Back from the Dead: Minor antagonists, like the dantinis, do this in spectacular arrays of respawn-messiah goodness. But Baron Dante really takes the cake, turning into a ghost as a final boss in the first game and reanimated by his remaining demons in the second.
Culture Clash: Poor Croc soon begins to feel out of place when he grows big, then he's thrust into a big adventure only to find his parents. He probably has some differing values, diet and lifestyle to his parents. Maybe he was better with his friends after all.
Dumb Is Good: So very true. Bad guys can talk in prose, and the good guys? "Gobbo no can save king. Croc help to save king?"
Follow the Leader: Make a 3D platformer where collecting objects is the name of the game.
Vegetarian Carnivore: He's a Crocodile. He's also a Gobbo, although he soon realized he wasn't. His favourite meal is peas. 150 buckets of them for breakfast alone. He never targeted a Gobbo as food.
Likely a Culture Clash at the end of the 2nd game. Croc is reunited with his family at the end of the game, they're probably big time carnivores. Yet we still see Croc's younger brother chasing a Gobbo king. Hmm...
This might be because he only has one tooth and can't chew that much food, what with being a baby crocodile and all.
Dummied Out: As betas have shown, there were meant to be a total of 7 worlds, one of which, the Water World was entirely cut. In said Water World you would discover Atlantis and travel inside a giant whale. Remnants of this can be seen through hacking. There was also a snowboarding level, and Croc's snowboarding animation was left in game. Two of the worlds, Forest and Cave were combined into one, and several desert levels were removed.
Law of 100: With crystals. The problem with this, though, is unlike Sonic, the crystal counter goes back to zero after collecting 100, so while you get an extra life, you're now defenseless again, since like Sonic, you're a One-Hit-Point Wonder without crystals/rings.
Nintendo Hard: Tricky controls, respawning enemies and the coins-are-life system that would make Sonic the Hedgehog cry, this game was rather tough to new players.
The camera angles and bad turning controls are extremely frustrating, especially when you are trying to face a specific direction to jump or to run from a boss.
For that matter, for a lot of under-10s around when Croc came out, the Playstation was their first console, and Croc came packaged with it in some places...
Obvious Beta: The Saturn version was, mostly due to the size of Croc in relation to the rest of the game.
Older Than They Think: Croc was supposed to be the first 3D platform game, and was originally prototyped for the SNES as a Yoshi platformer. Nintendo vetoed the idea because Argonaut had made the prototype without their permission, but used it as the inspiration for their now revolutionary game Super Mario 64. Argonaut continued working on the game independently of Nintendo, creating Croc as an expy for Yoshi. They intended it to be the flagship platformer for Playstation and Saturn. The game was very popular at the time, but the following year's Spyro The Dragon took everything that was great about Croc and put it into a better game. Croc is often thought of as a ripoff of Mario or Spyro when it was designed before both of them.
Springs Springs Everywhere: Jellies, according to the manual. The American version features 'Gummy Savers' but the rest of the world features 'Jelly jumps'. The beta version actually did feature springs, but they were removed to avoid comparisons to Sonic The Hedgehog.
A Winner Is You: Beat any non-boss level, whether it be saving lives or winning a race and all you get is:
Thank you, Croc.
Averted in the final cutscene, where you are finally reunited with your parents, only to have it shown that Dante is out there, and you'll have to find him and save your stolen siblings. Played painfully straight after getting 100% completion, giving you the Sequel Hook of "Is this the end of Croc"? Sadly, it was. No more games, no more anything.
Cave Behind the Falls: The only way to win the speedboat contest, and to get the last gem in the level for the ancient statue to get another 1% of the game done.
Obvious Beta: Whilst the game is mostly complete, the Inca world only has two levels. It was supposed to have more, but the game was Christmas Rushed. One of these levels is a Fetch Quest that is considered by those who have played it as one of the most boring levels in any game.
Averted in the PC version, which was, in fact, the same mesh they used for the first Croc gummies.
In the rest of the world, Gummi Savers are not sold, so they also returned to the jelly jumps from the first game.
Sequence Breaking: With the new double jump feature, some lazy designers left it so you can get to locations normally needing skill to get to. Of course, you usually miss crystals and gems, so it seems like a good idea to not break sequence.