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The first that comes to mind is Crash Bandicoot 2’s Turtle Woods, which features a hidden blue gem unlocked by reaching the end of the level without breaking any boxes. Some of Crash’s gems, however, are maddening. Cause a berry to fly off-screen? Simply reset the room. Celeste did wonders with making its flying strawberries and crystal hearts optional but supremely rewarding when found, aided by the impermanence of missing them. I don’t need every game to provide a firm reward for collecting its collectibles. Source: US GamerĪnd through all the trouble, neither crates nor fruit really add up to a better time playing. #CRASH BANDICOOT 2 BLUE GEM TURTLE WOODS TRIAL#Crates are regularly obscured by level scenery or placed just out of frame, so some are best found through trial and error. Taken with the Crash series’ fixed camera, crate placement is an exercise in exhausting every possibility when canvassing a level, and managing to do so without dying before reaching a checkpoint. These gems are keys to 100% completion, but if you’re not a diehard completionist, the choice to hunt down crates becomes a chore. #CRASH BANDICOOT 2 BLUE GEM TURTLE WOODS SKIN#Obliterate all of a level’s boxes and you earn a box gem (or a skin in Crash 4). Then there are boxes, which sport their own tally for each level. Given Crash Bandicoot’s often punishing difficulty, an extra play is always welcome. In the original games (or in classic mode in the fourth game), Wumpa were like any other platform game staple - collect 100, earn a life. MegaMan sought after energy tanks and the hardware of his enemies.Ĭrash, however, collects Wumpa Fruit, which are seemingly a cross between a mango and an apple, with a gradient red-green skin. Donkey Kong had bananas and "KONG" letters, Sonic had rings and Chaos Emeralds. If platforming is an issue, surely that joy can be found in the game's objectives, right? Platformers from the 90s were built around the lure of collectibles, in which players sought after countless MacGuffins to progress the story. #CRASH BANDICOOT 2 BLUE GEM TURTLE WOODS SERIES#A stark emotional contrast for a series that is always so visually and musically joyful. Still, small platforms lend themselves to overshooting jumps, which in turn leads to countless deaths and mounting frustration. The problem was certainly considered by Toys for Bob, who developed the fourth game almost 22 years after Naughty Dog's original trilogy, as they included a highlighted drop shadow to indicate the character’s landing space. ![]() 2D side-scrolling in Crash Bandicoot 4: It's About Time. At the time of release for the original trilogy, cameras with little to no control were common but Crash’s camera placement, which is almost always fixed behind the bandicoot in 3D space, creates issues with judging depth. As 3D platformers, the main four Crash Bandicoot games lack true camera control. The sequel, while a bit more forgiving, still raises issues with its platforming, which is less straightforward than other games like it. The original is punishingly difficult and is made excruciatingly more so without the damage-dealing slide tackle and high jump found in subsequent entries. Despite clearly being something of a children’s game, Crash’s developers pulled no punches with the game’s difficulty. Memory card issues aside, I’ve still never seen beyond the third world of Crash Bandicoot 2. Though many platformers have a similar move-set, I’ve never been good at Crash games. Crash himself has all the tools you’d expect: a jump of varying heights, a spin attack, a slide, and a ground pound, which in keeping with the character's wacky tone, is a fully committed faceplant. Levels are a mix of hallway-like 3D areas and 2D side-scrolling sections. Crash Bandicoot 2: The Wrath of Cortex served as my introduction, though I didn't have a memory card, so never managed to beat the game.Īt their core, modern Crash games play now as they did then. Source: Sirus Gamingįor a bit of context, I first played the Crash series on the original PlayStation. Through 28 deaths I not only learned the pattern, but also something about myself. Although the missiles home into Crash, the rest of Cortex's attacks follow the same patterns, making the boss more of a challenge of repetition than reflexive dexterity. Spin attacking the latter is the only means of inflicting damage to Cortex, who sits in the cockpit of his blimp. He uses one of five attacks: targeting missiles, green, purple, and red energy attacks, and a punching robot. Compared to the other fights thus far, most of which have multiple phases or a degree of randomness, the Cortex fight is straightforward. At first glance, the boss should have been a pushover. Cortex in Crash Bandicoot 4: It's About Time. ![]()
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