* CheatCode: In a case of a massive WhatAnIdiot moment for the team who developed the game, the demo had a code which, when entered, allowed you to play the entire game in debug mode because it was easier to release the debug mode with most features blocked off than make an actual demo. Had this been known at the time, the game would most certainly have flopped.
* MostAnnoyingSound: '''[[https://www.youtube.com/watch?v=MPmX_sAPFdI YOU FAIL.]]''' Expect to hear it ''a lot''.
* 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!
* ScrappyMechanic: While many of the mini games are fun, the rule of winning them three times over can get tedious, leading to up to a maximum of ''nine'' rounds per mini game. Even in standard Battle Mode you can only decrease it to a two round victory (making a five round game at max). Mercifully the gem and crystal challenges require only one victory, however, the relic challenges require you beat them two or three times ''in a row''.
* SurpriseDifficulty: Adventure Mode looks like reliable and fun Crash fare, but anyone who has played the last four Crash games will notice how rotten this one can get. Might also count as a SequelDifficultySpike in relation to the Crash series as a whole. The cooperative mode, while no pushover, is easier since evens the odds with 2-on-2 games.
** The first game was pretty unrelenting as well, but the last three games before ''Bash'' (''2'', ''3'', and ''CTR'') were generally softer.
* ThatOneBoss: Like ''CTR'', the bosses are a LOT tougher in this game. Even Papu Papu puts up a fight, like in ''CTR''.
** Papu Papu's probably the most easiest of the bosses. The other bosses, especially the last one are definitely difficult.
** 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 challenges for it and the next one (Sky Balls) are very close in difficulty, though. In N. Ballism's crystal challenge, 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. Sky Balls could possibly be even worse. 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. Have fun!
** Let's not forget the Gem AND the Crystal for Pogo Padlock. For the Gem challenge on single player, you have to score 120 points and the CPUs will need 90, whilst in co-op, you need to score 240 and the CPUs require 180. Pogo Padlock's Gem challenge is difficult because stepping on the spots you already made resets them to normal ones and getting hit will replace your colour with the one that hit you. In the Crystal challenge, the only way to get coloured spots is to hit your opponents. Unfortunately, the enemies can still replace it by hitting you or just stepping on them. Fortunately in the Crystal challenge, stepping on your own spots doesn't reset them.