there's no way to tell where the platforms are. More invisible platforms appear elsewhere (of the iron box and falling varieties) that at least have the decency to be marked by some Wumpa Fruit, and there's at least one instance where a box is stashed away behind the background, where by all means it seems you should die by trying to go there.

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* %%* FourEyesZeroSoul: The lab assistants.
* FakeDifficulty: Of FreakyElectronicMusic: The levels Heavy and Castle Machinery, Toxic Waste, Cortex Power and especially Generator Room are all part of BigBad Dr. Neo Cortex's bases and they all have industrial music accompanying them. In particular, the LeapOfFaith variety when dealing with Gems. "Road to Nowhere" and "The High Road" both involve making jumps onto invisible platforms that only appear when you touch them to get some out minimalistic feel of the way boxes. Due to how Crash's shadow doesn't vanish when jumping over a bottomless pit (as you would expect), there's no way to tell where the platforms are. More invisible platforms appear elsewhere (of the iron box and falling varieties) that at least have the decency to be marked by some Wumpa Fruit, and there's at least one instance where a box is stashed away behind the background, where by themes make all means it seems you should die by trying to go there.of those stages more ominous.



* JungleJapes: "Jungle Rollers" and "Rolling Stones".

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* JungleJapes: "Jungle Rollers" Many levels in the first island are set inside a tropical jungle, often combining the setting with RuinsForRuinsSake. In addition to dealing with tribal mooks, wild animal enemies and "Rolling Stones".pitfalls, Crash also has to keep an eye on harmful gizmos like swinging donut rocks, sinking lily pads in the river, spiked trunks, flames that periodially ignite with greater force, and in one case (later again in a level from the second island) a large boulder that forces him to perform an IndyEscape.



* LeapOfFaith:
** Both Temple Ruins and Jaws of Darkness feature areas where you have to walk across what appears to be a normal pit that in fact has either invisible boxes or [[TemporaryPlatform Temporary Platforms]] that appear only when Crash steps on them.
** Road to Nowhere has a section at the end accessed with the Red Gem where there are, you guessed it, pairs of gold planks that only appear when Crash steps on them, with big gaps in-between. The High Road does it even worse: you have to do it from the start of the level ''[[UpToEleven going BACKWARDS]]''.
** The Heavy Machinery level has a pit where the edges are flanked at the bottom by two enemies who kill Crash on contact. Jump down, and you'll find a few boxes as well as one of the N. Brio tokens.



* LilyPadPlatform: The two river-based levels both contain lily pad platforms amongst the obstacles. They sink almost immediately, serving as temporary platforms.
* LoneWolfBoss: Papu Papu, the first boss in the game and the only one located in the first island. Every other boss in the game is either a scientist working with [[BigBad Neo Cortex]], or an animal Cortex mutated. Papu Papu, on the other hand, is just the leader of a WackyWaysideTribe that Crash stumbles through.



* MadScientist: Cortex and Brio.

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* MadScientist: Cortex and Brio. Their intention is to use their technology and intelligence to mutate animals and train them as their loyal minions. Crash manages to escape from their laboratory, but Tawna remains captive.



* TheMaze: Cortex Power is shaped like this; the camera view is from above instead of behind Crash and there are a number of branches and dead ends of the level. It also has a secret route that required a blue gem.

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* MarathonLevel:
** Sunset Vista. It is the longest level in the game, and is often claimed to be the longest in the original trilogy. ''VideoGame/CrashBandicootNSaneTrilogy'', which added time trials to all the levels in the first game, has a ''five minute'' time for the Sapphire relic in a game where most Sapphire times average 1-2 minutes, sometimes 3 for other very long levels.
** Stormy Ascent, which was not made available in the initial release and is even more intimidating in this regard. The ''N. Sane Trilogy'' officially added the level as DownloadableContent and its Sapphire time is ''7 minutes''. The Gold relic time is the longest by a huge margin as well, at 4:30, and the Platinum is not much shorter.
* TheMaze: Cortex Power is shaped like this; the camera view is from above instead of behind Crash and there are a number of branches and dead ends of the level. It also has a secret route that required a blue gem. gem.
* MeaninglessLives: Lives are not quite as meaningless in this game as they are in future installments. Loading the game or using a password resets your lives to 5, and [[NintendoHard you're going to need as many as you can get]]. However, collecting the green gem opens a shortcut in the level "Castle Machinery", which will take you to the exit in 10 seconds and give you '''25 extra lives'''.



* OhCrap: Happens during the intro: the ordinarily silent Crash lets out an "uh-oh" when he realizes he's run through one of the windows of Cortex's castle in an attempt to flee.



* PasswordSave: An alternative for those who didn't have a memory card back in the day.

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* PasswordSave: An alternative for those who didn't have a memory card back in Just beating the day.levels without collecting the gems earns you 8-character level passwords, but collecting a gem expands that to a 24-character ''Super'' password, which also keeps track of gems and keys, and which the game initially hides by only showing the first 8 character spaces before inputting a Super password. Unfortunately, these don't record lives, which can make later stages a pain.



* PuzzleBoss: Ripper Roo, who hops around the arena as conveniently appearing TNT boxes float by. And he's invincible to your attacks.

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* PuzzleBoss: PuzzleBoss:
**
Ripper Roo, who hops around the arena as conveniently appearing TNT boxes float by. And by, and he's invincible to your attacks. Defeating him involves timing the TNT's detonations against his predictable movement patterns in order to catch him in the explosions.
** Cortex is an example of a GuideDangIt puzzle boss. He spends the battle shooting three different-colored laser shots at you: pink, green, and blue. You have to work out that you have to spin the green shots back at him. Other than the different color, there's absolutely nothing to clue you in that you're supposed to do something with those shots, and even then, because the rule throughout the rest of the game has been that laser shots will kill you, most players would never think to [[ViolationOfCommonSense spin into them]]. Unless you've seen this boss beaten before, there's almost no way you'll ever figure out how to beat this boss aside from sheer luck or consulting a guide.



* RuinsForRuinsSake: "The Lost City" and "Sunset Vista" levels.
* SaveGameLimits: You can only save your game by completing bonus stages and collecting gems.

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* RuinsForRuinsSake: "The Lost City" and "Sunset Vista" levels.
levels. It's unknown when those buildings were created, let alone by whom, but they pose a major challenge to Crash due to numerous threats like walls that push him into a deadly fall, lizard-like enemies that hop between platforms, bat swarms, and overall a devious level design.
* SaveGameLimits: You can The only way to save your game by completing (or collect a password) is to go from the overworld map into a level, collect a series of hidden bonus stages tokens and beat the ensuing bonus level, or collecting gems.a gem by beating a level without dying while breaking all the crates in the area. And when you restore the game, you snap back to just three lives.



* SkippableBoss: Collecting all gems prior to reaching The Great Hall unlocks a new path that allows Crash to escape with Tawna and completely skip the last fight with Cortex.



* TempleOfDoom: "Temple Ruins" and "Jaws of Darkness".

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* TempleOfDoom: "Temple Ruins" and "Jaws of Darkness". These levels are dark, spooky temples overrun by bats and filled with dangerous traps (such as spears, torches and falling columns).


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* ToxicInc: Four of the later stages in the game take place within [[http://vignette3.wikia.nocookie.net/crashban/images/0/0a/Cp2.PNG/revision/latest?cb=20130329042750 Cortex Power]], a nuclear power plant built by [[BigBad Neo Cortex]] and managed by Pinstripe Potoroo and his gang. The power plant in question is unsafe and dirty, and is responsible for polluting the nearby bay with radioactive waste. Cortex Power is shut down during the events of the game (Pinstripe Potoroo accidentally shoots out the main reactor when he is defeated), but this seems to cause a blackout in the later stages set inside Cortex's Castle.


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* UnfinishedUntestedUsedAnyway: When Dr. Neo Cortex and N. Brio are trying to brainwash the newly created titular hero.
-->'''Dr. Cortex:''' Quickly! Into the Vortex!\\
'''N. Brio:''' But Doctor Cortex, the Vortex is not ready! We have no idea what it could do!
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** Saving is rather non-standard, involving collecting three of a certain type of token. The other types lead to different bonus rounds.

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** Saving is rather non-standard, involving collecting three of a either earning gems or completing certain type of token. The other types lead to different of bonus rounds.rounds. Once completed, these cannot be repeated to save the game later.
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** Gem paths consist of platforms of gems that you have to jump your way into the side path of the level, instead of a floating platform that flies up towards the side path of the level. With one exception, gem paths also contain crates that are needed for breaking and thus getting the gem of the stage, while in later games they don't always contain crates and have a second gem.[[note]]In ''Crash 2'''s own version of this trope, it's one or the other.[[/note]] Additionally, this is the only game in the series to feature a clear gem path and for particular colored gems paths to appear in multiple levels.

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** Gem paths mostly consist of static platforms of gems that you have to jump your way into the side path of the level, instead of a although some are floating platform platforms that flies up towards the side path of the level.level like they exclusively do in the sequels. With one exception, gem paths also contain crates that are needed for breaking and thus getting the gem of the stage, while in later games they don't always contain crates and have a second gem.[[note]]In ''Crash 2'''s own version of this trope, it's one or the other.[[/note]] Additionally, this is the only game in the series to feature a clear gem path and for particular colored gems paths to appear in multiple levels.
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** Gem paths consist of platforms of gems that you have to jump your way into the side path of the level, instead of a floating platform that flies up towards the side path of the level. All gem paths also contain crates that are needed for breaking and thus getting the gem of the stage, while in later games they don't always contain crates and have a second gem.[[note]]In ''Crash 2'''s own version of this trope, it's one or the other.[[/note]] Additionally, this is the only game in the series to feature a clear gem path.

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** Gem paths consist of platforms of gems that you have to jump your way into the side path of the level, instead of a floating platform that flies up towards the side path of the level. All With one exception, gem paths also contain crates that are needed for breaking and thus getting the gem of the stage, while in later games they don't always contain crates and have a second gem.[[note]]In ''Crash 2'''s own version of this trope, it's one or the other.[[/note]] Additionally, this is the only game in the series to feature a clear gem path.path and for particular colored gems paths to appear in multiple levels.
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Crosswicking

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* SavePoint: The game has two methods of saving, but both come with caveats:
** Tawna's {{Bonus Stage}}s act as save points, allowing you to save your progress and, depending on the case, either consider the current level complete (even if you don't reach the end) or at least allows you to resume from the start on your next session. However, in order to access those stages, you need to collect all Tawna-related collectibles (three in total) located in the level; also, if you fail to complete the bonus stage, you'll have to repeat the whole level (including getting Tawna's items again) to have another chance. Also, the Gems and Keys collected are ''not'' saved this way, and not all levels have this type of bonus stage.
** Collecting a Gem in a level by breaking all crates will allow you to save the collection, but ''not'' the level's completion (also, all crates must be destroyed without losing a life, or else the procedure won't work). The same applies to collecting a Key in Neo Cortex's bonus stage, which in turn is unlocked after you get all three items with Neo's face marked in them (and make sure not to fail the round, or else you'll have to repeat the entire level to restart the process).
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In an effort to create a bunch of anthropomorphic, hyper-intelligent animals to serve as an army to lead them to world domination, Dr. Neo Cortex and Dr. Nitrus Brio create the Evolv-O-Ray, a device that can mutate any animal into a super-strong, hyper-intelligent warrior, and the Cortex Vortex, a brain manipulation device that can make anyone and anything a blind follower of Cortex's orders. One of their first experiments with the Evolv-O-Ray is Crash, a bandicoot snatched from the local island wilderness and chosen to serve as the leader of Cortex's army. However, the Cortex Vortex fails on Crash, and he is discarded as a failed specimen while Cortex and Brio prepare to experiment on Crash's love interest, Tawna. The next day, Crash washes up on the shores of N. Sanity Beach and vows to defeat Cortex and rescue Tawna from his fortress, with the help of a native mask spirit named Aku Aku who wants Crash to take down Cortex so he'll stop polluting the islands.

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In an effort to create a bunch of anthropomorphic, hyper-intelligent animals to serve as an army to lead them to world domination, Dr. Neo Cortex and Dr. Nitrus Brio create the Evolv-O-Ray, a device that can mutate any animal into a super-strong, hyper-intelligent warrior, and the Cortex Vortex, a brain manipulation device that can make anyone and anything a blind follower of Cortex's orders. One of their first experiments with the Evolv-O-Ray is Crash, a bandicoot snatched from the local island wilderness and chosen to serve as the leader of Cortex's army. However, the Cortex Vortex fails on Crash, and he is discarded as escapes through a failed specimen window while Cortex and Brio prepare to experiment on Crash's love interest, Tawna. The next day, Crash washes up on the shores of N. Sanity Beach and vows to defeat Cortex and rescue Tawna from his fortress, with the help of a native mask spirit named Aku Aku who wants Crash to take down Cortex so he'll stop polluting the islands.

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* DoubleEntendre: "Up The Creek," named for a common {{bowdlerization}} of the expression "up Shit Creek without a paddle."



* GettingCrapPastTheRadar: "Up The Creek," named for a common {{bowdlerization}} of the expression "up Shit Creek without a paddle."

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* GettingCrapPastTheRadar: "Up The Creek," named for a common {{bowdlerization}} %% *GettingCrapPastThe Radar: Because of persistent misuse, this example was removed. Please check the expression "up Shit Creek without a paddle."trope page to make sure your example fits the trope's current definition.
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* GettingCrapPastTheRadar: "Up The Creek," named for a common {{bowdlerization}} of the expression "up shit creek without a paddle."

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* GettingCrapPastTheRadar: "Up The Creek," named for a common {{bowdlerization}} of the expression "up shit creek Shit Creek without a paddle."
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* GettingCrapPastTheRadar: "Up The Creek," named for a common {{bowdlerization}} of the expression "up shit creek without a paddle."
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Plenty of people completed the game without an analog pad. Also bullet point misuse.


** And the game's ''biggest'' problem is the controls. This game was made before the dualshock controller was created, meaning you are forced to use the D-pad to move Crash, making it very hard to make Crash make a consistant jump without him falling to his death or accidently jumping on an enemy. It also doesn't help that the longer you use the D-pad, your thumb starts to get sore. Thankfully this was fixed in the N-sane trilogy, where you can now use the analog stick, making the game far less frustrating.
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* EarlyBirdCameo: At the end of the level Jaws of Darkness, You can see a carving on the wall that looks to be an ancient statue of Uka Uka. It is the same temple that gets destroyed at the beginning of [[CrashBandicoot3Warped Crash 3]], Leading to his freedom.

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* EarlyBirdCameo: At the end of the level Jaws of Darkness, You can see a carving on the wall that looks to be an ancient statue of Uka Uka. It After all, it is the same temple that gets destroyed at the beginning of [[CrashBandicoot3Warped [[VideoGame/CrashBandicoot3Warped Crash 3]], Leading to his freedom.
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* EarlyBirdCameo: At the end of the level Jaws of Darkness, You can see a carving on the wall that looks to be an ancient statue of Uka Uka. It is the same temple that gets destroyed at the beginning of [[CrashBandicoot3Warped Crash 3]], Leading to his freedom.

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Removed: 419

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Oops


* LevelInTheClouds:
** The secret path in Native Fortress (with the red gem) leads you to a section in the sky where you'll be running on clouds to break more crates.
** The levels Road to Nowhere and The High Road have Crash cross a prolonged, decayed bridge above the dense clouds in the sky. Crash has to watch for the fragile parts of the bridge to avoid falling, and use upside-down turtle shells to jump large gaps.


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* LevelInTheClouds:
** The secret path in Native Fortress (with the red gem) leads you to a section in the sky where you'll be running on clouds to break more crates.
** The levels Road to Nowhere and The High Road have Crash cross a prolonged, decayed bridge above the dense clouds in the sky. Crash has to watch for the fragile parts of the bridge to avoid falling, and use upside-down turtle shells to jump large gaps.

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Bubbly Clouds has been renamed into Level In The Clouds. Swapping wicks for fitting examples, removing wicks for misuse, and adding context whenever necessary


* BubblyClouds: The secret path in Native Fortress (with the red gem) leads you to a section in the sky where you'll be running on clouds to break more crates.

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* BubblyClouds: LevelInTheClouds:
**
The secret path in Native Fortress (with the red gem) leads you to a section in the sky where you'll be running on clouds to break more crates.crates.
** The levels Road to Nowhere and The High Road have Crash cross a prolonged, decayed bridge above the dense clouds in the sky. Crash has to watch for the fragile parts of the bridge to avoid falling, and use upside-down turtle shells to jump large gaps.

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