1>3>2
haven't played these games in like 15 years but this from memory >1 is the best at everything except the save system >3 has some memorable levels like the medieval, wall of china and dinosaurs. Even the underwater levels are fun which is a rarity in video games >I can't remember a single thing about 2 so I put it last for being forgetable
If I remember correctly the only way you can save is by going into the bonus room in the middle of a level which is retarded why not just save in the hub world instead of forcing the player to play what might be a hard level just so they can leave the game
what people forget is that it isn't *just* The High Road that causes frustration - it's The High Road immediately followed by Slippery Climb, the hardest level in the game. And thanks to Crash 1's save system, you can save at The High Road but don't get a chance to save again until several levels later.
So you need to beat The High Road, Slippery Climb and Lights Out before you have a chance to save again in Jaws of Darkness. If you lose all your lives or simply don't have time and need to reload the game at a later time, sorry you need to beat all three levels again :^)
i agree with this. the predominant opinion on Ganker used to be that 2 was the best balance of everything and while that's true in some ways it has by far the stupidest design. like, sure, 3 has a lot of dud levels like the jetski ones but many of the other modes are fun, and so are the powers. 2 is mostly straight platforming like 1, but it has so many things that just seem designed to trick you into a cheap death or just waste your time. which, don't get me wrong, hilarious deaths are part of the charm of crash since checkpoints and lives are generous. but off the top of my head there's like
1. to get the blue gem you have to destroy no boxes on the first level, which isn't exactly impossible to guess if you've tried everything else but it's completely counterintuitive for a series built around the various ways you can destroy boxes. maybe there's a hint somewhere but i can't remember seeing it
2. half the levels have some shit where you can brick yourself out of getting certain boxes if you do things in the wrong order or don't react to something stupid, like multiple ! boxes or the giant ostriches that don't stay raised forever. which like, once you're aware of it you can generally see it coming, and you just have to fall off a cliff and try again, but it's cheap
3. the jetboard just doesn't feel good, mainly because the hazards aren't intelligently paced or placed
4. the chase levels are the only ones in the series where you kind of just have to know certain bullshit is coming and can't necessarily just react to everything. iirc it's the only one of the three where the thing chasing you sometimes doesn't break boxes for you which is aggravating because the box placement is also annoying
5. the levels where you can burrow are trivial because burrowing grants you too strong of benefits
>maybe there's a hint somewhere but i can't remember seeing it
after you get the clear gem in a level, the box counter at the end disappears. In Turtle Woods it remains, but says 0/0.
Your bitching about the blue gem is gay, but your point stands.
A box offscreen in Cold Hard Crash, backtracking through skull routes, needing to leave an enemy alive to act as a platform for backtracking in one of the space platforming levels, etc. It adds a degree of grind not present in Crash 1 and 3, but on the other hand, the platforming in 3 is dead easy so there's a balance I suppose, it's just 2 is a bit too bullshit
for me it was the secret path in unbearable where you have to jump in that giant pit after the polar bear falls. yeah, I know the game leaves those 3 boards there as a vague indicator, but I still think it's bullshit to hide secrets in places that are suppose to kill you. Like that stupid fucking pterodactyl in Crash 3 behind which they hid an entire level. Stuff like that really undermines the whole game, because as soon as a developer has done it once, theoretically now every enemy and hazard is fair game for something hidden in my mind. Just a moronic game design decision if there ever was one.
The only things I remember missing in Crash 2 are the secret box in Cold Hard Crash and how to get the Purple Gem. That said I think I wouldn't have found the secrets as an adult, I feel like they're things you wouldn't try if you knew how games "work", but as a kid you're willing to experiment more.
I jumped in it because I thought you'd be able to find the bear down there. I was actually pretty pissed you didn't.
I know what you mean. Don't forget the green gem secret where the game expects you to just jump through a solid door of metal. Even given that the area makes it obvious that's where the secret is, having the player intentionally try to clip through solidly drawn environment is not the right way to hide it. They could've at least made it a breakable wall.
Somehow figured this out as a kid too.
i agree with this. the predominant opinion on Ganker used to be that 2 was the best balance of everything and while that's true in some ways it has by far the stupidest design. like, sure, 3 has a lot of dud levels like the jetski ones but many of the other modes are fun, and so are the powers. 2 is mostly straight platforming like 1, but it has so many things that just seem designed to trick you into a cheap death or just waste your time. which, don't get me wrong, hilarious deaths are part of the charm of crash since checkpoints and lives are generous. but off the top of my head there's like
1. to get the blue gem you have to destroy no boxes on the first level, which isn't exactly impossible to guess if you've tried everything else but it's completely counterintuitive for a series built around the various ways you can destroy boxes. maybe there's a hint somewhere but i can't remember seeing it
2. half the levels have some shit where you can brick yourself out of getting certain boxes if you do things in the wrong order or don't react to something stupid, like multiple ! boxes or the giant ostriches that don't stay raised forever. which like, once you're aware of it you can generally see it coming, and you just have to fall off a cliff and try again, but it's cheap
3. the jetboard just doesn't feel good, mainly because the hazards aren't intelligently paced or placed
4. the chase levels are the only ones in the series where you kind of just have to know certain bullshit is coming and can't necessarily just react to everything. iirc it's the only one of the three where the thing chasing you sometimes doesn't break boxes for you which is aggravating because the box placement is also annoying
5. the levels where you can burrow are trivial because burrowing grants you too strong of benefits
>The only things I remember missing in Crash 2 are the secret box in Cold Hard Crash
And what made that box super gay is Cold Hard Crash of all levels has a LOT of fucking around to get all the boxes, so it isn't exactly trivial to just do it again
i honestly don’t think i ever had a problem with the blue gem myself, i don’t remember ever not knowing about it, but it just came into my mind as something that is probably somewhat bs
I know what you mean. Don't forget the green gem secret where the game expects you to just jump through a solid door of metal. Even given that the area makes it obvious that's where the secret is, having the player intentionally try to clip through solidly drawn environment is not the right way to hide it. They could've at least made it a breakable wall.
Most kids in the 90's probably found that one easily. Looking for secrets and experimenting was in player's DNA back then and they loved it. Complaining about "secrets not being clued in enough" is a modern gamer take.
I get that's the reason why they felt fine hiding it that way at the time, since this was still very early in the 3D and Crash carried over a lot of tropes from 2D. But environmental clipping just looks much more jarring and wrong in 3D. As in you're bending the internal rules of the game past their breaking point. In 2D, it looks more acceptable because it's as if now you've just gotten access to a hidden layer in the background. I'm not complaining that it wasn't clued in enough: it was very blatantly made clear that the secret was in that room and I eventually got it exactly through that type of experimentation. It's just that asking to intentionally jump through solid walls in 3D is too much of an overreach, when they could've made it a destructible wall. If anything, the vault door should've slammed open after a spin attack or blowing up the nitros.
The level itself guides you towards the secret. It's painfully obvious. It's literally just an empty room full of nitro that block a door. If you want to complan about a shit secret look no further than crash warped's pterodactyle one.
Your bitching about the blue gem is gay, but your point stands.
A box offscreen in Cold Hard Crash, backtracking through skull routes, needing to leave an enemy alive to act as a platform for backtracking in one of the space platforming levels, etc. It adds a degree of grind not present in Crash 1 and 3, but on the other hand, the platforming in 3 is dead easy so there's a balance I suppose, it's just 2 is a bit too bullshit
>grind not present in Crash 1 and 3
Please, in crash 1 you have to play the game twice with little differences to finish the game on 100% and not die once in a level. All of the garbage from 3 drags the game immensly. I actually like the time trials but even as a kid I hated the racing levels. When you know 2 you can speed blast it without repeating any level. The secrets were supposed to slow down first timers but they are never problematic or boring for veterans or speedrunners.
I know the game makes the general location obvious. What I had a problem with was how stupid looking their method of hiding the path is. I explained that here
I get that's the reason why they felt fine hiding it that way at the time, since this was still very early in the 3D and Crash carried over a lot of tropes from 2D. But environmental clipping just looks much more jarring and wrong in 3D. As in you're bending the internal rules of the game past their breaking point. In 2D, it looks more acceptable because it's as if now you've just gotten access to a hidden layer in the background. I'm not complaining that it wasn't clued in enough: it was very blatantly made clear that the secret was in that room and I eventually got it exactly through that type of experimentation. It's just that asking to intentionally jump through solid walls in 3D is too much of an overreach, when they could've made it a destructible wall. If anything, the vault door should've slammed open after a spin attack or blowing up the nitros.
And I already complained about the pterodactyl here
in their defense, they really did do a good job of giving just enough indication on each gem. even if it was an asinine way of hiding it, you would eventually get it by just trying things out in the level, because of how limited things are. the only thing that still baffles me is the pterodactyl in Crash 3. there doesn't seem to be a legit way to figure it out other than by accident.
For me it's 1>2>3 >1 has the most simple moveset so the game is designed around different kinds of platforming levels, not Crash and his abilities (plus the story behind Crash 1's development is great - https://all-things-andy-gavin.com/2011/02/02/making-crash-bandicoot-part-1/) >2 had decent upgrades to Crash's kit but overall the game became much easier outside of cryptic colored gems and secret entrances (red gem is an example for both) plus the amount of non-platforming levels has increased >3 went so hard on Crash's abilities and gimmick levels that the only pure platforming levels are medieval, arabian, egyptian and future ones (plus it added time trial stuff, which is not to everyone's enjoyment)
>1>3>2
That is the complete reverse of correct.
2>3>every other Crash game>1
I cannot fathom how anyone prefers 1 over 2 and 3. It is the most barebones platformer experience possible, but not in the purist sense, in the boring as fuck sense.
>I cannot fathom how anyone prefers 1 over 2 and 3. It is the most barebones platformer experience possible
Because all three are barebones platforming. At least 1 has consistent theming and a memorable jungle setting and hubworld instead of the clusterfuck in 2 and 3
I prefer 2 over 1, but there is one thing that I like more about 1 that keeps me coming back to it: the level settings are thematically more coherent as you progress through the game. The first island is your classic lush jungle theme. You start out on the beach, then go into the jungle, native villages, rivers, more jungles and villages, and finally you break out of the native's fortress.
Making it to the second island now means you're in the DEEP, unexplored areas. So the lush jungle gets replaced with a darker palette and ominous music. The levels are ancient temples, murky swamps, broken bridges... all the natives are long gone here and you're wading through the remnants of a lost civilization.
The third island, being the one Cortex owns, is dominated almost entirely by man-made levels: heavy industrial zones and castles. Everything is dingy and polluted, with the bright green sludge really standing out. Your enemies are gangsters, machines, and lab assistants. The music is techno inspired. The levels alternate between very dark and bright, but with this stark, unnatural lighting. Everything is about how Cortex has corrupted every facet of this place. In the final battle with Cortex, the game shows you a satisfying mark of all your work up to that point: his tower is burning in the background as a result of all the battles. No need for extensive cutscenes or dialogue. Everything in the game fits together nicely, because of how well the environments work.
Crash and Spyro were basically like the PS1's mascots for me. Most people say FFVII or MGS but I played more Crash than probably anything on that consonle
there's shittons of jocks and just general well-adjusted people who played ff7, they just aren't still talking about it because it was just another game to them. people bought the console for it specifically without even understanding what an rpg is. probably one of the last times that brand of consumer awareness resulted in something like that
there's shittons of jocks and just general well-adjusted people who played ff7, they just aren't still talking about it because it was just another game to them. people bought the console for it specifically without even understanding what an rpg is. probably one of the last times that brand of consumer awareness resulted in something like that
False, plenty of norms did too. My mate who works as a joiner on site is still playing 7.
let me tell you a secret: PIRACY
Europe, South Asia, north africa, middle east and Hispanic America LOVES piracy
>jak's new (old) duds
I'm a bit surprised they never made his clothes an unlockable outfit in jak 2 or 3. closest thing we got was goatee removal and jak 1 as a racer in jak x.
Not if you want the gem. obviously you can play straight through any level without ever going backwards if you don't care about getting all the boxes. I'll give you that Crash 2 and 3 are much more notorious for having longer stretches where this is required. In Crash 1, you first have do it at the fork in the end of the first level, but it's so brief and simple, that most would only count it as a technicality.
In Cortex Power there are three short moments where you have to do this at 0:52, 1:06, and 1:54. Really it's only the one at 1:54 that should give you any trouble.
I truly don't understand why people think this game is so hard. Its true that I've been playing it since I was a kid, but its not that difficult is it? I usually reach the last island with a stupid amount of lives. Is it just the N Sane Trilogy with its fucked up physics making everyone believe it was difficult than it actually was? The MediEvil remake was like that too.
the shitty save system doesn't help. You have to replay a bunch of levels every time you load the game up, and you can't revisit a bonus round you've already used to save, meaning to have something like five opportunities to save throughout the whole game
Man I love how the colored gems in 2 are hidden. I remember absolutely nothing about finding them in 3 so they must have been not remotely as memorable.
in their defense, they really did do a good job of giving just enough indication on each gem. even if it was an asinine way of hiding it, you would eventually get it by just trying things out in the level, because of how limited things are. the only thing that still baffles me is the pterodactyl in Crash 3. there doesn't seem to be a legit way to figure it out other than by accident.
The jannys/mods are trying to destroy the whole site. Isnt it obvious? Marxist infiltration over time until they have enough people in position to flip the system 180. They don't care about quality posting or cut off dates for consoles, they only care about slowly proding and poking the user base in a slow boil to re education.
1>3>2
haven't played these games in like 15 years but this from memory
>1 is the best at everything except the save system
>3 has some memorable levels like the medieval, wall of china and dinosaurs. Even the underwater levels are fun which is a rarity in video games
>I can't remember a single thing about 2 so I put it last for being forgetable
>1 is the best at everything except the save system
Why?
most common reasons for liking 1 the best is the darker aesthetic direction and preferring more basic platforming
2's hubworlds are awful. 3 doesn't even have jungle levels and way too many gimmicks
If I remember correctly the only way you can save is by going into the bonus room in the middle of a level which is retarded why not just save in the hub world instead of forcing the player to play what might be a hard level just so they can leave the game
Crash’s girlfriend
I agree but that High Road level is a game-ruining experience
what people forget is that it isn't *just* The High Road that causes frustration - it's The High Road immediately followed by Slippery Climb, the hardest level in the game. And thanks to Crash 1's save system, you can save at The High Road but don't get a chance to save again until several levels later.
So you need to beat The High Road, Slippery Climb and Lights Out before you have a chance to save again in Jaws of Darkness. If you lose all your lives or simply don't have time and need to reload the game at a later time, sorry you need to beat all three levels again :^)
brutal, somehow I managed at 16 years of age.
I remember that section as a kid. What I did often was just go replay the first island to farm lives. But I called it shopping for lives back then.
My dad used to call the demos that played at title screens "the adverts".
its only bad in remake, since toys for anal are incompetent
filtered
i agree with this. the predominant opinion on Ganker used to be that 2 was the best balance of everything and while that's true in some ways it has by far the stupidest design. like, sure, 3 has a lot of dud levels like the jetski ones but many of the other modes are fun, and so are the powers. 2 is mostly straight platforming like 1, but it has so many things that just seem designed to trick you into a cheap death or just waste your time. which, don't get me wrong, hilarious deaths are part of the charm of crash since checkpoints and lives are generous. but off the top of my head there's like
1. to get the blue gem you have to destroy no boxes on the first level, which isn't exactly impossible to guess if you've tried everything else but it's completely counterintuitive for a series built around the various ways you can destroy boxes. maybe there's a hint somewhere but i can't remember seeing it
2. half the levels have some shit where you can brick yourself out of getting certain boxes if you do things in the wrong order or don't react to something stupid, like multiple ! boxes or the giant ostriches that don't stay raised forever. which like, once you're aware of it you can generally see it coming, and you just have to fall off a cliff and try again, but it's cheap
3. the jetboard just doesn't feel good, mainly because the hazards aren't intelligently paced or placed
4. the chase levels are the only ones in the series where you kind of just have to know certain bullshit is coming and can't necessarily just react to everything. iirc it's the only one of the three where the thing chasing you sometimes doesn't break boxes for you which is aggravating because the box placement is also annoying
5. the levels where you can burrow are trivial because burrowing grants you too strong of benefits
>maybe there's a hint somewhere but i can't remember seeing it
after you get the clear gem in a level, the box counter at the end disappears. In Turtle Woods it remains, but says 0/0.
Your bitching about the blue gem is gay, but your point stands.
A box offscreen in Cold Hard Crash, backtracking through skull routes, needing to leave an enemy alive to act as a platform for backtracking in one of the space platforming levels, etc. It adds a degree of grind not present in Crash 1 and 3, but on the other hand, the platforming in 3 is dead easy so there's a balance I suppose, it's just 2 is a bit too bullshit
for me it was the secret path in unbearable where you have to jump in that giant pit after the polar bear falls. yeah, I know the game leaves those 3 boards there as a vague indicator, but I still think it's bullshit to hide secrets in places that are suppose to kill you. Like that stupid fucking pterodactyl in Crash 3 behind which they hid an entire level. Stuff like that really undermines the whole game, because as soon as a developer has done it once, theoretically now every enemy and hazard is fair game for something hidden in my mind. Just a moronic game design decision if there ever was one.
The only things I remember missing in Crash 2 are the secret box in Cold Hard Crash and how to get the Purple Gem. That said I think I wouldn't have found the secrets as an adult, I feel like they're things you wouldn't try if you knew how games "work", but as a kid you're willing to experiment more.
I jumped in it because I thought you'd be able to find the bear down there. I was actually pretty pissed you didn't.
Somehow figured this out as a kid too.
Blue Gem was easy due to the hint
>The only things I remember missing in Crash 2 are the secret box in Cold Hard Crash
And what made that box super gay is Cold Hard Crash of all levels has a LOT of fucking around to get all the boxes, so it isn't exactly trivial to just do it again
i honestly don’t think i ever had a problem with the blue gem myself, i don’t remember ever not knowing about it, but it just came into my mind as something that is probably somewhat bs
I know what you mean. Don't forget the green gem secret where the game expects you to just jump through a solid door of metal. Even given that the area makes it obvious that's where the secret is, having the player intentionally try to clip through solidly drawn environment is not the right way to hide it. They could've at least made it a breakable wall.
Most kids in the 90's probably found that one easily. Looking for secrets and experimenting was in player's DNA back then and they loved it. Complaining about "secrets not being clued in enough" is a modern gamer take.
I get that's the reason why they felt fine hiding it that way at the time, since this was still very early in the 3D and Crash carried over a lot of tropes from 2D. But environmental clipping just looks much more jarring and wrong in 3D. As in you're bending the internal rules of the game past their breaking point. In 2D, it looks more acceptable because it's as if now you've just gotten access to a hidden layer in the background. I'm not complaining that it wasn't clued in enough: it was very blatantly made clear that the secret was in that room and I eventually got it exactly through that type of experimentation. It's just that asking to intentionally jump through solid walls in 3D is too much of an overreach, when they could've made it a destructible wall. If anything, the vault door should've slammed open after a spin attack or blowing up the nitros.
>three tiers of secret
The level itself guides you towards the secret. It's painfully obvious. It's literally just an empty room full of nitro that block a door. If you want to complan about a shit secret look no further than crash warped's pterodactyle one.
>grind not present in Crash 1 and 3
Please, in crash 1 you have to play the game twice with little differences to finish the game on 100% and not die once in a level. All of the garbage from 3 drags the game immensly. I actually like the time trials but even as a kid I hated the racing levels. When you know 2 you can speed blast it without repeating any level. The secrets were supposed to slow down first timers but they are never problematic or boring for veterans or speedrunners.
I know the game makes the general location obvious. What I had a problem with was how stupid looking their method of hiding the path is. I explained that here
And I already complained about the pterodactyl here
I like it as well except anything past CTR
For me it's 1>2>3
>1 has the most simple moveset so the game is designed around different kinds of platforming levels, not Crash and his abilities (plus the story behind Crash 1's development is great - https://all-things-andy-gavin.com/2011/02/02/making-crash-bandicoot-part-1/)
>2 had decent upgrades to Crash's kit but overall the game became much easier outside of cryptic colored gems and secret entrances (red gem is an example for both) plus the amount of non-platforming levels has increased
>3 went so hard on Crash's abilities and gimmick levels that the only pure platforming levels are medieval, arabian, egyptian and future ones (plus it added time trial stuff, which is not to everyone's enjoyment)
>1>3>2
That is the complete reverse of correct.
2>3>every other Crash game>1
I cannot fathom how anyone prefers 1 over 2 and 3. It is the most barebones platformer experience possible, but not in the purist sense, in the boring as fuck sense.
>I cannot fathom how anyone prefers 1 over 2 and 3. It is the most barebones platformer experience possible
Because all three are barebones platforming. At least 1 has consistent theming and a memorable jungle setting and hubworld instead of the clusterfuck in 2 and 3
I prefer 2 over 1, but there is one thing that I like more about 1 that keeps me coming back to it: the level settings are thematically more coherent as you progress through the game. The first island is your classic lush jungle theme. You start out on the beach, then go into the jungle, native villages, rivers, more jungles and villages, and finally you break out of the native's fortress.
Making it to the second island now means you're in the DEEP, unexplored areas. So the lush jungle gets replaced with a darker palette and ominous music. The levels are ancient temples, murky swamps, broken bridges... all the natives are long gone here and you're wading through the remnants of a lost civilization.
The third island, being the one Cortex owns, is dominated almost entirely by man-made levels: heavy industrial zones and castles. Everything is dingy and polluted, with the bright green sludge really standing out. Your enemies are gangsters, machines, and lab assistants. The music is techno inspired. The levels alternate between very dark and bright, but with this stark, unnatural lighting. Everything is about how Cortex has corrupted every facet of this place. In the final battle with Cortex, the game shows you a satisfying mark of all your work up to that point: his tower is burning in the background as a result of all the battles. No need for extensive cutscenes or dialogue. Everything in the game fits together nicely, because of how well the environments work.
>I like Crash Bandicoot!
Me too, but the music is the best part.
Decent hugolike
A what
A battery
I long waiting Coco-chan spin off…
me too. they could even set it between Crash 1 and Crash 2 to finally fill in the gap with how she found Crash after escaping
You keep posting this.
Yes, and?
Till dev know it.
Me too
At first I hated it, than I got really really into it, than forgot about it till uncharted 4.
A man of culture.
better 3D platformer than M64
Crash would work in 2D, not even comparable
He already does.
Just walk on the rope bro.
Megaman 64 wasn’t any bad
It existed already: Donkey Kong Country
>Mega Man 64
>platformer
This tendency to call any third person game with a character a "platformer" has officially reached its most stupid low so far
Very true
woah
Crash and Spyro were basically like the PS1's mascots for me. Most people say FFVII or MGS but I played more Crash than probably anything on that consonle
Way more people played Crash and Spyro than the entire FF games on PSX. Only weebs played Final Fantasy.
False, plenty of norms did too. My mate who works as a joiner on site is still playing 7.
there's shittons of jocks and just general well-adjusted people who played ff7, they just aren't still talking about it because it was just another game to them. people bought the console for it specifically without even understanding what an rpg is. probably one of the last times that brand of consumer awareness resulted in something like that
Hell no. Crash sold a lot, but FFVII was a monster.
>FFVII
N64 one chance of winning.
with technical compression with 1gb jaz cart
let me tell you a secret: PIRACY
Europe, South Asia, north africa, middle east and Hispanic America LOVES piracy
My friend got his through PSN.
Only pussy do pirate
>Crash, Spyro, and Jak and Daxter all designed by the same guy
Where would Sony be without this one man
>Jak II with Jak 1 clothes
now that's just fuckin' weird
Sony Smash Bros. did it with Jak 3 Jak and it looked cursed too.
>jak's new (old) duds
I'm a bit surprised they never made his clothes an unlockable outfit in jak 2 or 3. closest thing we got was goatee removal and jak 1 as a racer in jak x.
>Tawna is love, Coco is life
I played 2 but didn't like it nearly as much as 1 is 3 worth?
then I hope you fucking die
Fuck levels where you have to walk backwards
Most annoying part.
Name one.
Cortex Power
(I assume you're only asking about Crash 1)
It's canon that Crash got cucked by Pinstripe.
>Pater Parker replace
Don’t do it for our Crash bro.
Crash is facing forwards all the time though.
Not if you want the gem. obviously you can play straight through any level without ever going backwards if you don't care about getting all the boxes. I'll give you that Crash 2 and 3 are much more notorious for having longer stretches where this is required. In Crash 1, you first have do it at the fork in the end of the first level, but it's so brief and simple, that most would only count it as a technicality.
In Cortex Power there are three short moments where you have to do this at 0:52, 1:06, and 1:54. Really it's only the one at 1:54 that should give you any trouble.
?si=AyPTsAsFhqFK9Baa&t=114
n sanity beach, to get the gem at least. there's plenty like this
I truly don't understand why people think this game is so hard. Its true that I've been playing it since I was a kid, but its not that difficult is it? I usually reach the last island with a stupid amount of lives. Is it just the N Sane Trilogy with its fucked up physics making everyone believe it was difficult than it actually was? The MediEvil remake was like that too.
the shitty save system doesn't help. You have to replay a bunch of levels every time you load the game up, and you can't revisit a bonus round you've already used to save, meaning to have something like five opportunities to save throughout the whole game
Playing it casually it's not hard, but getting all the gems is brutal.
If you like Crash, you will LOVE Hugo 3: The Quest For the Sunstones!
why will i love that
Man I love how the colored gems in 2 are hidden. I remember absolutely nothing about finding them in 3 so they must have been not remotely as memorable.
in their defense, they really did do a good job of giving just enough indication on each gem. even if it was an asinine way of hiding it, you would eventually get it by just trying things out in the level, because of how limited things are. the only thing that still baffles me is the pterodactyl in Crash 3. there doesn't seem to be a legit way to figure it out other than by accident.
i actually discovered the ptero in 3 by accident lol
IS THIS PROPER FUCKING POST ON /VR/
REALLY?
The jannys/mods are trying to destroy the whole site. Isnt it obvious? Marxist infiltration over time until they have enough people in position to flip the system 180. They don't care about quality posting or cut off dates for consoles, they only care about slowly proding and poking the user base in a slow boil to re education.
>Reeee education
Dat right!
https://files.catbox.moe/zc3hof.jpg
Same here bro.
Super version: https://www.youtube.com/watch?v=tEcoJxgSn-Q&si=sTpdDrsKvk7mEqxk
Right version: https://www.youtube.com/watch?v=6eZMXHB7xHE&si=6NYxGHVoDn_MjXz9
Do you like apple-like mango?
I like Rocky Rodent, Sparkster and DK
I like it too anon!