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History VideoGame / CrashBandicoot1996

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-->-- '''WhereAreTheyNowEpilogue'''
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This game, along with ''[[VideoGame/CrashBandicoot2CortexStrikesBack Cortex Strikes Back]]'' and ''[[VideoGame/CrashBandicoot3Warped Warped]]'', were [[VideoGameRemake remade]] on the Platform/PlayStation4, UsefulNotes/NintendoSwitch, UsefulNotes/XBoxOne and PC with updated graphics and new features, as part of the ''VideoGame/CrashBandicootNSaneTrilogy''.

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This game, along with ''[[VideoGame/CrashBandicoot2CortexStrikesBack Cortex Strikes Back]]'' and ''[[VideoGame/CrashBandicoot3Warped Warped]]'', were [[VideoGameRemake remade]] on the Platform/PlayStation4, UsefulNotes/NintendoSwitch, UsefulNotes/XBoxOne Platform/NintendoSwitch, Platform/XBoxOne and PC with updated graphics and new features, as part of the ''VideoGame/CrashBandicootNSaneTrilogy''.
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** Cortex sounds completely different; in this game, he is voiced by Naughty Dog series mainstay Brendan O'Brien, whose take on him is completely different from what Creator/ClancyBrown in [[Videogame/CrashBandicoot2CortexStrikesBack the next game]] and later on Creator/LexLang would do with it.

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** Cortex sounds completely different; in this game, he is voiced by Naughty Dog series mainstay Brendan O'Brien, whose take on him is completely different from what Creator/ClancyBrown in [[Videogame/CrashBandicoot2CortexStrikesBack the next game]] and later on Creator/LexLang would do with it. His characterization is also lacking, being a dark, straightforward villain compared to the pitiful buffoon that later games would portray him as.
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* DamageSpongeBoss: Dr.Nitruous Brio is this as he possesses a whopping NINE hits! (10 in N.Sane Trilogy)

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* DamageSpongeBoss: Dr.Nitruous Nitrus Brio is this as he possesses a whopping NINE hits! (10 in N.Sane Trilogy)

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** The map system also makes the levels follow an untold but coherent story (Crash's journey from N. Sanity beach, where he escapes aborigenes on the first island, fights mutants who saccage the second island, and attacks the power plant to destroy Cortex Castle on the third island), while the two following games' levels are only excuses for various settings and wacky gameplay changes. The story-focused succession of levels will not come back before ''VideoGame/CrashTwinsanity'' 8 years later, and ''It's About Time'' 24 years later.

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** The map system also makes the levels follow an untold but coherent story (Crash's journey from N. Sanity beach, where he escapes confronts aborigenes on the first island, fights mutants who saccage the second island, and attacks the power plant to destroy Cortex Castle on the third island), while the two following games' levels are only excuses for various settings and wacky gameplay changes. The story-focused succession of levels will not come back before ''VideoGame/CrashTwinsanity'' 8 years later, and ''It's About Time'' 24 years later.


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** With the exception of boss themes, the soundtrack sounds more ambient and atmospheric compared to the following titles.

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So, begins ''VideoGame/CrashBandicoot'' for the [[Platform/PlayStation Sony PlayStation]], which is the very first game in the series. The goal is simple: Destroy crates and defeat enemies as you reach your goal. If you break enough crates, you'll earn a Gem in each level. Getting a certain amount of clear gems will earn you the HundredPercentCompletion ending. This game also has some EarlyInstallmentWeirdness as there's no sliding, belly-flopping or [[TeenGenius Coco.]] Just traditional [[SpinAttack spinning]], {{Goomba Stomp}}ing and Crash's girlfriend, [[DamselInDistress Tawna.]] Aside from the main levels, there are also {{Bonus Stage}}s and boss fights, some of which can be real challenging unless you got pure gamer skills.

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So, begins ''VideoGame/CrashBandicoot'' for the [[Platform/PlayStation Sony PlayStation]], which is the very first game in the series. The goal is simple: Destroy crates and defeat enemies as you reach your goal. If you break enough crates, you'll earn a Gem in each level. Getting a certain amount of clear gems will earn you the HundredPercentCompletion ending. This game also has some EarlyInstallmentWeirdness as there's no sliding, belly-flopping or [[TeenGenius Coco.]] Coco]]. Just traditional [[SpinAttack spinning]], {{Goomba Stomp}}ing and Crash's girlfriend, [[DamselInDistress Tawna.]] Aside from the main levels, there are also {{Bonus Stage}}s and boss fights, some of which can be real challenging unless you got pure gamer skills.


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** The map system also makes the levels follow an untold but coherent story (Crash's journey from N. Sanity beach, where he escapes aborigenes on the first island, fights mutants who saccage the second island, and attacks the power plant to destroy Cortex Castle on the third island), while the two following games' levels are only excuses for various settings and wacky gameplay changes. The story-focused succession of levels will not come back before ''VideoGame/CrashTwinsanity'' 8 years later, and ''It's About Time'' 24 years later.

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* BraggingRightsReward: There's a secret path with a tons of extra lives. However said path is A) in Castle Machinery, which is rather late into the game, and B) needs to be unlocked by getting the Green Gem, which is obtained via NoDeathRun in [[NintendoHard The Lost City]]. If you got it, you probably don't need that many lives anyway, especially since gems require a NoDeathRun.

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* BraggingRightsReward: There's a secret path with a tons of extra lives. However said path is A) in Castle Machinery, which is rather late into the game, and B) needs to be unlocked by getting the Green Gem, which is obtained via NoDeathRun breaking all the crates in [[NintendoHard The Lost City]]. City ''without dying''. If you got it, you probably don't need that many lives anyway, especially since gems require a NoDeathRun.to complete the levels this way.



* EasyLevelTrick: The otherwise NintendoHard bridge levels that are "Road to Nowhere" and "The High Road" can be cheesed if the player gets Crash to jump onto the bridge ropes and walk across them, bypassing all the invincible wild boars and the plethora of pitfalls.

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* EasyLevelTrick: The otherwise NintendoHard hard bridge levels that are "Road to Nowhere" and "The High Road" can be cheesed if the player gets Crash to jump onto the bridge ropes and walk across them, bypassing all the invincible wild boars and the plethora of pitfalls.



* MeaninglessLives: Lives are not quite as meaningless in this game as they are in future installments. Loading the game or using a password resets your lives to 5, and [[NintendoHard you're going to need as many as you can get]]. However, collecting the green gem opens a shortcut in the level "Castle Machinery", which will take you to the exit in 10 seconds and give you '''25 extra lives'''.

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* MeaninglessLives: Lives are not quite as meaningless in this game as they are in future installments. Loading the game or using a password resets your lives to 5, and [[NintendoHard you're going to need as many as you can get]].get. However, collecting the green gem opens a shortcut in the level "Castle Machinery", which will take you to the exit in 10 seconds and give you '''25 extra lives'''.



* 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]".
* NoDeathRun: Half of the requirement for getting a Gem in each stage. 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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* TheDragon: Dr. Nitrus Brio is this to Dr. Neo Cortex, serving as the penultimate boss of the game.

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* TheDragon: Dr. Nitrus Brio is this to the assistant of Dr. Neo Cortex, serving and he serves as the penultimate boss of the game.



%%* FourEyesZeroSoul: The lab assistants.



* MadScientistLaboratory: "The Lab", which is filled with electronic equipment and yellow slime enemies.

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* MadScientistLaboratory: MadScientistLaboratory:
** The intro cutscene shows the Evolvo-Ray room, the operating table below it, the [[MindControlDevice Cortex Vortex]], and countless cages where marsupials are fearfully waiting for their turn while Crash is put into the latter device.
**
"The Lab", which is filled with electronic equipment and yellow slime enemies.
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This game, along with ''[[VideoGame/CrashBandicoot2CortexStrikesBack Cortex Strikes Back]]'' and ''[[VideoGame/CrashBandicoot3Warped Warped]]'', were [[VideoGameRemake remade]] on the UsefulNotes/{{PlayStation 4}}, UsefulNotes/NintendoSwitch, UsefulNotes/XBoxOne and PC with updated graphics and new features, as part of the ''VideoGame/CrashBandicootNSaneTrilogy''.

to:

This game, along with ''[[VideoGame/CrashBandicoot2CortexStrikesBack Cortex Strikes Back]]'' and ''[[VideoGame/CrashBandicoot3Warped Warped]]'', were [[VideoGameRemake remade]] on the UsefulNotes/{{PlayStation 4}}, Platform/PlayStation4, UsefulNotes/NintendoSwitch, UsefulNotes/XBoxOne and PC with updated graphics and new features, as part of the ''VideoGame/CrashBandicootNSaneTrilogy''.
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So, begins ''VideoGame/CrashBandicoot'' for the [[UsefulNotes/PlayStation Sony PlayStation]], which is the very first game in the series. The goal is simple: Destroy crates and defeat enemies as you reach your goal. If you break enough crates, you'll earn a Gem in each level. Getting a certain amount of clear gems will earn you the HundredPercentCompletion ending. This game also has some EarlyInstallmentWeirdness as there's no sliding, belly-flopping or [[TeenGenius Coco.]] Just traditional [[SpinAttack spinning]], {{Goomba Stomp}}ing and Crash's girlfriend, [[DamselInDistress Tawna.]] Aside from the main levels, there are also {{Bonus Stage}}s and boss fights, some of which can be real challenging unless you got pure gamer skills.

to:

So, begins ''VideoGame/CrashBandicoot'' for the [[UsefulNotes/PlayStation [[Platform/PlayStation Sony PlayStation]], which is the very first game in the series. The goal is simple: Destroy crates and defeat enemies as you reach your goal. If you break enough crates, you'll earn a Gem in each level. Getting a certain amount of clear gems will earn you the HundredPercentCompletion ending. This game also has some EarlyInstallmentWeirdness as there's no sliding, belly-flopping or [[TeenGenius Coco.]] Just traditional [[SpinAttack spinning]], {{Goomba Stomp}}ing and Crash's girlfriend, [[DamselInDistress Tawna.]] Aside from the main levels, there are also {{Bonus Stage}}s and boss fights, some of which can be real challenging unless you got pure gamer skills.
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->''"The world has heard nothing more of Cortex since Crash foiled his plans... but evil geniuses are harder to squash than cockroaches."''

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->''Dr. Cortex is a genius, a mental aberration!\\
He's totally fixated on world domination!\\
The local island creatures are dull and obtuse,\\
Until the evil doctor turns on the juice!\\\
He wants them for his troops!\\
They come out nincompoops!\\
Most especially...\\\
'''CRASH!''' Crash Bandicoot!\\
Should've been a genius, but he doesn't quite compute!\\
'''CRASH!''' Crash Bandicoot!\\
Anything can happen now that Crash is in pursuit!''
-->-- [[https://youtu.be/1t_4YclrGqM?si=4rYlknrwCE-Ph7sQ Unused intro]]
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%% *GettingCrapPastThe Radar: Because of persistent misuse, this example was removed. Please check the trope page to make sure your example fits the trope's current definition.
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** Because the game was released before analog sticks were common in gaming, this was the only home console Crash game not to make any use of the analog stick found on the later PlayStation controller models such as the Dual Analog Controller and the DualShock.

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** Because the game was released before analog sticks were common in gaming, this was the only home console Crash game not to make any use of the analog stick found on the later PlayStation [=PlayStation=] controller models such as the Dual Analog Controller and the DualShock.[=DualShock=].
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** Because the game was released before analog sticks were common in gaming, this was the only home console Crash game not to make any use of the analog stick found on the later PlayStation controller models such as the Dual Analog Controller and the DualShock.
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Crosswicking

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* SortingAlgorithmOfThreateningGeography: You start off on a calm beach, before venturing into jungle levels and river levels, followed by ancient ruins. The final island involves industrial levels, and well as a few completely dark levels. The sequels do this as well, but not to the same degree as the original.
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* EpicFail: When you beat a stage, you're beat over the head with the crates you missed. In the ''[[VideoGame/CrashBandicootNSaneTrilogy N. Sane Trilogy]]'' UpdatedRerelease, Crash physically reacts to the crates, covering his head - after ten crates, he takes a knee; after twenty crates, he flops on the ground, covering his head. After 30 crates, he gives up and just lets them pummel him. [[SlapstickKnowsNoGender The same happens]] to [[PromotedToPlayable his sister Coco.]]

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* EpicFail: When you beat a stage, you're beat over the head with the crates you missed. In the ''[[VideoGame/CrashBandicootNSaneTrilogy N. Sane Trilogy]]'' UpdatedRerelease, Crash physically reacts to the crates, covering his head - after ten crates, he takes a knee; after twenty crates, he flops on the ground, covering his head. After 30 crates, he gives up and just lets them pummel him. [[SlapstickKnowsNoGender The same happens]] happens to [[PromotedToPlayable his sister Coco.]]
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* AbsurdlyShortLevel: The penultimate level, The Great Hall, only consists of a short hall with a BottomlessPit you have to jump over, after which the finish is a few steps more. There's an alternate path if you've collected all of the gems in the other levels, which leads to [[MultipleEndings a different ending]] with a WhereAreTheyNowEpilogue, but even that path only extends the level by about 30 or so seconds.

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* AbsurdlyShortLevel: The penultimate level, The Great Hall, only consists of a short hall with a BottomlessPit you have to jump over, after which the finish is a few steps more. There's an alternate path if you've collected all of the {{Bottomless Pit|s}} gems in the other levels, which leads to [[MultipleEndings a different ending]] with a WhereAreTheyNowEpilogue, but even that path only extends the level by about 30 or so seconds.
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grammar.


** TNT crates (which have a countdown) are the only explosive crates, with Nitro (which explode on touch) only appearing from the second game onwards. They also flash randomly and also on each second they're counting down. A programming oddity about TNT crates here is that they don't explode nearby crates if the camera is away from them. [[HitboxDissonance This affects breaking all crates in levels where the camera is close to Crash's perspective, like Toxic Waste, or when a player is too far from TNT crates when they progress through a level.]]

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** TNT crates (which have a countdown) are the only explosive crates, with Nitro (which explode on touch) only appearing from the second game onwards. They also flash randomly and also on each second they're counting down. A programming oddity about TNT crates here is that that, once activated, they don't explode nearby different TNT crates as they normally do if the camera is too far away from them. [[HitboxDissonance This affects breaking all crates in levels where the camera is close to Crash's perspective, like Toxic Waste, or when a player is too far from activated TNT crates when while they progress through a level.]]

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Gameplay-related Early Installment Weirdness.


** TNT crates (which have a countdown) are the only explosive crates, with Nitro (which explode on touch) only appearing from the second game onwards. They also flash randomly and also on each second they're counting down.

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** TNT crates (which have a countdown) are the only explosive crates, with Nitro (which explode on touch) only appearing from the second game onwards. They also flash randomly and also on each second they're counting down. A programming oddity about TNT crates here is that they don't explode nearby crates if the camera is away from them. [[HitboxDissonance This affects breaking all crates in levels where the camera is close to Crash's perspective, like Toxic Waste, or when a player is too far from TNT crates when they progress through a level.]]

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Added context to a ZCE, and crosswicked an example


* PowerupMount: The boar levels.

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* PlatformActivatedAbility: As Crash progresses in the levels, he may occasionally find small, immaterial icons shaped like gems that hover in the air or next to pits, and don't appear to serve any purpose. However, once he finds a gem whose color matches that of these icons, they'll materialize and turn into bigger, solid platforms. Thanks to this effect provided by the colored gem, Crash can access parts he couldn't before. Depending on the case, the platforms are either static and Crash simply uses them as support, or will move as soon as he stands onto them to transport him to a new area. The standard colorless gems lack this attribute, except for the platforms in the penultimate level that unlock the hidden ending (even then, each platform requires one colorless gem to materialize, due to the latter's weaker power).
* PowerupMount: The boar levels. Crash mounts a boar at the start and then rides it at a high speed while jumping across pits, dodging enemies and spiky hazards, and sometimes using upside-down turtles as springboards.

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* GiantSpider: Appears as enemies in the dark temple and castle levels.

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* GiantSpider: Appears These appear as enemies in the dark temple and castle levels.levels.
* GoshDarnItToHeck: Cortex's angry threat to Crash during their last battle amusingly takes the form of this:
-->'''Cortex:''' ''DARN YOU'', CRASH BANDICOOT!

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