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* BestBossEver: The final battle against Cortex set to the background of his burning castle is a really fun fight. You constantly dodge energy blasts that the doctor shoots, redirecting the green ones toward him and avoiding the various patterns of the purple and blue blasts. Admittedly it is a bit on the easy side as you are given two Aku Aku masks that will save you two hits, but it's still a memorable way to end the game.
* BestLevelEver: "Generator Room" is a good contender for the most memorable level in the game. It leans into its NightmareFuel to the point that it genuinely feels terrifying navigating the level, with the platforming itself being very tight and varied. [[TheyChangedItNowItSucks There was many a complaint]] about its ''[[VideoGame/CrashBandicootNSaneTrilogy N. Sane]]'' counterpart toning down the level specifically for how lasting the original level's creepy atmosphere was.

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* BestBossEver: [[AwesomeBosses/VideoGames Awesome Video Game Bosses]]: The final battle against Cortex set to the background of his burning castle is a really fun fight. You constantly dodge energy blasts that the doctor shoots, redirecting the green ones toward him and avoiding the various patterns of the purple and blue blasts. Admittedly it is a bit on the easy side as you are given two Aku Aku masks that will save you two hits, but it's still a memorable way to end the game.
* BestLevelEver: [[Awesome/VideoGameLevels Awesome Video Game Levels]]: "Generator Room" is a good contender for the most memorable level in the game. It leans into its NightmareFuel to the point that it genuinely feels terrifying navigating the level, with the platforming itself being very tight and varied. [[TheyChangedItNowItSucks There was many a complaint]] about its ''[[VideoGame/CrashBandicootNSaneTrilogy N. Sane]]'' counterpart toning down the level specifically for how lasting the original level's creepy atmosphere was.


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* NintendoHard: ''Crash 2'' and ''3'' aren't by any means easy, but this game takes the cake. The fact that you can only save in bonus rounds makes it even worse. Gaining gems is also very different:
** There are brutal sidepaths that hold little value besides some crates you need to break to get the gem for the level. Later games would have no crates on these paths (most of the time) and give the player a second gem instead.
** You have to finish the whole level from start to finish in one life, including levels like "Sunset Vista" which may be longer and is certainly more difficult than any single level in the second and third games.
** In the second game, you will be told how many crates you missed just before the finish, and the third game keeps count for you during the level. In here, there's no sign of whether you have all of the crates at the end of the level, just a message afterwards saying "Great! But you missed X [of the most cheaply hidden] crates [of all time]".
* NoDamageRun: The "no-death" variant is one of the two requirements for getting a Gem in each stage, the second being breaking every single crate. Even if you die before hitting a single Checkpoint, you're out of luck because, upon completing the level, the game will immediately go back to the map, completely skipping over the sequence that would normally award you the gem.
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** To collect the Gems, in addition to breaking all crates, you need to do it in '''[[NoDamageRun one continuous run]]'''. Why? Because the Checkpoints don't remember which crates you broke before reaching them! Did you break every single crate but died just before the goal? Then your efforts will have been in vain. Considering [[MarathonLevel how long later levels can get]], you can really see how annoying this can become.

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** To collect the Gems, in addition to breaking all crates, you need to do it in '''[[NoDamageRun one continuous run]]'''. Why? Because the Checkpoints don't remember which crates you broke before reaching them! Did you break every single crate but died just before the goal? Then your efforts will have been in vain. Considering [[MarathonLevel how long later levels can get]], you can really see how annoying this can become. All future games make the Checkpoints remember them, thankfully, though that doesn't help you if you [[LastLousyPoint missed one.]]

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* BestLevelEver: "Generator Room" is a good contender for the most memorable level in the game. It leans into its NightmareFuel to the point that it genuinely feels terrifying navigating the level, with the platforming itself being very tight and varied. [[TheyChangedItNowItSucks There was many a complaint]] about its
''[[VideoGame/CrashBandicootNSaneTrilogy N. Sane]]'' counterpart toning down the level specifically for how lasting the original level's creepy atmosphere was.

to:

* BestLevelEver: "Generator Room" is a good contender for the most memorable level in the game. It leans into its NightmareFuel to the point that it genuinely feels terrifying navigating the level, with the platforming itself being very tight and varied. [[TheyChangedItNowItSucks There was many a complaint]] about its
its ''[[VideoGame/CrashBandicootNSaneTrilogy N. Sane]]'' counterpart toning down the level specifically for how lasting the original level's creepy atmosphere was.
Is there an issue? Send a MessageReason:
None


** "Fumbling in the Dark", the harder version of "Lights Out". Both levels are pitch-black unless you have a mask, which lights up the general vicinity for a limited period of time. This means that you basically need to accomplish jumps quickly, with moving platforms and giant swinging blades, and if you get hurt, you ''lose your light source''. That's bad enough, but "Fumbling in the Dark" in particular adds insult to injury by having some seriously hard jumps in the beginning of the level (behind the level's entrance), CheckPointStarvation, and requiring a ton of timing and good reflexes. If you can beat "Fumbling in the Dark" and get the Gem for it, chances are the rest of the game won't be very hard for you.

to:

** "Fumbling in the Dark", the harder version of "Lights Out". Both levels are pitch-black unless you have a mask, which lights up the general vicinity for a limited period of time. This means that you basically need to accomplish jumps quickly, with moving platforms and giant swinging blades, and if you get hurt, you ''lose your light source''. That's bad enough, but "Fumbling in the Dark" in particular adds insult to injury by having some seriously hard jumps in the beginning of the level (behind the level's entrance), CheckPointStarvation, CheckpointStarvation, and requiring a ton of timing and good reflexes. If you can beat "Fumbling in the Dark" and get the Gem for it, chances are the rest of the game won't be very hard for you.

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* BestBossEver: The final battle against Cortex set to the background of his burning castle is a really fun fight. You constantly dodge energy blasts that the doctor shoots, redirecting the green ones toward him and avoiding the various patterns of the purple and blue blasts. Admittedly it is a bit on the easy side as you are given two Aku-Aku masks that will save you two hits, but it's still a memorable way to end the game.
* BestLevelEver: Generator Room is a good contender for the most memorable level in the game. It leans into its NightmareFuel to the point that it genuinely feels terrifying navigating the level, with the platforming itself being very tight and varied. [[TheyChangedItNowItSucks There was many a complaint]] about its [[VideoGame/CrashBandicootNSaneTrilogy N-Sane]] counterpart toning-down the level specifically for how lasting the original level's creepy atmosphere was.

to:

* BestBossEver: The final battle against Cortex set to the background of his burning castle is a really fun fight. You constantly dodge energy blasts that the doctor shoots, redirecting the green ones toward him and avoiding the various patterns of the purple and blue blasts. Admittedly it is a bit on the easy side as you are given two Aku-Aku Aku Aku masks that will save you two hits, but it's still a memorable way to end the game.
* BestLevelEver: Generator Room "Generator Room" is a good contender for the most memorable level in the game. It leans into its NightmareFuel to the point that it genuinely feels terrifying navigating the level, with the platforming itself being very tight and varied. [[TheyChangedItNowItSucks There was many a complaint]] about its [[VideoGame/CrashBandicootNSaneTrilogy N-Sane]] its
''[[VideoGame/CrashBandicootNSaneTrilogy N. Sane]]''
counterpart toning-down toning down the level specifically for how lasting the original level's creepy atmosphere was.



* SugarWiki/MostWonderfulSound: Crash's "Ta-dadadaaaa!", which accompanies receiving gems from perfect level runs. There's also his "YEEE-HAAAW!" when he defeats a boss, which sadly wasn't included in the ''N.Sane Trilogy'' remake.

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* SugarWiki/MostWonderfulSound: Crash's "Ta-dadadaaaa!", "Da-da-dadadaaaa!", which accompanies receiving gems Gems from perfect level runs. There's also his "YEEE-HAAAW!" when he defeats a boss, which sadly wasn't included in the ''N. Sane Trilogy'' remake.remake outside of the final cutscene.



** [[SaveGameLimits You can only save your game by completing bonus stages and collecting gems]], forcing you to find the tokens to find a bonus stage/collect a gem. But worse yet, you cannot replay a bonus stage in order to save; if you finished it without saving, or if you die there, you're out of luck and have to redo the level all over again. The password system helps matters, but not by much, and is needlessly long and complicated. Though Tawna's tokens are so easily found in every level that it's almost impossible to miss them, but remember you can still fail them. While you could argue that "No Boxes/Gems means no progress", that also means you lose progress on '''levels''' you've beaten, especially considering the difficult ones available, and [[MarathonLevel how long they can be]].
** To collect the gems, in addition to breaking all boxes, you need to do it in '''[[NoDamageRun one continuous run]]'''. Why? Because the Checkpoints don't remember which crates you broke before reaching them! Did you break every single box but died just before the goal? Then your efforts will have been in vain. Considering [[MarathonLevel how long later levels can get]], you can really see how annoying this can become.
*** Fortunately, the remake only enforces this for the Colored Gems, so only "The Lost City", "Generator Room", "Toxic Waste", "Slippery Climb", "Lights Out", and "The Lab" are needed to be done without dying. However, a lot of these themselves are absolutely ''[[ThatOneLevel awful]]'', or at least on the harder and [[MarathonLevel longer]] side of the game's stages to begin with, only further exacerbating the issue after, especially since there was no reason at all to ''keep'' them this way after fixing the rest. [[UpToEleven Oh, and now you need to get all the Bonus Round crates too]].

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** [[SaveGameLimits You can only save your game by completing bonus stages Bonus Rounds and collecting gems]], Gems]], forcing you to find the tokens to find a bonus stage/collect Bonus Round/collect a gem. Gem. But worse yet, you cannot replay a bonus stage Bonus Round in order to save; if you finished it without saving, or if you die there, you're out of luck and have to redo the level all over again. The password system helps matters, but not by much, and is needlessly long and complicated. Though Tawna's tokens are so easily found in every level that it's almost impossible to miss them, but remember you can still fail them. While you could argue that "No Boxes/Gems crates/Gems means no progress", that also means you lose progress on '''levels''' you've beaten, especially considering the difficult ones available, and [[MarathonLevel how long they can be]].
** To collect the gems, Gems, in addition to breaking all boxes, crates, you need to do it in '''[[NoDamageRun one continuous run]]'''. Why? Because the Checkpoints don't remember which crates you broke before reaching them! Did you break every single box crate but died just before the goal? Then your efforts will have been in vain. Considering [[MarathonLevel how long later levels can get]], you can really see how annoying this can become.
*** Fortunately, the remake only enforces this for the Colored Gems, so only "The Lost City", "Generator Room", "Toxic Waste", "Slippery Climb", "Lights Out", and "The Lab" are needed to be done without dying. However, a lot of these themselves are absolutely ''[[ThatOneLevel awful]]'', or at least on the harder and [[MarathonLevel longer]] side of the game's stages to begin with, only further exacerbating the issue after, especially since there was no reason at all to ''keep'' them this way after fixing the rest. [[UpToEleven [[ExaggeratedTrope Oh, and now you need to get all the Bonus Round crates too]].too.]]



** "Road to Nowhere" and its "the same but worse" version "The High Road". Both levels feature tricky platforming over tiny [[TemporaryPlatform Temporary Platforms]], invincible hog enemies and long jumps over bottomless pits. Even worse is that ''both'' levels have boxes only accessible by making a leap of faith onto an ''[[GuideDangIt invisible bridge]]'' located either at the end of the level behind the exit or behind the start, respectively, as well as some crates hovering in the air that can only be attempted ''once'' thanks to TNT crates.
** "Sunset Vista". Clearing it is fairly challenging. Getting the gem, much more so. Remember: To get the Gem, one must destroy every crate and not die after reaching a Checkpoint Crate. Also, this is one of only two levels with a Cortex Bonus Round, which are hard and mandatory for 100%.

to:

** "Road to Nowhere" and its "the same but worse" version "The High Road". Both levels feature tricky platforming over tiny [[TemporaryPlatform Temporary Platforms]], invincible hog enemies and long jumps over bottomless pits. Even worse is that ''both'' levels have boxes crates only accessible by making a leap of faith onto an ''[[GuideDangIt invisible bridge]]'' located either at the end of the level behind the exit or behind the start, respectively, as well as some crates hovering in the air that can only be attempted ''once'' thanks to TNT crates.
** "Sunset Vista". Clearing it is fairly challenging. Getting the gem, Gem, much more so. Remember: To get the Gem, one must destroy every crate and not die after reaching a Checkpoint Crate. Also, this is one of only two levels with a Cortex Bonus Round, which are hard and mandatory for 100%.
Is there an issue? Send a MessageReason:
None


** "The Lab", if you are aiming for the Gem. It's not that difficult to just finish the stage, but it's one of the few levels with zero Aku Aku masks, forcing you to complete it with no protection, unless you bring a mask from another stage. Not that bad in the original version, but it also has one of the most frustrating trial-and-error Bonus Rounds in the game, with two extremely easy-to-miss hidden crates, and ''N. Sane Trilogy'' makes all Bonus Round crates mandatory. Losing a Bonus Round erases your masks, and completing this Bonus often takes multiple attempts, forcing you to finish the rest of the level naked even if you went to the trouble of getting a mask somewhere else.

to:

** "The Lab", if you are aiming for the Gem. It's not that difficult to just finish the stage, but it's one of the few levels with zero Aku Aku masks, forcing you to complete it with no protection, unless you bring a mask from another stage. Not that bad in the original version, but it also has one of the most frustrating trial-and-error Bonus Rounds in the game, with two extremely easy-to-miss hidden crates, and the ''N. Sane Trilogy'' makes all Bonus Round crates mandatory. Losing a Bonus Round erases your masks, and completing this Bonus often takes multiple attempts, forcing you to finish the rest of the level naked even if you went to the trouble of getting a mask somewhere else.
Is there an issue? Send a MessageReason:
None


** "The Lab", if you are aiming for the Gem. It's not that difficult to just finish the stage, but it's one of the few levels with zero Aku Aku masks, forcing you to complete it with no protection, unless you bring a mask from another stage. Not that bad in the original version, but it also has one of the most frustrating trial-and-error Bonus Rounds in the game, with two extremely easy-to-miss hidden crates, and ''N-Sane Trilogy'' makes all Bonus Round crates mandatory. Losing a Bonus Round erases your masks, and completing this Bonus often takes multiple attempts, forcing you to finish the rest of the level naked even if you went to the trouble of getting a mask somewhere else.

to:

** "The Lab", if you are aiming for the Gem. It's not that difficult to just finish the stage, but it's one of the few levels with zero Aku Aku masks, forcing you to complete it with no protection, unless you bring a mask from another stage. Not that bad in the original version, but it also has one of the most frustrating trial-and-error Bonus Rounds in the game, with two extremely easy-to-miss hidden crates, and ''N-Sane ''N. Sane Trilogy'' makes all Bonus Round crates mandatory. Losing a Bonus Round erases your masks, and completing this Bonus often takes multiple attempts, forcing you to finish the rest of the level naked even if you went to the trouble of getting a mask somewhere else.
Is there an issue? Send a MessageReason:
None


*** Fortunately, the remake only enforces this for the Colored Gems, so only "Lost City", "Generator Room", "Toxic Waste", "Slippery Climb", "The Lab", and "Lights Out" are needed to be done without dying. However, a lot of these themselves are absolutely ''[[ThatOneLevel awful]]'', or at least on the harder and [[MarathonLevel longer]] side of the game's stages to begin with, only further exacerbating the issue after, especially since there was no reason at all to ''keep'' them this way after fixing the rest. [[UpToEleven Oh, and now you need to get all the Bonus Round crates too]].

to:

*** Fortunately, the remake only enforces this for the Colored Gems, so only "Lost "The Lost City", "Generator Room", "Toxic Waste", "Slippery Climb", "The Lab", and "Lights Out" Out", and "The Lab" are needed to be done without dying. However, a lot of these themselves are absolutely ''[[ThatOneLevel awful]]'', or at least on the harder and [[MarathonLevel longer]] side of the game's stages to begin with, only further exacerbating the issue after, especially since there was no reason at all to ''keep'' them this way after fixing the rest. [[UpToEleven Oh, and now you need to get all the Bonus Round crates too]].

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** "Sunset Vista". Clearing it is fairly challenging. Getting the gem, much more so. Remember: To get the Gem, one must destroy every crate and not die after reaching a Checkpoint Crate. Also, this is one of only two levels with a Cortex bonus level, which are hard and mandatory for 100%.

to:

** "Sunset Vista". Clearing it is fairly challenging. Getting the gem, much more so. Remember: To get the Gem, one must destroy every crate and not die after reaching a Checkpoint Crate. Also, this is one of only two levels with a Cortex bonus level, Bonus Round, which are hard and mandatory for 100%.100%.
** "Cortex Power". The entire level is a massive labyrinth, and navigating it can be downright hell if the paths aren't memorized. Oftentimes, if the wrong path is taken, it'll lead to one of Pinstripe's goons firing dual handguns on Crash as a teaser for the upcoming battle, and if not one of his goons, the player will most likely die to either falling into the acid from missing a narrow platform, a TNT crate exploding on a bridge of crates, or jumping into either a bended burning pipe or the electricity it fires. What makes matters worse is that it requires the Blue Gem from "Toxic Waste", meaning the player has to backtrack to "Cortex Power" and traverse ''another'' complex path with precarious platforming.
** "Toxic Waste". You must avoid barrels that are thrown down the path by the other members of Pinstripe's mafia, and there are very few areas where you can hide from the barrels. [[FromBadToWorse It gets worse]] later on in the level, in which bouncing barrels are being thrown as well, and it takes lots of practice to memorize their patterns and where you can hide from them without being flattened.



** "Toxic Waste". You must avoid barrels that are thrown down the path by the other members of Pinstripe's mafia, and there are very few areas where you can hide from the barrels. [[FromBadToWorse It gets worse]] later on in the level, in which bouncing barrels are being thrown as well, and it takes lots of practice to memorize their patterns and where you can hide from them without being flattened.
** "Fumbling in the Dark", the harder version of "Lights Out". Both levels are pitch-black unless you have a mask, which lights up the general vicinity for a limited period of time. This means that you basically need to accomplish jumps quickly, with moving platforms and giant swinging blades, and if you get hurt, you ''lose your light source''. That's bad enough, but Fumbling in the Dark in particular adds insult to injury by having some seriously hard jumps in the beginning of the level (behind the level's entrance), CheckPointStarvation, and requiring a ton of timing and good reflexes. If you can beat Fumbling in the Dark and get the gem for it, chances are the rest of the game won't be very hard for you.
** The Lab, if you are aiming for the Gem. It’s not that difficult to just finish the stage, but it’s one of the few levels with zero Aku Aku masks, forcing you to complete it with no protection, unless you bring a mask from another stage. Not that bad in the original version, but it also has one of the most frustrating trial and error bonus stages in the game, with two extremely easy to miss hidden boxes, and the HD remake makes all bonus stage boxes mandatory. Losing a bonus stage erases your masks, and completing this bonus often takes multiple attempts, forcing you to finish the rest of the level naked even if you went to the trouble of getting a mask somewhere else.

to:

** "Toxic Waste". You must avoid barrels that are thrown down the path by the other members of Pinstripe's mafia, and there are very few areas where you can hide from the barrels. [[FromBadToWorse It gets worse]] later on in the level, in which bouncing barrels are being thrown as well, and it takes lots of practice to memorize their patterns and where you can hide from them without being flattened.
** "Fumbling in the Dark", the harder version of "Lights Out". Both levels are pitch-black unless you have a mask, which lights up the general vicinity for a limited period of time. This means that you basically need to accomplish jumps quickly, with moving platforms and giant swinging blades, and if you get hurt, you ''lose your light source''. That's bad enough, but Fumbling "Fumbling in the Dark Dark" in particular adds insult to injury by having some seriously hard jumps in the beginning of the level (behind the level's entrance), CheckPointStarvation, and requiring a ton of timing and good reflexes. If you can beat Fumbling "Fumbling in the Dark Dark" and get the gem Gem for it, chances are the rest of the game won't be very hard for you.
** The Lab, "The Lab", if you are aiming for the Gem. It’s It's not that difficult to just finish the stage, but it’s it's one of the few levels with zero Aku Aku masks, forcing you to complete it with no protection, unless you bring a mask from another stage. Not that bad in the original version, but it also has one of the most frustrating trial and error bonus stages trial-and-error Bonus Rounds in the game, with two extremely easy to miss easy-to-miss hidden boxes, crates, and the HD remake ''N-Sane Trilogy'' makes all bonus stage boxes Bonus Round crates mandatory. Losing a bonus stage Bonus Round erases your masks, and completing this bonus Bonus often takes multiple attempts, forcing you to finish the rest of the level naked even if you went to the trouble of getting a mask somewhere else. else.
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Added DiffLines:

* BestLevelEver: Generator Room is a good contender for the most memorable level in the game. It leans into its NightmareFuel to the point that it genuinely feels terrifying navigating the level, with the platforming itself being very tight and varied. [[TheyChangedItNowItSucks There was many a complaint]] about its [[VideoGame/CrashBandicootNSaneTrilogy N-Sane]] counterpart toning-down the level specifically for how lasting the original level's creepy atmosphere was.

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* HilariousInHindsight: [[https://www.youtube.com/watch?v=mTi5EaocGaY This commercial]] had Crash outside Nintendo of America's headquarters, trying to intimidate them and Mario by boasting about the game with a megaphone. ''[[VideoGame/CrashBandicootTheHugeAdventure The Huge Adventure]]'' would appear on the UsefulNotes/GameBoyAdvance in early 2002, and this game would end up on the UsefulNotes/NintendoSwitch via the ''[[VideoGame/CrashBandicootNSaneTrilogy N. Sane Trilogy]]'' 22 years after it launched on [=PS1=].

to:

* HilariousInHindsight: HilariousInHindsight:
**
[[https://www.youtube.com/watch?v=mTi5EaocGaY This commercial]] had Crash outside Nintendo of America's headquarters, trying to intimidate them and Mario by boasting about the game with a megaphone. ''[[VideoGame/CrashBandicootTheHugeAdventure The Huge Adventure]]'' would appear on the UsefulNotes/GameBoyAdvance in early 2002, and this game would end up on the UsefulNotes/NintendoSwitch via the ''[[VideoGame/CrashBandicootNSaneTrilogy N. Sane Trilogy]]'' 22 years after it launched on [=PS1=]. For added irony, the first announcement that the trilogy was going MultiPlatform occurred during a WebVideo/NintendoDirect.
** When the first ''Crash Bandicoot'' game was being conceived, it was jokingly nicknamed "Sonic's Ass Game" during production. More than 2 decades later, the Nintendo Switch version of the ''N. Sane Trilogy'' would be published by Sega in Japan, finally making the joke come full circle.
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* HilariousInHindsight: [[https://www.youtube.com/watch?v=mTi5EaocGaY This commercial]] had Crash outside Nintendo of America's headquarters, trying to intimidate them and Mario by boasting about the game with a megaphone. Twenty-two years later, the game ended up on [[UsefulNotes/NintendoSwitch a Nintendo console]] via the ''[[VideoGame/CrashBandicootNSaneTrilogy N. Sane Trilogy]]''.

to:

* HilariousInHindsight: [[https://www.youtube.com/watch?v=mTi5EaocGaY This commercial]] had Crash outside Nintendo of America's headquarters, trying to intimidate them and Mario by boasting about the game with a megaphone. Twenty-two years later, ''[[VideoGame/CrashBandicootTheHugeAdventure The Huge Adventure]]'' would appear on the UsefulNotes/GameBoyAdvance in early 2002, and this game ended would end up on [[UsefulNotes/NintendoSwitch a Nintendo console]] the UsefulNotes/NintendoSwitch via the ''[[VideoGame/CrashBandicootNSaneTrilogy N. Sane Trilogy]]''.Trilogy]]'' 22 years after it launched on [=PS1=].
Is there an issue? Send a MessageReason:
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** The Lab, if you are ailing for the Gem. It’s not that difficult to just finish the stage, but it’s one of the few levels with zero Aku Aku masks, forcing you to complete it with no protection, unless you bring a mask from another stage. Not that bad in the original version, but it also has one of the most frustrating trial and error bonus stages in the game , with two extremely easy to miss hidden boxes, and the HD remake makes all bonus stage boxes mandatory. Losing a bonus stage erases your masks, and completing this bonus often takes multiple attempts, forcing you to finish the rest of the level naked even if you went to the trouble of getting a mask somewhere else.

to:

** The Lab, if you are ailing aiming for the Gem. It’s not that difficult to just finish the stage, but it’s one of the few levels with zero Aku Aku masks, forcing you to complete it with no protection, unless you bring a mask from another stage. Not that bad in the original version, but it also has one of the most frustrating trial and error bonus stages in the game , game, with two extremely easy to miss hidden boxes, and the HD remake makes all bonus stage boxes mandatory. Losing a bonus stage erases your masks, and completing this bonus often takes multiple attempts, forcing you to finish the rest of the level naked even if you went to the trouble of getting a mask somewhere else.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The Lab, if you are ailing for the Gem. It’s not that difficult to just finish the stage, but it’s one of the few levels with zero Aku Aku masks, forcing you to complete it with no protection, unless you bring a mask from another stage. Not that bad in the original version, but it also has one of the most frustrating trial and error bonus stages in the game , with two extremely easy to miss hidden boxes, and the HD remake makes all bonus stage boxes mandatory. Losing a bonus stage erases your masks, and completing this bonus often takes multiple attempts, forcing you to finish the rest of the level naked even if you went to the trouble of getting a mask somewhere else.
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No need to list averted tropes. It's not advised to make references to other entries, as they may get changed or deleted later on.


* FirstInstallmentWins: Averted. Many fans prefer the game's sequels, and consider this installment to be the weakest in the original trilogy due to the poor controls and FakeDifficulty (See FakeDifficulty on the main page and ItsHardSoItSucks).
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Mis-use. Play The Game Skip The Story is when the developers spend a lot of time and effort on a game's plot, but the player base finds it completely irrelevant to actually playing the game. The trope has nothing to do with skippable cutscenes or plotlines that are only detailed in the manual. Naughty Dog was also clearly not aiming for greatness when they came up with this game's plot, as it follows a rather basic premise of "stop the Mad Scientist and rescue the Damsel In Distress" which was incredibly common back when this game was originally released.


* PlayTheGameSkipTheStory: You actually have to wait a little on the title screen in order for the game's opening cutscene to play. Pressing Start and New Game just immediately throws you onto the game's world map. Most impatient players because of this or if they didn't bother reading the manual would immediately miss the game's overall plot: Evil scientist Dr Cortex mutates Crash planning him to lead his army of mutant animals to take over the world, doesn't go according to plan with Crash escaping so Cortex decides to use a female bandicoot named Tawna instead to be the army leader and Crash is out to rescue her due to having romantic feelings for her.

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