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  • Awesome Music:
    • "Desert Fox" and "Metal Fox", two military march pieces very reminiscent of the theme to The Great Escape. "Jungle Fox" too, resembling a native battle march songs.
    • The medieval themed "Dragon Drop" and "Mallet Mash".
    • "Pogo Padlock", a funky tune which has a big city feel.
    • "Pogo Painter", a funky remix of the Crash 3 theme.
    • "Sky Balls", a goofy military-flavored piece.
    • "Dot Dash", which is a techno remix of the already beloved theme of Dingodile in Crash 3. The Japanese version of the game replaces the Dingodile remix with a synth remix of The Infernal Galop.
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    • The banjo piece for "Swamp Fox", which will get stuck in your head, especially since the level in story mode is really difficult.
    • "Jungle Bash", a catchy, upbeat jungle drum and digeridoo remake of the Bone Yard/Dino Might death route themes from Crash 3. That drumbeat will also get stuck in your head!
    • The "Warp Room" theme is definitely one of the funkiest in the series, being a catchy, techno-based remix of the main theme with a subtly dark edge to it that fits the "good versus evil" stakes.
  • Breather Level: The Crystal challenges tend to bring out some of the worst in the game's difficulty, but occasionally there comes one that's laughably easy and feels completely unfitting in such a Nintendo Hard game:
    • Space Bash, though a really fun crystal challenge, is also pretty easy to win. Due to Artificial Stupidity, the AI tends to end up inevitably dropping into holes, and considering all crates are explosive, you pretty much just have to go nuts hitting every crate in sight.
    • Snow Bash gives you the handicap of "slippery shoes". Basically, your opponents no longer walk on ice. Considering the AI isn't very refined to begin with in Crate Crush, this gimmick in this challenge is considered pretty lame and most people beat it on their first try without even noticing it was supposed to be any different from the regular game.
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    • Manic Panic starts you off without your bear. In any other arena, this would be a serious problem. But this arena has the bombs, which give you an alternate (and arguably easier) way to dispose of your enemies, and is something that the AI is terrible at using. Pretty much everyone who played this challenge would just bomb all three opponents and either throw another when they got the chance, or push them off after they lost their bear too.
    • Drain Bash makes it so that... you can't open the special crates by kicking, or else you die. Seriously. That's it. Otherwise, it plays exactly like the regular arena. The difference is almost hard to even notice.
  • Disappointing Last Level: Quite a few people think that Ballistix-based minigame isn't great for a final boss battle that decides the fate of a world. Not to mention those dreaded red balls. Downplayed for the co-operative mode, where if you pick one good and one evil character respectively, you will both be forced into a legitimately intense 1-on-1 Crate Crush battle that decides the ending.
  • Game-Breaker:
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    • A lightning bolt power up on Tilt Panic is pretty much an instant win. Because of the tilting gimmick, more often than not all the characters will just slide right off the stage without you having to touch anything. Compare it to the other levels where if they get struck by lightning you still have to take care of pushing them off, and it's pretty silly how much it trivializes this particular arena. In fact, your best bet with the gem and crystal challenges is to just keep going until you get a lightning bolt.
    • Pogo-A-Gogo can be won very easily by just making 2x2 or 3x3 V-pattern in a corner where your color is. Even better with speed shoes.
    • You can fight conventionally in Space Bash, but due to how badly CPUs deal with Bottomless Pit it is way better just to blow up holes in floor and wait until they fall through them. This approach makes even relics easy.
    • Rilla Roo in the pogo games. Compared to everyone else, his hops are a frame faster than everyone else. While a single frame doesn't seem like much, you make a lot of hops that quickly add up and place Rilla ahead of the competition by the end. This also works in his favour when hopping onto a square that someone else also wants to, since his one frame (at worst) advantage means that he'll have priority over everyone else.
  • Good Bad Bug:
    • The memory manipulation glitch in the Adventure Mode of the game leads to a variety of effects, from really beneficial ones (like winning rounds very quickly), to weird ones (like making the enemy's model disappear or screwing with the camera's movement), or the ones that cause the game to crash.
    • The cheat code for the game that allows you to access any level and mode in the game was almost certainly not an oversight. Keeping it fully functional even in promotional demos such as the one in Spyro: Year of the Dragon almost certainly was however. It is most fortunate the code was only discovered years later otherwise Bash's sales figures would have took a massive blow by accidentally giving access to practically the entire game for free.
  • Hilarious in Hindsight: In the game's story mode, Dingodile is forced to team up with Crash and Coco in order to even out the playing field between the teams. Two decades later, Dingodile would team up with the Bandicoots again (this time as a legitimately good character) in a main series title.
  • It's Hard, So It Sucks!: One of the many reasons behind the game's divisive reception is its Surprise Difficulty of the story mode compared to the Naughty Dog games. The main problem is that while all the matches are technically a free-for-all, the computer players will very frequently team up on you. Having a second player can help even out the odds, but even then the story mode is still very difficult.
  • Narm: The announcer's voice is so deep and intimidating for a party game that the player would often expect him to say "Fatality" after announcing the winner.
  • Narm Charm: He still sounds extremely cool though.
  • Rooting for the Empire: This game is made as pure catharsis for fans of the Crash villains. Not only can you play as most of the key bad guys here, you can get a "bad ending" where you help Uka Uka outright take over the world! And if you have a second player handy, you can have them play as a good guy so you fight them directly to win the game. You can have Cortex beat the living tar out of Crash!
  • Scrappy Mechanic: While many of the mini games are fun, the rule of winning them three times over can get tedious, leading to up to a maximum of nine rounds per mini game. Even in standard Battle Mode you can only decrease it to a two round victory (making a five round game at max). Mercifully the gem and crystal challenges require only one victory, however, the relic challenges require you beat them two or three times in a row.
  • Surprise Difficulty: Adventure Mode looks like reliable and fun Crash fare, but anyone who has played the last four Crash games will notice how rotten this one can get. Might also count as a Sequel Difficulty Spike in relation to the Crash series as a whole. The cooperative mode, while no pushover, is easier since it evens the odds with 2-on-2 games.
  • That One Boss: Like CTR, the bosses are a LOT tougher in this game. Even Papu Papu puts up a fight, like in CTR.
  • That One Level:
    • While Ballistix as a whole is infuriating, N. Ballism takes the cake. There are two gimmicks: Magnet powerups that repel the ball and N. Gin apearing and firing balls in a counterclockwise direction. Considering how the computer players can easily get the magnets, the level becomes the hardest Ballistix level, even more than the next one. The crystal challenge for it makes it worse by making it so that N. Gin will only attack your goal. This is somewhat alleviated by him shooting the balls in the same location every time and having bigger gaps between each shot, but still.
    • Sky Balls, Crystal Challenge. Any player who has made any serious attempt to actually complete this task is probably still haunted by it in their sleep. There are red balls that randomly show up this time, and they will kill you in one hit. That doesn't mean you wait a few seconds to spawn again; it means you fail on the spot! Of course, the AI can kick these all day without any issue. If they go through your goal, they don't count off; however, what really makes this a pain is that sometimes the regular balls will, completely randomly, turn red when a computer kicks one, and in many cases, you will have no time to react. And worse yet, sometimes the balls will end up going at just the right angle to make them completely unavoidable by traveling all the way across your goal area, ensuring you die through no fault of your own. The icing on the cake? You still have to feed ten regular non-deadly balls into all of the AI's goals. Yes, despite the fact that they themselves can hit the red balls, they still don't take off from any of their scores! Oh, AND if you manage to not touch any red ball for the entire duration of the round, you can STILL LOSE because you lost your ten points too! It's pretty clear that this stage was not given enough proper playtesting, as it stacks the odds way too high in the AI's favor.
    • Ballistix Crystals seem to be as much nightmarish as possible in general. The very first level expects you to win without kick, which is very big disadvantage that greatly reduces the effective range of your hovership, while Beach Balls make one CPU invulnerable at any given time, which turns endgame into hell when the last one gets picked.
    • The Gem AND the Crystal for Pogo Padlock. For the Gem challenge on single player, you have to score 120 points and the CPUs will need 90, whilst in co-op, you need to score 240 and the CPUs require 180. Pogo Padlock's Gem challenge is difficult because stepping on the spots you already made resets them to normal ones and getting hit will replace your colour with the one that hit you. In the Crystal challenge, the only way to get coloured spots is to hit your opponents. Unfortunately, the enemies can still replace it by hitting you or just stepping on them. Fortunately in the Crystal challenge, stepping on your own spots doesn't reset them.
  • Tier-Induced Scrappy: Dingodile and Rilla Roo are widely considered to be the worst characters in the game due to their poorly designed selection of abilities: their charge in Polar Push doesn't go far enough for the amount of energy it takes up, their duel-shot ability in Tank Wars means their shots deal less damage than the other characters, and it doesn't work like it should since the first shot grants opponents Mercy Invincibility upon being hit (thus protecting them from the second shot) and they aren't particularly fast, are big targets and only have a slightly farther throw distance in Crate Crush, with their biggest strength - their spin attack, which can send crates further than any other "kick" attack - hindered by rendering them completely immobile. When compared to the well-rounded Crash, Coco, Cortex and Brio, or the Mighty Glaciers Tiny and Koala Kong, Dingodile and Rilla Roo are Masters of None in comparison.
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