* AuthorsSavingThrow: The Greatest Hits/Platinum rerelease of the PS2 version was optimised slightly, halving most the game's infamously long loading times. While the rest of the games' imperfections remain, many will freely admit the game is enjoyable when more time is spent playing it than waiting for it to load.
* AwesomeMusic: If nothing else, the game has a great soundtrack.
* HarsherInHindsight: "Tsunami" has you evading a small [[ExactlyWhatItSaysOnTheTin tsunami]] in an Asian themed area and then exploring the flooded remains as a gem pathway.
** Several of the levels due to the [[ElementalPowers baddies' gimmick]], are based on natural disasters which inevitably happen commonly in real life and cause a FunnyAneurysmMoment (eg. avalanche, forest or jungle fire). As time passes, there will likely always be at least one level that is uncomfortable to play through.
* ItsTheSameNowItSucks: The biggest gripe players had with this game was that it was a carbon copy of ''Warped!'', only [[MissionPackSequel adding new levels]]. One of the reasons Naughty Dog closed the door on ''Crash'' was because they felt they took the concept as far as it could; the negative reaction of ''Wrath'' due to precisely this reason aided the notion they probably made the right move.
* MostAnnoyingSound: The warping sound used in the PS2 version's loading screen likely grated on many gamers, especially those who owned the early release.
* NightmareFuel: The Droid Void. The part when you enter the mech and have have to go through darkness is just....
* PolishedPort: The Xbox version has a few minor graphical bells and whistles, including better light and model textures and health bars given to the remaining bosses. Some issues with the PS2 version such as the long loading times and the lagged music loops are also fixed.
** The mech. Clunky, hard to maneuver and easy to get hit as, it likely would have been easier and more fun to play the majority of the game as Crash himself.
*** Similarly, Coco. Anything she can do, Crash can do better, and one of her levels is a Crash level made simpler so that Coco could do it.
** The grates in Droid Void, Weathering Heights, etcetera. They are so slow and irritating that the best way to do Weathering Heights' time trial is to actually give up invincibility in exchange for [[GoodBadBugs being able to run across the floor]] and skip the grates. This enables you to ''halve the Platinum time'', and then some.
** You only spend six levels (of thirty) and two bosses (of five) playing entirely as the Crash platformer-mode we all know and love. The other 24 levels are all either played as Coco, or spend at least half (if not all) of them in a vehicle of some kind.
*** This is in contrast to fifteen levels (of thirty two) in ''VideoGame/CrashBandicoot3Warped'', and eighteen (of twenty-seven) in ''VideoGame/CrashBandicoot2CortexStrikesBack''.
* SoOkayItsAverage: The general opinion of the game within the fan base. While still fairly enjoyable in many areas, it is for the large part an inferior copy of ''Warped''.
* SpecialEffectFailure: Uka Uka is surrounded by a red glow, as in previous titles, but at some points it becomes apparent that the "glow" is just a flat palette stuck to the back of Uka Uka's model. When Uka Uka faces away from the camera, we get a good view of the glow, and see that there's a ''hole'' in the glow effect.
** In certain levels such as Gold Rush, you can actually see the empty void where the modelling for the areas end.
* TheyWastedAPerfectlyGoodCharacter: The Elementals are fairly undeveloped characters (unless you read the manual) and according to Aku Aku, are too unruly and powerful for even Uka Uka to control. They spend the entire game as mere power ups for Crunch, their fate not even explained during the ending.