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** Space Bash, though a really fun crystal challenge, is also pretty easy to win. Due to ArtificialStupidity, the AI tends to end up inevitably dropping into holes, and considering all crates are explosive, you pretty much just have to go nuts hitting every crate in sight.

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** Space Bash, though a really fun crystal challenge, challenge (you have to win without the ability to pick up crates), is also pretty easy to win. Due to ArtificialStupidity, the AI tends to end up inevitably dropping into holes, and considering all crates are explosive, you pretty much just have to go nuts hitting every TNT crate in sight.



** Manic Panic starts you off without your bear. In any other arena, this would be a serious problem. But this arena has the bombs, which give you an alternate (and arguably easier) way to dispose of your enemies, and is something that the AI is terrible at using. Pretty much everyone who played this challenge would just bomb all three opponents and either throw another when they got the chance, or push them off after ''they'' lost their bear too.
** Drain Bash makes it so that... you can't open the special crates by kicking, or else you die. Seriously. That's it. Otherwise, it plays exactly like the regular arena. The difference is almost hard to even ''notice.''

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** Manic Panic starts you off without your bear. In any other arena, this would be a serious problem. But this arena has the bombs, which give you an alternate (and arguably easier) way to dispose of your enemies, and is something that the AI is terrible at using.using (though if you ''do'' get hit by it, you die because you do not have your bear). Pretty much everyone who played this challenge would just bomb all three opponents and either throw another when they got the chance, or push them off after ''they'' lost their bear too.
** Drain Bash makes it so that... you can't open the special crates by kicking, or else you die.[[OneHitKill instantly drop dead]]. Seriously. That's it. Otherwise, it plays exactly like the regular arena. The difference is almost somewhat hard to even ''notice.''''notice,'' especially if your normal strategy for this level is to ignore the special crates and go straight for the TNT.


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** Pogo Painter's Crystal, which has you avoiding OneHitKill mushrooms that spawn constantly throughout the challenge. It's manageable early on, but eventually they start appearing at such an alarming rate that that you can get killed unexpectedly if you do not stay alert. Worst of all, they can sometimes spawn ''right on the tile you're about to land on'', resulting in unavoidable death. Combined with the fact that you ''still'' need to outpace the [=CPU=]'s scoring, this becomes a very nasty early-game LuckBasedMission.
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** Ballistix Crystals seem to be as much nightmarish as possible in general. The very ''first'' level expects you to win without kick, which is very big disadvantage that greatly reduces the effective range of your hovership, while ''Beach Balls'' make one [=CPU=] ''invulnerable'' at any given time, which turns endgame into hell when the last one gets picked.

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** Ballistix Crystals seem to be as much nightmarish as possible in general. The very ''first'' level expects you to win without kick, which is very big disadvantage that greatly reduces the effective range of your hovership, while especially near the end of the round when balls start coming down in droves. ''Beach Balls'' make on the other hand makes one [=CPU=] ''invulnerable'' at any given time, which turns endgame into hell when the last one gets picked.picked, forcing you to wait and tank their attacks on your goal until their shield dissipates... only for their shield to go right back up a few seconds later.
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** Bearminator isn't too hard at first, but not only does he blow up a quarter of the stage after each hit, he'll also send out an extra robot bear, all of whom will fire a rocket at you which will be pretty much an automatic game over if it hits you. The last part involves having to deal with 3 of them while half the stage is gone, meaning you'll have very little space dealing with three enemies gunning for you. There is a technique to sending the bears flying off the stage as soon as they land, but there's no [[GuideDangIt hint on how to properly do it in-game.]]

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** Bearminator isn't too hard at first, but not only does as the fight progresses, things can become totally hectic. First off, the robotic bears he blow up launches at you. Upon landing, they'll aim at you for about 5 seconds before firing off a quarter rocket, during which time they are immune to your charges. If the rocket hits you, you're pretty much guaranteed to fall off of the stage tilting platform to your demise. Oh, and the bears can knock you back pretty hard with their own charges as well. But it doesn't stop there; after each hit, the boss will not only destroy part of the arena, leaving less room for you, but he'll also send out launch an extra robot bear, all of whom will fire a rocket ''extra'' bear at you which will be pretty much an automatic game over if it hits you. The last part involves having to deal with 3 of them while half the stage is gone, you, meaning you'll have very little space dealing to dodge another rocket! When he's down to his last hit point, you'll have to deal with three enemies gunning for you.''three'' bears and their rockets on half the arena. To top it all off, if you miss your shot on the final phase, he'll destroy ''another'' part of the arena, giving you even ''less'' room; miss again after that, and he'll destroy the last section, forcing you to restart the whole fight from the top. There is a technique to sending the bears flying off the stage as soon as they land, but there's no [[GuideDangIt hint on how to properly do it in-game.]]
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** While Ballistix as a whole is infuriating, N. Ballism takes the cake. There are two gimmicks: Magnet powerups that repel the ball and N. Gin apearing and firing balls in a counterclockwise direction. Considering how the computer players [[TheComputerIsACheatingBastard can easily get the magnets]], the level becomes the hardest Ballistix level, even more than the next one. The crystal challenge for it makes it worse by making it so that N. Gin will ''only attack your goal.'' This is somewhat alleviated by him shooting the balls in the same location every time and having bigger gaps between each shot, (likely due to him supposed to be firing at the AI but programmed in the challenge not to) but still.

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** While Ballistix as a whole is infuriating, N. Ballism takes the cake. There are two gimmicks: Magnet powerups that repel the ball and N. Gin apearing appearing and firing balls in a counterclockwise direction. Considering how the computer players [[TheComputerIsACheatingBastard can easily get the magnets]], the level becomes the hardest Ballistix level, even more than the next one. The crystal challenge for it makes it worse by making it so that N. Gin will ''only attack your goal.'' This is somewhat alleviated by him shooting the balls in the same location every time and having bigger gaps between each shot, (likely due to him supposed to be firing at the AI but programmed in the challenge not to) but still.
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* ThatOneBoss: Almost all the bosses are mercliess.

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* ThatOneBoss: Almost all the bosses are mercliess.merciless.

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* HilariousInHindsight: In the game's story mode, Dingodile is forced to team up with Crash and Coco in order to even out the playing field between the teams. Two decades later, Dingodile would team up with the Bandicoots again (this time as a [[HeelFaceTurn legitimately good character]]) in a [[VideoGame/CrashBandicoot4ItsAboutTime main series title]].

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* HilariousInHindsight: HilariousInHindsight:
**
In the game's story mode, Dingodile is forced to team up with Crash and Coco in order to even out the playing field between the teams. Two decades later, Dingodile would team up with the Bandicoots again (this time as a [[HeelFaceTurn legitimately good character]]) in a [[VideoGame/CrashBandicoot4ItsAboutTime main series title]].title]].
** Concept art of cut characters included one by the name of "Hypno-Potamus". Nearly two decades later, a character of the same name would be prominently featured in a ''[[WesternAnimation/RiseOfTheTeenageMutantNinjaTurtles Teenage Mutant Ninja Turtles]]'' series.

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** Melt Panic gives you the handicap of not being able to recover from falling. Initially this sounds incredibly difficult, so many of the crystal challenges gives you a handicap [[MyRulesAreNotYourRules whilst not applying it to the AI]]... But amazingly enough this is one of the few challenges that actually ''does'' apply your handicap to the AI too. Thanks to this, it is not uncommon to complete the challenge in less than 10 seconds just by immediately going ham on the AI.



* DisappointingLastLevel: Quite a few people think that Ballistix-based minigame isn't great for a final boss battle that decides the fate of a world. Not to mention those dreaded red balls. Fortunately, in the co-operative mode (if you pick one good and one evil character) you will both be forced into a legitimately intense one-on-one Crate Crush battle that decides the ending.

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* DisappointingLastLevel: DisappointingLastLevel:
**
Quite a few people think that Ballistix-based minigame isn't great for a final boss battle that decides the fate of a world. Not to mention those dreaded red balls. Fortunately, in the co-operative mode (if you pick one good and one evil character) you will both be forced into a legitimately intense one-on-one Crate Crush battle that decides the ending.ending.
** The last game you unlock is ''Dante's Dash'', the last of the Dash minigames. As fun as it is, closing out with a different version of a simple racing minigame is remarkably anti-climactic after all the other unique games on the final floor. The gem and crystal challenges it presents are also amazingly easy compared to everything else in the post-game.



** Having two players in the Dash games is already quite handy, but you can break it wide open if you have one player not bother racing but instead stay in one place to harass and attack the AI. If done right one player will get all their laps done whilst the AI stuck on their first couple thanks to the other player constantly getting in the way.

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** Having two players in the Dash games is already quite handy, but you can break it wide open if you have one player not bother racing but and instead stay in one place to harass and attack the AI. If done right one player will get all their laps done whilst the AI stay stuck on their first couple thanks to the other player constantly getting in the their way.

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* BrokenBase: Many players believe that Aku-Aku should've picked Nitrus Brio into his side, since at one point [[VideoGame/CrashBandicoot2CortexStrikesBack Brio helped Crash during his adventure (even though it was fueled by his envy toward Cortex and not a change of heart)]]. Some other players believe that Brio is better in villain role and no change should be made about him. Picking the iconic bad guys Tiny and Dingodile for Aku's team instead was met with similar divisiveness (though some have warmed up to the idea with Dingodile, see HilariousInHindsight).

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* BrokenBase: BrokenBase:
**
Many players believe that Aku-Aku should've picked Nitrus Brio into his side, since at one point [[VideoGame/CrashBandicoot2CortexStrikesBack Brio helped Crash during his adventure (even though it was fueled by his envy toward Cortex and not a change of heart)]]. Some other players believe that Brio is better in villain role and no change should be made about him. Picking the iconic bad guys Tiny and Dingodile for Aku's team instead was met with similar divisiveness (though some have warmed up to the idea with Dingodile, see HilariousInHindsight).HilariousInHindsight).
** After ''VideoGame/CrashTeamRacingNitroFueled'' released and further escalating after the divisive reception to ''VideoGame/CrashBandicoot4ItsAboutTime'', whether the game should be remade in the vein of ''VideoGame/CrashBandicootNSaneTrilogy'' and ''Nitro Fueled'' has become an extremely heated topic in the ''Crash'' community. Supporters believe a remake has a lot of potential to massively beef up the amount of content as ''Nitro-Fueled'' had with ''VideoGame/CrashTeamRacing'' and apply quality of life changes while preserving the game's multiplayer strongpoints. Most against believe ''Bash'' is so fundamentally flawed and not popular enough it would require way too much risk for a game not guaranteed to pay off and that supporters of a remake view ''Bash'' under an extreme NostalgiaFilter. A very small subfaction is in-between, believing ''Bash'' though fundamentally flawed has some good ideas that could be used as the basis for an improved ''Crash'' party game.



* LowTierLetdown: Dingodile and Rilla Roo are widely considered to be the worst characters in the game due to their poorly designed selection of abilities: their charge in Polar Push doesn't go far enough for the amount of energy it takes up, their duel-shot ability in Tank Wars means their shots deal less damage than the other characters, and it doesn't work like it should since the first shot grants opponents MercyInvincibility upon being hit (thus protecting them from the second shot) and they aren't particularly fast, are big targets and only have a slightly farther throw distance in Crate Crush, with their biggest strength - their spin attack, which can send crates further than any other "kick" attack - hindered by rendering them completely immobile. When compared to the [[JackOfAllStats well-rounded]] Crash, Coco, Cortex and Brio, or the {{Mighty Glacier}}s Tiny and Koala Kong, Dingodile and Rilla Roo are [[MasterOfNone Masters of None]] in comparison.



** The Crystal Challenge for Dragon Drop. It's already hard enough grabbing a gem, and holding onto it long enough to throw it at the moving target. Now part of the scoreboard is flashing, and you can only get points if you throw it while standing on the flashing segment. [[MyRulesAreNotYourRules But the AI can still score on any part of the board]], because [[SarcasmMode that wouldn't be fair, would it?]] Oh, and nine times out of ten, instead of the AI going for any player holding a gem, [[GangUpOnTheHuman they'll lock on to YOU exclusively, whether you're holding a gem or not.]]
* TierInducedScrappy: Dingodile and Rilla Roo are widely considered to be the worst characters in the game due to their poorly designed selection of abilities: their charge in Polar Push doesn't go far enough for the amount of energy it takes up, their duel-shot ability in Tank Wars means their shots deal less damage than the other characters, and it doesn't work like it should since the first shot grants opponents MercyInvincibility upon being hit (thus protecting them from the second shot) and they aren't particularly fast, are big targets and only have a slightly farther throw distance in Crate Crush, with their biggest strength - their spin attack, which can send crates further than any other "kick" attack - hindered by rendering them completely immobile. When compared to the [[JackOfAllStats well-rounded]] Crash, Coco, Cortex and Brio, or the {{Mighty Glacier}}s Tiny and Koala Kong, Dingodile and Rilla Roo are [[MasterOfNone Masters of None]] in comparison.

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** The Crystal Challenge for Dragon Drop. It's already hard enough grabbing a gem, and holding onto it long enough to throw it at the moving target. Now part of the scoreboard is flashing, and you can only get points if you throw it while standing on the flashing segment. [[MyRulesAreNotYourRules But the AI can still score on any part of the board]], because [[SarcasmMode that wouldn't be fair, would it?]] Oh, and nine times out of ten, instead of the AI going for any player holding a gem, [[GangUpOnTheHuman they'll lock on to YOU exclusively, whether you're holding a gem or not.]]
* TierInducedScrappy: Dingodile and Rilla Roo are widely considered to be the worst characters in the game due to their poorly designed selection of abilities: their charge in Polar Push doesn't go far enough for the amount of energy it takes up, their duel-shot ability in Tank Wars means their shots deal less damage than the other characters, and it doesn't work like it should since the first shot grants opponents MercyInvincibility upon being hit (thus protecting them from the second shot) and they aren't particularly fast, are big targets and only have a slightly farther throw distance in Crate Crush, with their biggest strength - their spin attack, which can send crates further than any other "kick" attack - hindered by rendering them completely immobile. When compared to the [[JackOfAllStats well-rounded]] Crash, Coco, Cortex and Brio, or the {{Mighty Glacier}}s Tiny and Koala Kong, Dingodile and Rilla Roo are [[MasterOfNone Masters of None]] in comparison.
]]
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** "Desert Fox" and "Metal Fox", two military march pieces very reminiscent of the theme to ''Film/TheGreatEscape''. "Jungle Fox" too, resembling a native battle march songs.

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** "Desert Fox" and "Metal Fox", two military march pieces very reminiscent of the theme to ''Film/TheGreatEscape''. "Jungle Fox" too, resembling a native battle march songs.song.
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** Nitros Oxide, even as the FinalBoss, is simply ''unforgiving.'' So much so, the chances of beating him first try are simply next to none. Firstly, you'll have to fly after him, going past waves of walls, rockets and nitro boxes among other obstacles. Thankfully, if you die in the next phase, you won't have to deal with that again, but the final phase is where the trouble ''truly'' starts. Firstly, you'll have to play Ballistix against Oxide, but not only does he have near perfect AI in keeping the ball away from him, (This seems to decrease with each game over you get) but he'll also bring out dual rockets from the corner to fire at you while you're trying to keep the balls a way. As if that wasn't cruel enough, they also fire more than once! And unlike the other bosses, having a teammate here can possibly be more of a detriment with both characters occupying the same corner, unlike in the other Ballistix games. Oh, and to top it all off? The red balls from the Sky Ball Crystal Challenge will appear and Oxide is, of course, not only immune to them aswell, but won't even take damage if they go past him!

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** Nitros Oxide, even as the FinalBoss, is simply ''unforgiving.'' So much so, the chances of beating him first try are simply next to none. Firstly, you'll have to fly after him, going past waves of walls, rockets and nitro boxes among other obstacles. Thankfully, if you die in the next phase, you won't have to deal with that again, but the final phase is where the trouble ''truly'' starts. Firstly, you'll have to play Ballistix against Oxide, but not only does he have near perfect AI in keeping the ball away from him, (This seems to decrease with each game over you get) but he'll also bring out dual rockets from the corner to fire at you while you're trying to keep the balls a way. As if that wasn't cruel enough, they also fire more than once! And unlike the other bosses, having a teammate here can possibly be more of a detriment with both characters occupying the same corner, unlike in the other Ballistix games. Oh, and to top it all off? The red balls from the Sky Ball Crystal Challenge will appear and Oxide is, of course, not only immune to them aswell, but won't even take damage if they go past him!him! The only form of mercy with them is that they appear on their own, instead of one of the balls randomly changing to as such, giving the player(s) a heads-up before they can come their way.



** Sky Balls, Crystal Challenge. Any player who has made any serious attempt to actually complete this task is probably still haunted by it in their sleep. There are red balls that randomly show up this time, and they will kill you in ''one hit.'' That doesn't mean you wait a few seconds to spawn again; it means you ''instantly'' fail on the spot! Of course, [[MyRulesAreNotYourRules the AI can kick these all day]] without any issue. If they go through your goal, they don't count against you; however, what really makes this a pain is that sometimes the regular balls will, completely randomly, turn red when a computer kicks one, and in many cases, you will have no time to react. And worse yet, sometimes the balls will end up going at just the right angle to make them [[UnintentionallyUnwinnable completely unavoidable by traveling all the way across your goal area, ensuring you die through no fault of your own.]] The icing on the cake? You still have to feed ''ten regular non-deadly balls into all of the AI's goals.'' Yes, despite the fact that ''they themselves'' can hit the red balls, ''they still don't take off from any of their scores!'' Oh, AND if you manage to not touch any red ball for the entire duration of the round, '''you can ''still'' fail the challenge''' if ten regular balls go into your own goal! It's pretty clear that this stage was not given enough proper playtesting, as it stacks the odds ''way'' too high in the AI's favor. Oh and those red balls? They re-appear in Oxide's boss battle, working exactly the same as they do here.

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** Sky Balls, Crystal Challenge. Any player who has made any serious attempt to actually complete this task is probably still haunted by it in their sleep. There are red balls that randomly show up this time, and they will kill you in ''one hit.'' That doesn't mean you wait a few seconds to spawn again; it means you ''instantly'' fail on the spot! Of course, [[MyRulesAreNotYourRules the AI can kick these all day]] without any issue. If they go through your goal, they don't count against you; however, what really makes this a pain is that sometimes the regular balls will, completely randomly, turn red when a computer kicks one, and in many cases, you will have no time to react. And worse yet, sometimes the balls will end up going at just the right angle to make them [[UnintentionallyUnwinnable completely unavoidable by traveling all the way across your goal area, ensuring you die through no fault of your own.]] The icing on the cake? You still have to feed ''ten regular non-deadly balls into all of the AI's goals.'' Yes, despite the fact that ''they themselves'' can hit the red balls, ''they still don't take off from any of their scores!'' Oh, AND if you manage to not touch any red ball for the entire duration of the round, '''you can ''still'' fail the challenge''' if ten regular balls go into your own goal! It's pretty clear that this stage was not given enough proper playtesting, as it stacks the odds ''way'' too high in the AI's favor. Oh and those red balls? They re-appear in Oxide's boss battle, working exactly the same as very similarly to how they do here.
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** Nitros Oxide, even as the FinalBoss, is simply ''unforgiving.'' So much so, the chances of beating him first try are simply next to none. Firstly, you'll have to fly after him, going past waves of walls, rockets and nitro boxes among other obstacles. Thankfully, if you die in the next phase, you won't have to deal with that again, but the final phase is where the trouble ''truly'' starts. Firstly, you'll have to play Ballistix against Oxide, but not only does he have near perfect AI in keeping the ball away from him, (This seems to decrease with each game over you get) but he'll also bring out dual rockets from the corner to fire at you while you're trying to keep the balls a way. As if that wasn't cruel enough, they also fire more than once! And unlike the other bosses, having a teammate here can possibly be more of a detriment with both characters occupying the same corner, unlike in the other Ballistix games. Oh, and to top it all off? The red balls from the Sky Ball Crystal Challenge will appear and Oxide is, of course, not only immune to them aswell, but won't even take damage if it goes past him!

to:

** Nitros Oxide, even as the FinalBoss, is simply ''unforgiving.'' So much so, the chances of beating him first try are simply next to none. Firstly, you'll have to fly after him, going past waves of walls, rockets and nitro boxes among other obstacles. Thankfully, if you die in the next phase, you won't have to deal with that again, but the final phase is where the trouble ''truly'' starts. Firstly, you'll have to play Ballistix against Oxide, but not only does he have near perfect AI in keeping the ball away from him, (This seems to decrease with each game over you get) but he'll also bring out dual rockets from the corner to fire at you while you're trying to keep the balls a way. As if that wasn't cruel enough, they also fire more than once! And unlike the other bosses, having a teammate here can possibly be more of a detriment with both characters occupying the same corner, unlike in the other Ballistix games. Oh, and to top it all off? The red balls from the Sky Ball Crystal Challenge will appear and Oxide is, of course, not only immune to them aswell, but won't even take damage if it goes they go past him!

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* ThatOneBoss: Like ''CTR'', the bosses are a LOT tougher in this game. Even Papu Papu puts up a fight, like in ''CTR''. The Komodo brothers are probably the most notorious; being a grueling two-phase fight fight that, unlike the final boss which also has two phases, has no checkpoint and demands you fight both the brothers in their tanks at once, which is a nightmare in single player.

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* ThatOneBoss: Like ''CTR'', Almost all the bosses are a LOT tougher in this game. Even Papu Papu puts mercliess.
** Bearminator isn't too hard at first, but not only does he blow
up a fight, like in ''CTR''. quarter of the stage after each hit, he'll also send out an extra robot bear, all of whom will fire a rocket at you which will be pretty much an automatic game over if it hits you. The last part involves having to deal with 3 of them while half the stage is gone, meaning you'll have very little space dealing with three enemies gunning for you. There is a technique to sending the bears flying off the stage as soon as they land, but there's no [[GuideDangIt hint on how to properly do it in-game.]]
**
The Komodo brothers are probably the most notorious; being has a grueling two-phase fight fight that, unlike the final boss which also has two phases, has no checkpoint and demands fight, requiring you to destroy three structures of their giant machine before having you fight both the brothers in their tanks at once, which is both being incredibly beefy while you've lost quite a bit of your health, being quite a nightmare in single player.player. Thankfully, there is a checkpoint if you die against them in their tanks.
** Nitros Oxide, even as the FinalBoss, is simply ''unforgiving.'' So much so, the chances of beating him first try are simply next to none. Firstly, you'll have to fly after him, going past waves of walls, rockets and nitro boxes among other obstacles. Thankfully, if you die in the next phase, you won't have to deal with that again, but the final phase is where the trouble ''truly'' starts. Firstly, you'll have to play Ballistix against Oxide, but not only does he have near perfect AI in keeping the ball away from him, (This seems to decrease with each game over you get) but he'll also bring out dual rockets from the corner to fire at you while you're trying to keep the balls a way. As if that wasn't cruel enough, they also fire more than once! And unlike the other bosses, having a teammate here can possibly be more of a detriment with both characters occupying the same corner, unlike in the other Ballistix games. Oh, and to top it all off? The red balls from the Sky Ball Crystal Challenge will appear and Oxide is, of course, not only immune to them aswell, but won't even take damage if it goes past him!



** Sky Balls, Crystal Challenge. Any player who has made any serious attempt to actually complete this task is probably still haunted by it in their sleep. There are red balls that randomly show up this time, and they will kill you in ''one hit.'' That doesn't mean you wait a few seconds to spawn again; it means you ''instantly'' fail on the spot! Of course, [[MyRulesAreNotYourRules the AI can kick these all day]] without any issue. If they go through your goal, they don't count against you; however, what really makes this a pain is that sometimes the regular balls will, completely randomly, turn red when a computer kicks one, and in many cases, you will have no time to react. And worse yet, sometimes the balls will end up going at just the right angle to make them [[UnintentionallyUnwinnable completely unavoidable by traveling all the way across your goal area, ensuring you die through no fault of your own.]] The icing on the cake? You still have to feed ''ten regular non-deadly balls into all of the AI's goals.'' Yes, despite the fact that ''they themselves'' can hit the red balls, ''they still don't take off from any of their scores!'' Oh, AND if you manage to not touch any red ball for the entire duration of the round, '''you can ''still'' fail the challenge''' if ten regular balls go into your own goal! It's pretty clear that this stage was not given enough proper playtesting, as it stacks the odds ''way'' too high in the AI's favor.

to:

** Sky Balls, Crystal Challenge. Any player who has made any serious attempt to actually complete this task is probably still haunted by it in their sleep. There are red balls that randomly show up this time, and they will kill you in ''one hit.'' That doesn't mean you wait a few seconds to spawn again; it means you ''instantly'' fail on the spot! Of course, [[MyRulesAreNotYourRules the AI can kick these all day]] without any issue. If they go through your goal, they don't count against you; however, what really makes this a pain is that sometimes the regular balls will, completely randomly, turn red when a computer kicks one, and in many cases, you will have no time to react. And worse yet, sometimes the balls will end up going at just the right angle to make them [[UnintentionallyUnwinnable completely unavoidable by traveling all the way across your goal area, ensuring you die through no fault of your own.]] The icing on the cake? You still have to feed ''ten regular non-deadly balls into all of the AI's goals.'' Yes, despite the fact that ''they themselves'' can hit the red balls, ''they still don't take off from any of their scores!'' Oh, AND if you manage to not touch any red ball for the entire duration of the round, '''you can ''still'' fail the challenge''' if ten regular balls go into your own goal! It's pretty clear that this stage was not given enough proper playtesting, as it stacks the odds ''way'' too high in the AI's favor. Oh and those red balls? They re-appear in Oxide's boss battle, working exactly the same as they do here.



* TierInducedScrappy: ADingodile and Rilla Roo are widely considered to be the worst characters in the game due to their poorly designed selection of abilities: their charge in Polar Push doesn't go far enough for the amount of energy it takes up, their duel-shot ability in Tank Wars means their shots deal less damage than the other characters, and it doesn't work like it should since the first shot grants opponents MercyInvincibility upon being hit (thus protecting them from the second shot) and they aren't particularly fast, are big targets and only have a slightly farther throw distance in Crate Crush, with their biggest strength - their spin attack, which can send crates further than any other "kick" attack - hindered by rendering them completely immobile. When compared to the [[JackOfAllStats well-rounded]] Crash, Coco, Cortex and Brio, or the {{Mighty Glacier}}s Tiny and Koala Kong, Dingodile and Rilla Roo are [[MasterOfNone Masters of None]] in comparison.

to:

* TierInducedScrappy: ADingodile Dingodile and Rilla Roo are widely considered to be the worst characters in the game due to their poorly designed selection of abilities: their charge in Polar Push doesn't go far enough for the amount of energy it takes up, their duel-shot ability in Tank Wars means their shots deal less damage than the other characters, and it doesn't work like it should since the first shot grants opponents MercyInvincibility upon being hit (thus protecting them from the second shot) and they aren't particularly fast, are big targets and only have a slightly farther throw distance in Crate Crush, with their biggest strength - their spin attack, which can send crates further than any other "kick" attack - hindered by rendering them completely immobile. When compared to the [[JackOfAllStats well-rounded]] Crash, Coco, Cortex and Brio, or the {{Mighty Glacier}}s Tiny and Koala Kong, Dingodile and Rilla Roo are [[MasterOfNone Masters of None]] in comparison.
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** While Ballistix as a whole is infuriating, N. Ballism takes the cake. There are two gimmicks: Magnet powerups that repel the ball and N. Gin apearing and firing balls in a counterclockwise direction. Considering how the computer players [[TheComputerIsACheatingBastard can easily get the magnets]], the level becomes the hardest Ballistix level, even more than the next one. The crystal challenge for it makes it worse by making it so that N. Gin will ''only attack your goal.'' This is somewhat alleviated by him shooting the balls in the same location every time and having bigger gaps between each shot, but still.

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** While Ballistix as a whole is infuriating, N. Ballism takes the cake. There are two gimmicks: Magnet powerups that repel the ball and N. Gin apearing and firing balls in a counterclockwise direction. Considering how the computer players [[TheComputerIsACheatingBastard can easily get the magnets]], the level becomes the hardest Ballistix level, even more than the next one. The crystal challenge for it makes it worse by making it so that N. Gin will ''only attack your goal.'' This is somewhat alleviated by him shooting the balls in the same location every time and having bigger gaps between each shot, (likely due to him supposed to be firing at the AI but programmed in the challenge not to) but still.



* TierInducedScrappy: As mentioneed above, Dingodile and Rilla Roo are widely considered to be the worst characters in the game due to their poorly designed selection of abilities: their charge in Polar Push doesn't go far enough for the amount of energy it takes up, their duel-shot ability in Tank Wars means their shots deal less damage than the other characters, and it doesn't work like it should since the first shot grants opponents MercyInvincibility upon being hit (thus protecting them from the second shot) and they aren't particularly fast, are big targets and only have a slightly farther throw distance in Crate Crush, with their biggest strength - their spin attack, which can send crates further than any other "kick" attack - hindered by rendering them completely immobile. When compared to the [[JackOfAllStats well-rounded]] Crash, Coco, Cortex and Brio, or the {{Mighty Glacier}}s Tiny and Koala Kong, Dingodile and Rilla Roo are [[MasterOfNone Masters of None]] in comparison.

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* TierInducedScrappy: As mentioneed above, Dingodile ADingodile and Rilla Roo are widely considered to be the worst characters in the game due to their poorly designed selection of abilities: their charge in Polar Push doesn't go far enough for the amount of energy it takes up, their duel-shot ability in Tank Wars means their shots deal less damage than the other characters, and it doesn't work like it should since the first shot grants opponents MercyInvincibility upon being hit (thus protecting them from the second shot) and they aren't particularly fast, are big targets and only have a slightly farther throw distance in Crate Crush, with their biggest strength - their spin attack, which can send crates further than any other "kick" attack - hindered by rendering them completely immobile. When compared to the [[JackOfAllStats well-rounded]] Crash, Coco, Cortex and Brio, or the {{Mighty Glacier}}s Tiny and Koala Kong, Dingodile and Rilla Roo are [[MasterOfNone Masters of None]] in comparison.

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* CharacterTiers: Yes, a party game of all things has these, most prominently in the game's {{speedrun}} community.
** The general consensus is that Tiny and Koala Kong are superior to the other characters due to their distant throw rate in Crate Crush, having the best push in Polar Panic and the highest damage weapon in Tank Wars.
** Crash and Coco and Cortex and Brio, though clearly worse, have variable skillsets: Crash and Coco are regarded as slightly below average for Crate Crush but okay for Tank Wars and Polar Panic. Cortex and Brio are arguably the best Crate Crush characters and are good in Tank Wars, but suffer immensely in Polar Panic due to the fact they need a full recharge after using a charge, which means if they miss they are extremely vunlerable.
** Dingodile and Rilla Roo lean towards being almost completely worthless, except for Rilla Roo in pogo games due to what is probably a bug (technically making Dingodile alone the worst character, but few consider the difference notable): they perform pretty poorly in all three minigame types where the characters are significantly different.



* TierInducedScrappy: Dingodile and Rilla Roo are widely considered to be the worst characters in the game due to their poorly designed selection of abilities: their charge in Polar Push doesn't go far enough for the amount of energy it takes up, their duel-shot ability in Tank Wars means their shots deal less damage than the other characters, and it doesn't work like it should since the first shot grants opponents MercyInvincibility upon being hit (thus protecting them from the second shot) and they aren't particularly fast, are big targets and only have a slightly farther throw distance in Crate Crush, with their biggest strength - their spin attack, which can send crates further than any other "kick" attack - hindered by rendering them completely immobile. When compared to the [[JackOfAllStats well-rounded]] Crash, Coco, Cortex and Brio, or the {{Mighty Glacier}}s Tiny and Koala Kong, Dingodile and Rilla Roo are [[MasterOfNone Masters of None]] in comparison.

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* TierInducedScrappy: As mentioneed above, Dingodile and Rilla Roo are widely considered to be the worst characters in the game due to their poorly designed selection of abilities: their charge in Polar Push doesn't go far enough for the amount of energy it takes up, their duel-shot ability in Tank Wars means their shots deal less damage than the other characters, and it doesn't work like it should since the first shot grants opponents MercyInvincibility upon being hit (thus protecting them from the second shot) and they aren't particularly fast, are big targets and only have a slightly farther throw distance in Crate Crush, with their biggest strength - their spin attack, which can send crates further than any other "kick" attack - hindered by rendering them completely immobile. When compared to the [[JackOfAllStats well-rounded]] Crash, Coco, Cortex and Brio, or the {{Mighty Glacier}}s Tiny and Koala Kong, Dingodile and Rilla Roo are [[MasterOfNone Masters of None]] in comparison.
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** Sky Balls, Crystal Challenge. Any player who has made any serious attempt to actually complete this task is probably still haunted by it in their sleep. There are red balls that randomly show up this time, and they will kill you in ''one hit.'' That doesn't mean you wait a few seconds to spawn again; it means you fail on the spot! Of course, [[MyRulesAreNotYourRules the AI can kick these all day]] without any issue. If they go through your goal, they don't count off; however, what really makes this a pain is that sometimes the regular balls will, completely randomly, turn red when a computer kicks one, and in many cases, you will have no time to react. And worse yet, sometimes the balls will end up going at just the right angle to make them [[UnintentionallyUnwinnable completely unavoidable by traveling all the way across your goal area, ensuring you die through no fault of your own.]] The icing on the cake? You still have to feed ''ten regular non-deadly balls into all of the AI's goals.'' Yes, despite the fact that ''they themselves'' can hit the red balls, ''they still don't take off from any of their scores!'' Oh, AND if you manage to not touch any red ball for the entire duration of the round, you can STILL LOSE because you lost your ten points too! It's pretty clear that this stage was not given enough proper playtesting, as it stacks the odds ''way'' too high in the AI's favor.

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** Sky Balls, Crystal Challenge. Any player who has made any serious attempt to actually complete this task is probably still haunted by it in their sleep. There are red balls that randomly show up this time, and they will kill you in ''one hit.'' That doesn't mean you wait a few seconds to spawn again; it means you ''instantly'' fail on the spot! Of course, [[MyRulesAreNotYourRules the AI can kick these all day]] without any issue. If they go through your goal, they don't count off; against you; however, what really makes this a pain is that sometimes the regular balls will, completely randomly, turn red when a computer kicks one, and in many cases, you will have no time to react. And worse yet, sometimes the balls will end up going at just the right angle to make them [[UnintentionallyUnwinnable completely unavoidable by traveling all the way across your goal area, ensuring you die through no fault of your own.]] The icing on the cake? You still have to feed ''ten regular non-deadly balls into all of the AI's goals.'' Yes, despite the fact that ''they themselves'' can hit the red balls, ''they still don't take off from any of their scores!'' Oh, AND if you manage to not touch any red ball for the entire duration of the round, you '''you can STILL LOSE because you lost ''still'' fail the challenge''' if ten regular balls go into your ten points too! own goal! It's pretty clear that this stage was not given enough proper playtesting, as it stacks the odds ''way'' too high in the AI's favor.
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* BrokenBase: Many players believe that Aku-Aku should've picked Nitrus Brio into his side, since at one point [[VideoGame/CrashBandicoot2CortexStrikesBack Brio helped Crash during his adventure (even though it was fueled by his envy toward Cortex and not a change of heart)]]. Some other players believe that Brio is better in villain role and no change should be made about him.

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* BrokenBase: Many players believe that Aku-Aku should've picked Nitrus Brio into his side, since at one point [[VideoGame/CrashBandicoot2CortexStrikesBack Brio helped Crash during his adventure (even though it was fueled by his envy toward Cortex and not a change of heart)]]. Some other players believe that Brio is better in villain role and no change should be made about him. Picking the iconic bad guys Tiny and Dingodile for Aku's team instead was met with similar divisiveness (though some have warmed up to the idea with Dingodile, see HilariousInHindsight).
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** Sky Balls, Crystal Challenge. Any player who has made any serious attempt to actually complete this task is probably still haunted by it in their sleep. There are red balls that randomly show up this time, and they will kill you in ''one hit.'' That doesn't mean you wait a few seconds to spawn again; it means you fail on the spot! Of course, [[RulesAreForHumans the AI can kick these all day]] without any issue. If they go through your goal, they don't count off; however, what really makes this a pain is that sometimes the regular balls will, completely randomly, turn red when a computer kicks one, and in many cases, you will have no time to react. And worse yet, sometimes the balls will end up going at just the right angle to make them [[UnintentionallyUnwinnable completely unavoidable by traveling all the way across your goal area, ensuring you die through no fault of your own.]] The icing on the cake? You still have to feed ''ten regular non-deadly balls into all of the AI's goals.'' Yes, despite the fact that ''they themselves'' can hit the red balls, ''they still don't take off from any of their scores!'' Oh, AND if you manage to not touch any red ball for the entire duration of the round, you can STILL LOSE because you lost your ten points too! It's pretty clear that this stage was not given enough proper playtesting, as it stacks the odds ''way'' too high in the AI's favor.

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** Sky Balls, Crystal Challenge. Any player who has made any serious attempt to actually complete this task is probably still haunted by it in their sleep. There are red balls that randomly show up this time, and they will kill you in ''one hit.'' That doesn't mean you wait a few seconds to spawn again; it means you fail on the spot! Of course, [[RulesAreForHumans [[MyRulesAreNotYourRules the AI can kick these all day]] without any issue. If they go through your goal, they don't count off; however, what really makes this a pain is that sometimes the regular balls will, completely randomly, turn red when a computer kicks one, and in many cases, you will have no time to react. And worse yet, sometimes the balls will end up going at just the right angle to make them [[UnintentionallyUnwinnable completely unavoidable by traveling all the way across your goal area, ensuring you die through no fault of your own.]] The icing on the cake? You still have to feed ''ten regular non-deadly balls into all of the AI's goals.'' Yes, despite the fact that ''they themselves'' can hit the red balls, ''they still don't take off from any of their scores!'' Oh, AND if you manage to not touch any red ball for the entire duration of the round, you can STILL LOSE because you lost your ten points too! It's pretty clear that this stage was not given enough proper playtesting, as it stacks the odds ''way'' too high in the AI's favor.



** The Crystal Challenge for Dragon Drop. It's already hard enough grabbing a gem, and holding onto it long enough to throw it at the moving target. Now part of the scoreboard is flashing, and you can only get points if you throw it while standing on the flashing segment. [[RulesAreForHumans But the AI can still score on any part of the board]], because [[SarcasmMode that wouldn't be fair, would it?]] Oh, and nine times out of ten, instead of the AI going for any player holding a gem, [[GangUpOnTheHuman they'll lock on to YOU exclusively, whether you're holding a gem or not.]]

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** The Crystal Challenge for Dragon Drop. It's already hard enough grabbing a gem, and holding onto it long enough to throw it at the moving target. Now part of the scoreboard is flashing, and you can only get points if you throw it while standing on the flashing segment. [[RulesAreForHumans [[MyRulesAreNotYourRules But the AI can still score on any part of the board]], because [[SarcasmMode that wouldn't be fair, would it?]] Oh, and nine times out of ten, instead of the AI going for any player holding a gem, [[GangUpOnTheHuman they'll lock on to YOU exclusively, whether you're holding a gem or not.]]
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* BrokenBase: Many players believe that Aku-Aku should've picked Nitrus Brio into his side, since at one point [[VideoGame/CrashBandicoot2CortexStrikesBack Brio helped Crash during his adventure (even though it was fueled by his envy toward Cortex and not a change of heart)]]. Some other players believe that Brio is better in villain role and no change should be made about him.
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* RootingForTheEmpire: This game is made as pure catharsis for fans of the ''Crash'' villains. Not only can you play as most of the key bad guys here, you can get a "bad ending" where you help Uka Uka outright ''take over the world''! And if you have a second player handy, you can have them play as a good guy so you fight them directly to win the game. You can have Cortex beat the living tar out of Crash!

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* RootingForTheEmpire: This game is made as pure catharsis for fans of the ''Crash'' villains. Not only can you play as most six of the key bad guys here, them, including two that didn't appear in ''Crash Team Racing'', you can get a "bad ending" where you help Uka Uka outright ''take over the world''! And if you have a second player handy, you can have them play as a good guy so you fight them directly to win the game. You can have Cortex beat the living tar out of Crash!
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moving from trivia

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* FanNickname: Thanks to WebVideo/{{Caddicarus}}, Rilla Roo is now referred to by a large number of fans as "Gorilla Monkey Anus Face."
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** The Crystal Challenge for Dragon Drop. It's already hard enough grabbing a gem, and holding onto it long enough to throw it at the moving target. Now part of the scoreboard is flashing, and you can only get points if you throw it while standing on the flashing segment. [[RulesAreForHumans But the AI can still score on any part of the board]], because [[SarcasmMode that wouldn't be fair, would it?]] Oh, and nine times out of ten, instead of the AI going for any player holding a gem, [[GangUpOnTheHuman they'll lock on to YOU exclusively, whether you're holding a gem or not.]]
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** Sky Balls, Crystal Challenge. Any player who has made any serious attempt to actually complete this task is probably still haunted by it in their sleep. There are red balls that randomly show up this time, and they will kill you in ''one hit.'' That doesn't mean you wait a few seconds to spawn again; it means you fail on the spot! Of course, [[RulesAreForHumans the AI can kick these all day]] without any issue. If they go through your goal, they don't count off; however, what really makes this a pain is that sometimes the regular balls will, completely randomly, turn red when a computer kicks one, and in many cases, you will have no time to react. And worse yet, sometimes the balls will end up going at just the right angle to make them [[UnwinnableByMistake completely unavoidable by traveling all the way across your goal area, ensuring you die through no fault of your own.]] The icing on the cake? You still have to feed ''ten regular non-deadly balls into all of the AI's goals.'' Yes, despite the fact that ''they themselves'' can hit the red balls, ''they still don't take off from any of their scores!'' Oh, AND if you manage to not touch any red ball for the entire duration of the round, you can STILL LOSE because you lost your ten points too! It's pretty clear that this stage was not given enough proper playtesting, as it stacks the odds ''way'' too high in the AI's favor.

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** Sky Balls, Crystal Challenge. Any player who has made any serious attempt to actually complete this task is probably still haunted by it in their sleep. There are red balls that randomly show up this time, and they will kill you in ''one hit.'' That doesn't mean you wait a few seconds to spawn again; it means you fail on the spot! Of course, [[RulesAreForHumans the AI can kick these all day]] without any issue. If they go through your goal, they don't count off; however, what really makes this a pain is that sometimes the regular balls will, completely randomly, turn red when a computer kicks one, and in many cases, you will have no time to react. And worse yet, sometimes the balls will end up going at just the right angle to make them [[UnwinnableByMistake [[UnintentionallyUnwinnable completely unavoidable by traveling all the way across your goal area, ensuring you die through no fault of your own.]] The icing on the cake? You still have to feed ''ten regular non-deadly balls into all of the AI's goals.'' Yes, despite the fact that ''they themselves'' can hit the red balls, ''they still don't take off from any of their scores!'' Oh, AND if you manage to not touch any red ball for the entire duration of the round, you can STILL LOSE because you lost your ten points too! It's pretty clear that this stage was not given enough proper playtesting, as it stacks the odds ''way'' too high in the AI's favor.

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YMMV can't be played with. Removing two misused examples that argue with each other.


* DisappointingLastLevel: Quite a few people think that Ballistix-based minigame isn't great for a final boss battle that decides the fate of a world. Not to mention those dreaded red balls. Downplayed for the co-operative mode, where if you pick one good and one evil character respectively, you will both be forced into a legitimately intense 1-on-1 Crate Crush battle that decides the ending.

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* DisappointingLastLevel: Quite a few people think that Ballistix-based minigame isn't great for a final boss battle that decides the fate of a world. Not to mention those dreaded red balls. Downplayed for Fortunately, in the co-operative mode, where if mode (if you pick one good and one evil character respectively, character) you will both be forced into a legitimately intense 1-on-1 one-on-one Crate Crush battle that decides the ending.



** ''Pogo-A-Gogo'' can be won very easily by just making 2x2 or 3x3 V-pattern in a corner where your color is. Even better with speed shoes.

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** ''Pogo-A-Gogo'' can be won very easily by just making 2x2 or 3x3 V-pattern L-pattern in a corner where your color is. Even better with speed shoes.



* {{Narm}}: The announcer's voice is so deep and intimidating for a [[VocalDissonance party game]] that the player would often expect him to say "[[Franchise/MortalKombat Fatality]]" after announcing the winner.
* NarmCharm: He still sounds extremely cool though.
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* Having two players in the Dash games is already quite handy, but you can break it wide open if you have one player not bother racing but instead stay in one place to harass and attack the AI. If done right one player will get all their laps done whilst the AI stuck on their first couple thanks to the other player constantly getting in the way.

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* ** Having two players in the Dash games is already quite handy, but you can break it wide open if you have one player not bother racing but instead stay in one place to harass and attack the AI. If done right one player will get all their laps done whilst the AI stuck on their first couple thanks to the other player constantly getting in the way.
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* Having two players in the Dash games is already quite handy, but you can break it wide open if you have one player not bother racing but instead stay in one place to harass and attack the AI. If done right one player will get all their laps done whilst the AI stuck on their first couple thanks to the other player constantly getting in the way.
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* ItsHardSoItSucks: One of the many reasons behind the game's divisive reception is its SurpriseDifficulty of the story mode compared to the Naughty Dog games. The main problem is that while all the matches are technically a free-for-all, [[GangUpOnTheHuman the computer players will very frequently team up on you.]] Having a second player can help even out the odds, but even then the story mode is still very difficult.

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* ItsHardSoItSucks: One of the many reasons behind the game's divisive reception is its SurpriseDifficulty of the story mode compared to the Naughty Dog games. The main problem is that while all the matches are technically a free-for-all, [[GangUpOnTheHuman the computer players will very frequently team up on you.]] Having a second player can help helps even out the odds, but even then the story mode is still remains very difficult.



* ThatOneBoss: Like ''CTR'', the bosses are a LOT tougher in this game. Even Papu Papu puts up a fight, like in ''CTR''.

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* ThatOneBoss: Like ''CTR'', the bosses are a LOT tougher in this game. Even Papu Papu puts up a fight, like in ''CTR''. The Komodo brothers are probably the most notorious; being a grueling two-phase fight fight that, unlike the final boss which also has two phases, has no checkpoint and demands you fight both the brothers in their tanks at once, which is a nightmare in single player.
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* ItsHardSoItSucks: One of the many reasons behind the game's divisive reception is its SurpriseDifficulty of the story mode compared to the Naughty Dog games. The main problem is that while all the matches are technically a free-for-all, the computer players will very frequently team up on you. Having a second player can help even out the odds, but even then the story mode is still very difficult.

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* ItsHardSoItSucks: One of the many reasons behind the game's divisive reception is its SurpriseDifficulty of the story mode compared to the Naughty Dog games. The main problem is that while all the matches are technically a free-for-all, [[GangUpOnTheHuman the computer players will very frequently team up on you. you.]] Having a second player can help even out the odds, but even then the story mode is still very difficult.

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* ItsHardSoItSucks: One of the many reasons behind the game's divisive reception is its SurpriseDifficulty compared to the Naughty Dog games.

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* ItsHardSoItSucks: One of the many reasons behind the game's divisive reception is its SurpriseDifficulty of the story mode compared to the Naughty Dog games.games. The main problem is that while all the matches are technically a free-for-all, the computer players will very frequently team up on you. Having a second player can help even out the odds, but even then the story mode is still very difficult.


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* NarmCharm: He still sounds extremely cool though.
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* HilariousInHindsight: In the game's story mode, Dingodile is forced to team up with Crash and Coco in order to even out the playing field between the teams. Two decades later, Dingodile would team up with the Bandicoots again (this time as a [[HeelFaceTurn legitimately good character]]) in a [[VideoGame/CrashBandicoot4ItsAboutTime main series title]].
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** The "Warp Room" theme is definitely one of the funkiest in the series, being a catchy, techno-based remix of the main theme with a subtly dark edge to it that fits the "good versus evil" stakes.

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