These are what we call the 'YMMV items.' Things that some people find in this work. We call them 'your mileage might vary' because not everyone sees these things in the same way. This starts discussions in the trope lists, a thing we don't want. Please use the discussion page if you'd like to discuss any of these items.
The entire soundtrack can be filed under this, but Piston It Away deserves singling out, as you can clearly hear Mark Mothersbaugh's Devo roots in that tune.
Disappointing Last Level: The final warp room introduces the jetpack mechanic, which is featured in two of the last five levels. In contrast to the rest of the game's free-flowing fast-paced platforming, the jetpack uses a completely different control scheme to the rest of the game, is awkward and finicky to use, and requires the player to move extremely slowly and carefully around tightly enclosed areas. Additionally, the camera is positioned directly behind Crash rather than above him facing downwards, as in the other levels, which makes discerning the relative positions of obstacles even harder than it ought to be. The final boss battle against Cortex is based around the jetpack mechanic - as in, the mechanic that was only introduced five levels ago in a game 25 levels long. And the final boss battle is extremely anticlimactic - Crash just chases after him and spin-attacks him three times, and he doesn't even attempt to defend himself or fight back. The only thing that makes the battle challenging is the awkward jetpack controls.
Ensemble Darkhorse: Ripper Roo, the Komodo Brothers, Tiny Tiger, and especially Dr. N. Gin.
Gameplay Derailment: Trying to grind some more lives on Turtle Woods? You think the moment when you fall into pit with cyberrats is annoying? Well, there is a legit way which, if doesn't work at first, is possible to pull off with some skill: just jump above the pit through the faux-walls. In fact, this trick was one of the many objects of this game's Tool Assisted Speedrun, kindly demonstrated here.
Same moment in Un-Bearable is also avoidable, but this time, with a simple slide jump.
Good Bad Bugs: A glitch involving the bonus areas in Hang Eight and Plant Food make getting their second gems, which involve speed-running through said levels, much more manageable.
Death-Warping. Once you collect a crystal or gem, it will remain in Crash's inventory as long as he remains in the level, even after he dies. Since extra lives are handed out like confetti, simply killing yourself the moment you get a gem from an alternate path seems far more appealing than backtracking manually.
To elaborate: Most levels in the game where you run towards the screen have you running from a boulder. However, in this level, you are chased by a large polar bear with a creepy grin...
Not to mention Diggin' It. That frightening buzz and the killer bees coming with their stings ready... it gets worse in Bee Having where a group of bees come together and only a well-timed spin can defeat them all, if you fail, the will get you.
The Game Over screen.
Scrappy Mechanic: So you decided to play it safe and avoided destroying crates next to nitros, thinking that you'll get them anyway once you trigger all of them to explode at the end of the level? Too bad, since that only affects the nitros. Time to start again.
To some players, the jetpack levels in the final warp room also count.
"Bee-Having". Grenade spitting plants, swarms of bees that chase you, and a TON of Nitro boxes make this an extremely tricky level to finish.
"Road to Ruin" and "Ruination" are also among the hardest in the game. Swiveling, tilted platforms, very narrow platforms, and monkeys that throw logs at you (though you can always spin the logs away). On top of that, there's one bit in Ruination where you find a helpful little ! crate, and a bunch of wire frame boxes ready to appear for you to destroy so you can get the gem! Smack the block, and...no wooden crates, just a field of Nitro Crates with barely any room to maneuver. Good luck!