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Videogame: Crash Bandicoot (1996)

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.


This game contains examples of:

  • 1-Up: Video Game Lives are provided by icons of Crash's mug, each accompanied by a *cha-ching* sound.
  • The Ahnold: According to "Where Are They Now?" Epilogue, Koala Kong became an Hollywood actor, and is currently having sessions about his accent.
  • Back Tracking: Levels, like "N. Sanity Beach" and "Cortex Power", require backtracking if the player wants to break all boxes, and some levels can't be cleared of boxes at all without earning gems from later levels first.
  • Blackout Basement: Levels "Lights Out" and "Fumbling in the Dark" barely have any light in them. For extra challenge, Aku Aku masks act as temporary lighting in them and If the player gets hit, they really are stuck fumbling in the dark.
  • Bonus Stage: 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 even harder but require to be completed for 100% Completion.
  • Boss Arena Idiocy: Sure thing Ripper, just jump in that exact same pattern so we can blow up the TNT right next to you.
  • Bottomless Pits: Even the ones with noticeable bottom act like one.
  • Button Mashing: Pressing Square (the spin attack) too rapidly causes Crash to stall and make an odd noise. You have to wait a couple seconds before you're able to spin again. This was presumably put in so players couldn't just spin their way through everything. This feature was also present in the next two sequels.
  • Check Point: The C-crates.
  • Check Point Starvation: Getting a gem in a level requires destroying all the boxes and not dying once.
  • Chuck Cunningham Syndrome: Tawna pretty much disappeared from the series after this game.
  • Crate Expectations: How else are you going to store all of those wumpas?
  • Difficulty By Region: The first boss, Papu Papu, has five hit points in the Japanese version (instead of three) and after the third hit, he starts attacking faster. Also, the password system was removed, forcing you to rely on saves (which were limited to the Tawna Bonus Rounds and after getting gems).
    • On the other hand, part of the level "The High Road" was removed, "Sunset Vista" was moved later in the game (switched with "Slippery Climb"), and Aku Aku sometimes gives you hints.
      • Aku Aku's hints also appear in the Japanese versions of the sequels.
    • In the PAL version, Ripper Roo jumps more slowly, but "The Lab" has only one checkpoint instead of two.
  • Dummied Out: "Stormy Ascent", the harder version of "Slippery Climb", was taken out at the last minute for being too difficult. It still exists in a mostly complete form (everything but the bonus level) and can be played with a Gameshark code.
  • Dynamic Difficulty: After few deaths, you'll get a free Aku Aku mask to help you.
  • Early-Installment Weirdness:
    • The only Crash game with a world map.
    • Saving is rather non-standard, involving collecting three of a certain type of token.
    • The game features tokens leading to bonus rounds.
    • The game features passwords largely overshadowing the save system.
    • Keys never reappeared.
    • As for more minor differences, the following two games use a completely different character model for Crashnote .
  • Eternal Engine: "Heavy Machinery" and "Castle Machinery".
  • Evil Laugh: The gangster enemies in "Cortex Power" and "Toxic Waste" let out one when they start shooting at you.
  • Follow the Money: The suspicious wumpas that seemnigly lead into nowhere in "Jaws of Darkness" lead a way to extra crates.
  • Four Eyes, Zero Soul: The lab assistants.
  • Fake Difficulty: Of the Leap of Faith 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.
  • Full Boar Action: Boars appears as unkillable enemies in the bridge levels. You also get to ride one in "Hog Wild" and "Whole Hog".
  • Giant Enemy Crab: Very first enemy that you come across in (and only in) "N. Sanity Beach".
  • Giant Spider: Appears as enemies in the dark temple and castle levels.
  • Green Hill Zone / Palmtree Panic: "N. Sanity Beach".
  • Guns Akimbo: The gangster enemies in "Cortex Power" are armed with two machineguns.
  • Half the Man He Used to Be: Since the snakes in dark temple levels have no lower body, defeating them gives an impression that Crash is spin attacking them in half.
  • I Should Write a Book About This: According to "Where Are They Now?" Epilogue, Ripper Roo went into studying and wrote a book about his experiences as an Evolv-O-Ray subject.
  • Idle Animation: Leave the controller alone and Crash starts throwing wumpa fruits in the air...which then land on his head.
  • Jiggle Physics: The only reason Naughty Dog's character designers thought it was a good idea to include Papu Papu as a boss was because the animators loved to animate jiggling fat.
  • Jungle Japes: "Jungle Rollers" and "Rolling Stones".
  • Laughing Mad: Ripper Roo.
  • Mad Scientist Laboratory: "The Lab", which is filled with electornic equipment and yellow slime enemies.
  • Man-Eating Plant: Encountered in the early jungle stages, river stages and in one secret underground path.
  • No Death Run: Frustratingly, the only way to earn a gem is to break all the crates and not lose a single life.
    • You can get the gem after dying in a level - as long as you don't respawn from a checkpoint. Still really irritating though.
  • Non-Lethal Bottomless Pits: There are some seemingly bottomless pits that actually contain hidden crates, available after the proper colored gem is acquired. Frustratingly, you die if you fall into the pit without physically touching the gem platform, even after you have the gem.
  • No Sidepaths, No Exploration, No Freedom: the Crash Bandicoot series plays pretty much like a polygonal Super Mario Bros. game, and the linearity of the levels is the obvious result, regardless of the game having 3D graphics.
  • One-Winged Angel: After taking enough damage, N. Brio will drink his own concoctions and turns into giant green monstrosity.
  • Password Save: An alternative for those who didn't have a memory card back in the day.
  • Powerup Mount: The boar levels.
  • Puzzle Boss: Ripper Roo, who hops around the arena as conveniently appearing TNT boxes float by.
  • Rodents of Unusual Size: Encountered in the Blackout Basement levels.
  • Rolling Attack: The monkeys in fortress and river levels do this, and player must wait them to stop it before spinning them away.
  • Save Game Limits: You can only save your game by completing bonus stages and collecting gems.
  • Shout-Out: Several.
  • Soft Water: Crash survives the fall from Cortex's castle into the water in the opening cinematic.
  • Spin Attack: Crash's main weapon.
  • Stock Scream: The Lab assistant enemies let out a Howie Scream when they fall to their doom.
  • Super Drowning Skills: Crash vanishes as soon as he falls into water in "Upstream" and "Up The Creek".
  • Surveillance Drone: They start appearing as enemies in the third island.
  • Tactical Suicide Boss: Cortex. Why does he keep firing those green Plasma Blasts at Crash when he knows that he will just spin them back at him?
  • Take It To The Bridge: "Road to Nowhere" and "The High Road". Watch out for the Spikes Of Doom below.
  • Temple of Doom: "Temple Ruins" and "Jaws of Darkness".
  • Tennis Boss: The fights against Koala Kong (spin back certain boulders) and Dr. Cortex (spin back those conveniently slower green blasts).
  • Top-Heavy Guy: The gangsters in "Cortex Power" and "Toxic Waste". In fact, they don't seem to have any legs at all.
  • Turtle Power: Turtles are regular enemies. Their shells also make excellent springboards.
  • "Where Are They Now?" Epilogue: Available after 100% completion, though it is retconned in the sequels. Except for maybe Ripper Roo, who is shown as a scholar in the second game.

Crash BandicootPlay Station NetworkCrash Bandicoot 2: Cortex Strikes Back
    Franchise/Crash BandicootCrash Bandicoot 2: Cortex Strikes Back
Crash BandicootPlay StationCrash Bandicoot 2: Cortex Strikes Back
Crash BandicootCreator/Naughty DogCrash Bandicoot 2: Cortex Strikes Back
Crash BandicootPlatform GameCrash Bandicoot 2: Cortex Strikes Back
Crash BandicootEveryone RatingCrash Bandicoot 2: Cortex Strikes Back
Crash BandicootVideo Games of the 1990sCrash Bandicoot 2: Cortex Strikes Back

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