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YMMV / Crash Bandicoot 3: Warped

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  • Contested Sequel: Over whether this or the second game is superior. Fans of the second tend to defend it for its lack of out-of-place time trials and having fewer vehicle levels, while fans of the third are more fond of the time travel aspect and more interesting level designs, as well as Crash's expandable move set. Then there are those who love both because of their differences.
  • Ensemble Dark Horse: Dingodile and N. Tropy, both because of their designs, the roughness of their Boss Battles and their quirky accents. Dingodile started showing up quite a bit, and Tropy actually took Cortex's place for one game. Sadly, with the Radical Entertainment games, both developed a case of Chuck Cunningham Syndrome (Dingodile did appear as a boss in the portable versions of Crash Of The Titans, while N. Tropy's final appearance at the time, barring a brief cameo in Boom Bang!, was as a minor antagonist in Twinsanity). Both would return fully in the N. Sane Trilogy.
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  • Franchise Original Sin: One of the major complaints about The Wrath of Cortex (aside from It's the Same, Now It Sucks!) was its heavy reliance on vehicle segments. This issue can actually be traced as far back as this game, as a lot of the levels here were done on vehicles (especially the motorcycle which had four levels dedicated to it), more so than the previous two games. However, it was still nowhere near to the extent that Wrath of Cortex would end up doing.
  • Game-Breaker: The Fruit Bazooka is this, since now you can aim away at the crates without personally going there, as well as hitting enemies from far away. Not so much for Time Trials, though.
  • Good Bad Bugs:
    • It's possible to exploit a glitch involving the game's demo to start a new game with all upgrades without having to defeat any bosses beforehand, making the game much easier.
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    • It's possible to keep Baby T to the end of Dino Might! (where normally he'll throw you off before getting to the middle of the stage) by repeatedly body-slamming onto it until he stops throwing you.
    • The "jump-spin" trick returns from the previous game, and this time, the power-ups Double Jump and Death Tornado Spin also helps the trick in reaching even further distances normally not possible.
    • Death-warping, extra boxes glitch, and extra items/over 105% glitch from the previous game also reappear here.
  • Nightmare Fuel:
    • The Game Over screen, courtesy of Clancy Brown's bone-chilling delivery as Uka Uka.
    • Crash's death animations are usually Played for Laughs, but two in particular have nothing silly about them and are played unnervingly straight:
      • His graphic drowning animation from Cortex Strikes Back makes a return in the Tomb Wader level with its rising water. It does not help that said water will be your most common cause of death in the level.
      • If Crash gets hit by one of N. Tropy's energy balls (or by colliding into the flying saucers of the future levels), he explodes into several particles and disintegrates out of existence. It's one of, if not the, most unsettling death animations in the entire series.
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  • Scrappy Mechanic: Activating the Nitro Detonator crate in a level - just like in the previous game, any offscreen Nitro destroyed like this won't take out any adjacent crates if you didn't break them. And three levels, Gone Tomorrow (level 21), Flaming Passion (level 23) and Rings Of Power (level 28) don't even have Detonators while having Nitro crates, as the game expects you to destroy them by fruit bazooka (first two examples) or plane (last one). Have fun replaying the level if you're going for the gem for destroying all crates and didn't know this.
  • That One Boss:
    • N. Gin can be this to some players. For one thing, it's an Unexpected Shmup Level, and the control is actually reversed from the regular shmup levels (i.e tilting your joystick right will make Coco fire to the left). In the second phase it gets worse because after getting used to the destructible missiles, he adds in projectiles that can't be destroyed.
    • Cortex, unlike the last game. He wouldn't be too difficult on his own, but in addition to fighting him, the player also has to avoid being killed by attacks thrown by Aku Aku and Uka Uka's fight. Also unlike the rest of the game, the player doesn't get Aku Aku for the fight so they die in one hit.
  • That One Level:
    • Tomb Wader, especially on Time Trial mode. Hint: Rising water levels.
    • Mad Bombers, an Unexpected Shmup Level where you have to destroy planes by using awkward targeting to snipe tiny engines on them while enemies nail you with deadly attacks, it doesn’t help the fact the enemies plane is more faster than Crash’s, since his, is awkwardly slow as a tank, and shooting enemies from a far view is hard since it lacks a crosshair cursor in order to tell whether the player is targeting the plane. It’s most hard for Time Trials, as they expects you to complete it without dying.
  • That One Sidequest: Getting all of the gold or platinum relics which gets you a hidden gem.
  • They Wasted a Perfectly Good Character: Coco's "playability" is completely superficial, limited to vehicle levels or four or five steps of slow walking. Those getting Warped to play a fresh new character will be sorely disappointed. This is rectified in the N. Sane Trilogy, however, where her playability has been greatly expanded to almost all levels from this game (as well as being playable the first two).
  • They Wasted a Perfectly Good Plot:
    • The boss fight against the new time-twisting villain N. Tropy. Does he use manipulation of time to move obstacles around in previously-unseen ways, or transfer himself and Crash through different game locales as the fight rages on? No, he just shoots beams and chucks some electrified clocks at Crash.
    • Compared to other platformers, which make unique use of altering time, Warped only implements the concept nominally to introduce historically themed levels, instead of adding gameplay elements of time-travel.
  • Underused Game Mechanic: The newly-introduced Slot Crates only appear in six levels (of 32) in the entire game. Three of those levels are in the first Warp Room, and they stop appearing altogether after the third Warp Room. A special mention goes to a Slot Crate that has a TNT box as one of options - there is only one such box in the entire game.


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