This one was shelved for a while after getting about halfway through the process, and I also had an editor help me with this one. The whole process wasn't just a mere week, lol.
There’s some certified bangers in the original Crash trilogy, even if they aren’t as plentiful as something like the classic Donkey Kong Country titles. Crash 2’s jetpack stages, the motorcycle levels, hog ride, crash 3’s main theme, and the final boss from 2 are all great, especially in the N. Sane remake. Always happy to contribute to the algorithm like this.
Weird thing about Tiny (and to the extent the Komodo Bros) is that they were made for the first game but were cut. Art of them was made during development (with Tiny's name being Taz Tiger a pun on his species the Tasmanian Tiger), and they even appeared in a unused opening cutscene for the game (plus Tiger and Komodo can be seen on the cages in the final intro) It's possible Tiny was cut due to being similar to Kong, and was used in Crash 2 because they wanted to change the roster up some what (Roo being the only exception, but he also is a completely different in 2) As for why Tiny works for Cortex instead of Brio in most games. We think that Brio only made the mutates in that game from animals that weren't mutated in the first game, or he just recruited them after Cortex defeat in the first game without telling them he was enemy, and they only were after Crash. So after Crash 2, Cortex was able to recruited Tiny because he now hated Crash and he wanted to show his loyalty to Cortex after being against him by accident. This is just a idea though.
I won't say their name out of respect (don't want to risk anyone harassing this person) but one of the other RU-vidrs I watch had a very "unique" perspective on the original crash games. This person absolutely loves the first game for being a pure platformer, and requiring you to master the controls. However, they hate the fact that 2 and 3 give players new mobility options, allowing them to skip past certain parts of the levels. They even complained that the "double jump/death tornado spin" combo in Crash 3 ruins some levels because it actively encourages players not to engage with the levels the way the programers intended. Funny enough, this same person loves Super Mario Bros 2 (the lost levels) for being a more challenging version of the original, but hates Super Mario Bros 3. They feel like the new inclusions of exploration, hidden areas and power ups that let you fly over most of the level enemies and obstacles makes the game design objectively bad compared to the tighter focus of the original. Talk about a hot take, am I right?
This person sounds like someone who only cares about difficulty and nothing else as far as I can tell. What other excuse do you have to be a fan of something as garbage as Lost Levels? I'm also a guy big on challenge but it's far from the only thing that matters. Crash 1 is also my favorite Crash game, but that's mostly for the environmental storytelling making the lore feel much stronger - I prefer the world map immensely to the warp rooms.
@@VillainousWarlord If I may, I have a theory. This person has a series talking about the Sonic games, and making a big deal about the attention to details in the level design: Higher paths being faster but harder, and lower paths being slower but easier. I believe they developed an appreciation for level designs that are focused on testing players' skills, and basically having to learn the intricate details of the layouts to master the games. They enjoyed original SMB for being a skill focused obstacle course, and how you can do flawless runs if you just time everything right. They claimed that Lost Levels was hard, but they didn't mind it as much as other people (giving off a "guy gud" attitude IMO). That being said, I do have to call shenanigans with their playthrough of Lost Levels. They openly admitted to using an emulator and save states, starting the beginning of each level immediately and claiming they didn't want to "waste time" waiting to come back from deaths. They disregarded the fact that they remove the penalty of losing any power ups they had by reloading, thus removing a key element of the game. As much as I hate Lost Levels, I have beaten it legitimately (just to say I did it at least once). I take umbridge with this strategy.
Always been a huge fan of Crash! After the dark ages, I was happy to get the remakes and Crash 4, they're more than anything I expected to get quality wise after Mind over Mutant.
It's pretty funny that you trashed N-gin from Crash 3 and praised Cortex from the same game. Most agree that cortex's boss is the weakest, while N-gins is cool as fuck. Honestly you made a good case for your takes on both. Though I disagree about these games soundtracks, there are many bangers. Such as the bolder chase levels from crash 2, the ruins levels from crash 2, the moterbike/jet sky levels from 3, to name a few.