Trilogía Original 🆚 N. Sane Trilogy (DIFERENCIAS) [Crash Bandicoot]
Although the N Sane Trilogy is officially called a remaster, or well “remaster plus” , it is actually a game remade from scratch, there are many differences with respect to the original trilogy, in addition to adding things that were not present in the original games. Next, we will see most of these changes,
I will only take into account the intentional and used changes, no bugs, no glitches, no things that should not be done, no unused hidden content. And obviously I will only compare the final version of the games. Likewise, I will only mention changes that the average player might notice,
No programming tricks or anything like that. I would also like to highlight some of these most relevant changes with a small opinion or comment. You may or may not agree with this comment, but remember that it is only my opinion and not an absolute truth. With this clear, let the video begin.
The N Sane Trilogy is based on the “NTSC-U” version of the original games, so any additions implemented in the “NTSC-J” or “PAL” versions Will not be implemented. are present in the N Sane Trilogy, not even in Europe or Japan, the game is the same anywhere in the world. Graphics and visual changes in the environment Let’s start with the most obvious difference, the visual section. The N Sane Trilogy has a higher resolution and widescreen,
Greater polygonal loading, more detailed textures, a dynamic lighting system in which you can see a real shadow in Crash and on the stage, see the lighting of, for example, the crystals or toxic waste, even seeing how the explosions of the submarine’s torpedoes light up, among other things,
It also has an environment with a little more movement, there are things like there is already real grass with physical properties and it is not a flat surface, and the same applies to Crash’s fur and the movement of his crest, and this also applies to many other things, the collectibles such as wumpas,
Lives, or bonus tokens are already completely 3D, they have motion blur , and in short, graphics adapted to the technology of the moment. The graphic quality depends on the platform on which the game is run, with the Switch version being the least detailed,
Or for example the “PC” version you can choose the graphic quality, up to being able to play at 60 frames per second. Although I personally think that the graphics of the original games have aged like wine, I honestly believe that they did not need a graphical improvement,
They were a graphical marvel for the time, and have nothing to envy of the N Sane Trilogy, they still look very good today. In fact, the art style of the originals has more charm in my opinion, and many things about the level settings were not so well represented in the N Sane Trilogy,
Sometimes certain details are lost in the settings that were in the games original, like the broken walls next to the portal in “Night Fight”, or these platform pillars of the ruin levels that look more destroyed, old and with vegetation, in addition to the pillars that are seen in the background,
Or they even remove some effects such as the bubbles from the toxic waste of the factory levels or the reflection of the water and the waves that are generated when standing still within this of the medieval levels in Crash 3, and the atmosphere of some scenarios do not convey the same feeling
For example , in Generator Room, the platforms, pillars and machines don’t look as bad as in the original, they look much rustier, and the Cortex on the screen no longer looks as creepy as the original. .
Or in the opening cinematic of Crash 3 in the part of Cortex and Uka Uka in Time Twister, this scene was in the shadows in the original, while in the N Sane Trilogy it is more illuminated. Or in the ruins levels in the original Crash 1,
The contrast between the colors was more marked, this gave a more artistic tone to the aesthetics of the level, while the lighting of the N Sane Trilogy makes the setting look much more realistic, but this realism makes it lose a little the charm that the level had in the original game.
Another example similar to the previous one is in the jet ski levels, especially those at sunset, where the water in the original game looked with a psychedelic effect, while in the N Sane Trilogy it looks much more realistic. causing the charm that the original Crash 3 had to be lost. But anyway,
These are just some examples, although only some scenarios really suffered, there are other scenarios that were not affected as much by the remake. The N Sane Trilogy is faithful to the type of rendering that the original games have adapted to more current times,
What I mean is that the original games always sought to create textures and effects that were as photorealistic as possible for the technology of the time, We can see that in the earth, in the leaves, the water, etc. One of Naughty Dog’s goals when creating Crash Bandicoot was to impress visually,
And the best way to impress at a time when the first 3D games were just emerging, was to make the graphics as realistic as possible (of course, maintaining the style caricature in the shapes of things and characters). The N Sane Trilogy has respected this,
And has maintained this type of realistic graphics adapted to more current times. I’ve highlighted this because I’ve seen some people complain about the realistic graphics of the N Sane Trilogy, claiming that it shouldn’t have those types of graphics because the original games were based on Looney Tunes, which while this is true,
The inspiration was simply limited to the designs, animations and sounds, which refers to textures, effects and lighting, it is clear at first glance that what they were looking for was realism and not looking so cartoonish. If they wanted to look cartoony, they would have used cel shading rendering, like other PlayStation games,
Such as Sheep Raider, which is a Looney Tunes game, or they would have used some other type of technique to make the graphics look cartoony. more cartoonish, it certainly looks like Crash Bandicoot was created with photo realism in mind for the technology of the time. Although well, as I expressed before,
Maybe realism is not entirely ideal for this game, perhaps I think that the N Sane Trilogy would have been better with a graphic style similar to that of Spyro Reignited Trilogy, which has a perfect mix between realism and caricature. In addition, there are a lot of visual changes,
Which obviously I am not going to show every visual change that the game has, but roughly speaking, there are some sets that are repositioned or eliminated or added or replaced or modified. For example, in Cortex Power, the ramps that were in that level are now stairs,
Or the collectible slots in Crash 2 are now on the left side of the portal instead of being above it, and the sides of the portal are not It has the word level and the level number written on it,
Also in the secret room in the levels that are alternate routes to other levels, you can already see the collectibles next to the portal, or the rolling ball that chases you in Crash 2, before the ball was completely covered in snow and now the ball only has a little snow rubbed on it,
Or the woolly mammoth frozen in ice in the battle against Dingodile is no longer there, or in the final part of the Cortex battle path in Crash 2, before only asteroids were seen and there was a blue barrier,
And now the Super Cortex Vortex can be seen and the blue barrier is no longer present. And anyway, there are many visual changes that, as I said, I’m not going to name them all, although I will mention some more notable aesthetic changes later in this video. Cinematics and sounds
The cinematics in the N Sane Trilogy are choreographed differently and with more facial expressions than the original games, there is much more movement in the characters, different camera angles, they have even taken a couple of creative licenses and added new things,
Like the scene of the toad being sucked into the portal in Crash 3, or even changing the original intention of the original games, like Tawna defending herself after being captured, or like Crash being dumber by crashing into the door of his house. ,
Or when he almost falls off the bird when Tawna is about to kiss him. For those who complained about Toys For Bob for making Crash dumber and criticized Vicarious Visions; Vicarious Visions already did this, and if there are no more scenes like this,
It is because Crash simply does not appear much in the cinematics and they had to have some respect for the original works as it is a remake, I would not be surprised if there were more scenes like this If the opportunity had been presented to them,
In itself in the N Sane Trilogy you can see in several scenes that it has much more visual comedy than the original games had. There are also some modified scenes, such as N. Tropy now intentionally pushing his big clock down.
In the original N Tropy accidentally knocked over his large clock by hitting it with his tuning fork. Or there are also other scenes added that were not there, such as at the beginning of Cortex’s battle in Crash 2, they show us the place where Cortex is going to escape,
Towards the Super Cortex Vortex, and it will also show us a small scene where we will see to Cortex with the Master Crystal. But scenes have also been removed, such as when the Time Twister becomes corrupted and turns into a black hole
And it begins to slowly grow until it reaches the boss room, in the N Sane Trilogy this scene has been reduced and made simpler. In the N Sane Trilogy, having a shared menu, all the animated sequences that the original games had when starting the game have been removed.
But the N Sane Trilogy has its own animated opening sequence, which shows the retro graphics converting to modern graphics; although the retro model of Crash uses the 3D model of the Game Boy Crash. The entire sound section has been mostly redone, all the music is redone, but with its own style,
With more instruments, or they even remove or change some instruments, it has reverb and echo effects, and with a higher quality sound. Although I personally don’t find the new music as good as the original, it doesn’t convey the same feeling in most cases.
But there are some very rare exceptions where the music has improved. Likewise, the sound effects were recreated to have a higher quality sound, in general the new sound effects are good, but there are some sound effects that have become worse, such as. Although in this last clip,
We can hear how a new sound effect has been added, or rather, a scream has been added to Cortex, this can sometimes happen, that new voice sounds are added to the characters that They were not originally present, here I show you some examples. Also some sound effects or voices have disappeared,
Such as the sound effect that plays when you cannot turn, or the noise that Crash makes when he is hit when he has 3 Aku Aku masks, or Polar’s bark, or the sounds of the triceratops , there may also be sounds or voices that are modified by a completely different sound.
Also to finish having the entire sound section in higher sound quality, all the dialogues have been re-recorded with new voice actors, but they are faithful to the original dialogues, at least in English, in Spanish they are almost the same, although There are some variations in some cases. TA-DA-DAAAA! TA-DA-DAAAA! But Doctor Cortex,
To reach full power, we need not only your Master Crystal, but also the remaining twenty five slave crystals from the surface. But Doctor Cortex, to reach full power, we need not only your Master Crystal, also the remaining twenty five slave crystals from the surface. But Doctor Cortex, if you allow me,
To obtain all the power we need not only the Master Crystal, but the other twenty-five slave crystals on the surface. But Doctor Cortex, to achieve full power we need… the remaining twenty-five slave crystals on the surface. Crash. Crash? Crash! My battery is fried! Make yourself useful, big brother,
And bring an extra battery for me! Crash. Crash? Crash! My battery is fried! Make yourself useful, big brother, and bring an extra battery for me! Crash. Crash? Crash! I’m out of batteries! Come on little brother, do something useful, and bring me a new one! Crash! Crash? Crash! I’ve run out of battery!
Come on little brother, do something useful and bring me another one! Forks! My plan is nearly complete, and I have you, Crash Bandicoot, to thank you for it…! Forks! My plan is nearly complete, and I have you, Crash Bandicoot, to thank you for it…! Yeah! My plan is almost over,
And I have you to thank, Crash Bandicoot. Yeah! My plan is almost over, and I have you to thank, Crash Bandicoot. We are ready, Crash! Would you like to do the honors? We are ready, Crash! Would you like to do the honors? We’re ready, Crash! Would you do us the honors?
We’re ready, Crash! Do you want to do the honors? After many eons, my evil twin Uka Uka has been freed from his underground prison. After many eons, my evil twin brother Uka Uka has been freed from his underground prison. After many eons, my evil twin, Uka Uka,
Has broken free from his underground prison. After many eons, my evil twin, Uka Uka, has been freed from his underground prison. Crash! Coconut! Stole the pretty crystals! Tiny take them back, in gladiator arena! Crash! Coconut! Stole the pretty crystals! Tiny take them back, in gladiator arena! Crash! Coconut! Steal pretty crystals! Tiny recover,
In gladiator arena! Crash! Coconut! Steal pretty crystals! Tiny recover, in gladiator arena! Break out the butter… I’m gonna make toast! Break out the butter… I’m gonna make toast! Look pretty… let’s party! Get out the butter… I’m going to make toast! Now you’re on my time, you little skunk! Give me the crystals!
Now you’re on my time, you little skunk! Give me the crystals! Now you’re on my time, skunk! Give me the crystals! Now you’re on my time, you damn bug! Give me the crystals! No! It cannot be! Not a prisoner of time again! No! It cannot be! Not a prisoner of time again! No!
It just can’t be! Prisoner of time again. NO! No! It just can’t be! Prisoner of time again, no. NO! I like both recordings in both English and Spanish, but certainly in the N Sane Trilogy the performances tend to be much more expressive than in the originals,
Although the only voice that doesn’t convince me is Cortex’s voice in Spanish from the N Sane Trilogy , the rest of the voices I think are quite good in both languages and in both versions. But anyway, all the music, sounds and dialogues that I showed are just some examples,
There is much more than what is shown. There is a dialogue from Cortex’s hologram that appears when you collect 5 crystals, which is not present in the N Sane Trilogy. Listen well! We have many enemies. You will recognize some, but they will not be able to harm you within this time chamber,
They will be able to attack on the way to the next one. To go to the next chamber, use the platform in the center of the chamber. Good luck. Although well, in reality it is present within the game files,
But it is not used because the boss fight no longer starts when climbing the central platform, but rather you enter the level through a portal which is located in the old wall where the game was saved and loaded. Listen up! We are not without enemies. Some of them you may even recognize.
Although they cannot harm you inside this warp room, they can attack you on your way to the next one. To get to the next warp room, use the platform that appears in the center of the room. Good luck. This also creates an inconsistency, since when you collect 3 crystals,
Cortex will say that he will be in contact with Crash again when he gets the fifth crystal, which never happens. Three crystals. Not bad. I see you’re getting the hang of it. I need to conserve energy. We’ll be in touch again when you get the fifth crystal.
N Gin’s line when defeated in Crash 2 was also removed. Master Cortex will be very angry at your resistance! Prepare to suffer his wrath! Maybe it was to give a little more coherence to what was seen on the screen, but in any case,
It was much better that he had preserved his line of defeat. And N Gin’s intro and defeat lines in Crash 3 were also removed. Prepare to be pulverized, bandicoot! No again! In Crash 3 when you don’t collect the first crystal when entering and exiting a level,
Aku Aku will scold Crash and Coco telling them that they forgot the crystal. Crash, Coco, you forgot the crystal in that level. Quick, go back and bring it. Cortex’s henchmen are searching for him as we speak. If you enter and exit a level again and again do not collect the crystal,
Aku Aku will give another warning that they have forgotten the crystal. Crash, Coco, you’re not listening to me. Find some crystals like this… before Doctor Cortex enslaves us all! These 2 notices have been removed in the N Sane Trilogy. The “Game over” screen in the 3 games is different in both versions.
Game over! End of the game! I guess you weren’t cut out for this, Crash. Play again, Crash. Game over! End of the game! Goodbye for now. When will you learn? Wretched bandicoots! Game over! As you saw, Uka Uka is darkened in Crash 1 and 2, while in Crash 3 it is illuminated,
This is probably so as not to spur the character who appears for the first time in Crash 3, but anyway, although is obscured in Crash 1 and 2, it still looks relatively good, so this anti-spoiler is not of much use, however, this still serves to give some mystery to the character. Interestingly,
Aku Aku is not destroyed by falling down a hole in Pura levels, so if you get a Game Over by falling into one of these holes while carrying an Aku Aku, Aku Aku will appear on the Game Over screen. . The following dialogues in the game’s main menu have also been removed.
Press start to begin. Press start to begin. I want to make a special mention of the dubbing or at least the Spanish dubbing of the N Sane Trilogy, as it is terribly poorly synchronized with the movement of the characters’ mouths. Crash! I have discovered that Doctor Nitrus Brio,
The inventor of the Evolvo Ray, is organizing the enemy. Brio was the culprit of our… misunderstandings in the past. He forced me to help him in his plot to take over the world, and now he’s back. He will try to get in our way. Be careful, Crash!
And in addition to the lip desynchronization, in that same dialogue that you just heard in the Spanish version, the final line was eliminated, which is why at the end of the dialogue they show Cortex speaking, but nothing is heard. Be careful, Crash…! Be on your guard, Crash…!
…to deliver the crystals to N GIN! As a curiosity and also as a difference, in this final line of the dialogue that you just heard, there is an interference that prevents you from hearing the full line of what Cortex says. …to deliver the crystals to N GIN!
Use the platform to deliver the crystals to N GIN! This censorship occurs for the same reason that they eliminated Cortex’s dialogue mentioned above, the boss fight no longer starts when climbing the central platform, but rather the level is entered through a portal located on the old save and load game wall.
I also want to make a special mention of how unnatural the holograms look when a conversation ends, the heads of the holograms are quite expressive, but after the conversation ends, they always return to their original position with a blank face. This also happens when he starts a conversation,
He always appears with that expressionless face before making any facial expression. In the originals this was more natural and without synchronization problems in all languages. Are you there, Crash? Crash? Crash? Where are you? Where are you? Crash? Where are you please? Furthermore, the projection of the hologram is better achieved in the original,
Especially when there is interference. Character Design Regarding the character design in the N Sane Trilogy, while it is not a 1:1 representation of the original designs, in essence, I believe it is a faithful representation of the original designs adapted to modern graphics in each one of his characters,
So there is not much to say, at most highlighting some additions and modifications in the aesthetics, such as, for example, Papu Papu now has tattoos on his body, his face is quite different from his original version, There are some slight variations in the characters’ clothing,
Koala Kong does not have Sylvester Stallone’s crooked mouth, and so on, and other things, but they are only minor details, I would only like to highlight 3 characters. The first of them is Crash, they have unified their design for the three games,
They have decided to base it on the design of Crash 2 and 3, but unlike their promotional arts where you can see him with his 5 fingers, they have decided to leave him the classic 4 cartoon fingers like in Crash 1, or like its in-game model of Crash 2 and 3,
And even in Japan it has 4 fingers, which as I already said, the game is the same anywhere in the world, only in The Japanese cover has 5 fingers, in addition his nose went from being dark blue, almost black, to being dark brown,
And in general he usually has a less pronounced smile showing fewer teeth in certain cases, it also has a more rounded design than pointed as seen. You can see for example in his smile, and also his eyes are much smaller, which I think makes him look less crazy, but in itself,
It is a faithful representation of the design of Crash 2 and 3 adapted to modern graphics, so like the other characters in the game. I personally liked the design of Crash 1 more, although the design of Crash 2 and 3 is also pretty good and I think most people prefer that design. Additionally,
His fur looks quite similar to the one Crash had from the Xbox version of The Wrath of Cortex. The second character design that I want to highlight is that of Coco, this design seems to me a little like a combination of her original Western design, with her original Japanese design,
But with a small touch, this design is faithful, but to the It may not be as faithful to its original design if we compare it with the other redesigns of the other characters in the game, but it still retains its essence and is also a quite beautiful design,
One of the best Coco designs in my opinion. And the third character design that I want to comment on is of course the character that had the most abrupt redesign, Tawna. What to say about this design? This design can be summarized in a single word, and that is, “censorship.” From his anatomy,
To his facial features, and a bit of his clothing, have been redesigned, making this character lose what a famous wise man once said. 7 words, ESSENCE. Tawna was originally conceived by Naughty Dog to be a “sex symbol”, inspired by the most popular animated sex symbol of the moment, Jessica Rabbit. In fact,
This art that you are seeing on screen was Naughty Dog’s original vision, until a Universal marketing lady demanded a redesign of the character, so really the Tawna that made it to the final game was already a watered down version of the original vision of the character, if that lady had not been there,
The Tawna from the concept art would have been the original design. And precisely that little censorship that Tawna had at that time, according to Jason Rubin, was the reason why they let Tawna go in her sequels. Whether that’s true or not, it at least hints at what the character’s original intention was.
So the redesign of Tawna in the N Sane Trilogy is a censorship of another censorship. It’s double censored! and not only in body, but also her seductive face is lost a little, just a little, to give her a slightly more normal appearance. Which is fine, you can’t blame Vicarious Visions for censoring Tawna,
Since these are different times, and this is the result of social and political pressures that have decided that voluptuous female bodies are bad and corrupts children’s minds and They denigrate women, while strong characters like Koala Kong are okay, accepted and completely normal. This thing has no essence, pipipipi. Well, that’s it,
I’m just exaggerating, Tawna’s attributes are still maintained in the N Sane Trilogy, they were just reduced a little, it’s not that big of a deal. But there is one part of Tawna’s body that did increase. His snout! Its snout is slightly larger. The new design is not very to my personal liking,
But that’s fine, I don’t dislike it at all, from certain poses or facial expressions this design can look worse or better, but anyway, at least I prefer the design of the original Tawna, and if they were going to make a Tawna with reduced attributes,
I would have liked them to design Tawna based on this concept art, the same art that appears in the level “The Great Hall”, this design seems pretty good to me. And while Vicarious Visions can’t be blamed for Tawna’s censorship, one thing they can be blamed
For is the actual event that happened in the original game. Now Tawna fights back. That ok, it’s not a big deal, although it’s not Tawna’s original personality, it’s not like Tawna had much personality either, they wanted to give Tawna some personality and break gender stereotypes by making her more inclusive and that’s fine,
Although I I would have preferred another type of personality apart from the typical empowered woman (and I open a parenthesis here to say, yes, the empowered Tawna was born here in the N Sane Trilogy, not in Crash 4, end of parenthesis), I really imagined Tawna more with a seductive personality,
Something like Jessica Rabbit, after all Tawna is based on this character , and although this type of personality is quite cliché, it was more or less the personality that Naughty Dog intended to give to the character, but in addition to that, they also intended to make her intelligent,
Naughty Dog referred to Tawna as a replica of “Pamela Anderson but with brains.” But anyway, I only mention this because I would have preferred them to be as faithful as possible to what happened in the original game,
Or at least to be faithful to the personality that Naugthy Dog intended to give to the character, that’s all. And one more thing to mention is that Tawna’s fur is now lighter and does not have the same shade as Crash and Coco. A special mention to Aku Aku’s design.
At first glance it doesn’t look that bad, but if we compare it with the Aku Aku model that appears in the cinematics of the original Crash 3. Umhmhmhmhmhmh, I don’t know. I think that absolutely everything in Aku Aku from the N Sane Trilogy looks much worse, it is much simpler and less detailed,
Plus it is much more symmetrical than the original, which makes it look even worse with much less grace. In conclusion, I just want to say that, while the designs of the N Sane Trilogy are reasonably similar to the original designs,
I personally find that in general the original designs have a little more charisma, due to having slightly more expressions and facial features. more exaggerated than in the remake, plus those straighter shapes and not as rounded as in the N Sane Trilogy, make them look a little better in my opinion. Animations
And Tawna wasn’t the only thing they censored in this game, Crash’s iconic dance has also been censored. Crash no longer moves his pelvis like in the original game, his pelvis remains completely immobile, and he also moves his feet as if walking but without moving, while his body slowly rotates.
I don’t think it’s necessary to explain why they censored the dance. He also does not wave his arms at the beginning of the dance, and when he begins to turn his entire body to the opposite side, his arms are much more open. In general,
Each movement of the dance is performed in a shorter time frame than the originals. This is basically why the dancing in the N Sane Trilogy looks so strange and doesn’t convey the same feel of the original games. Additionally, when Crash finishes dancing,
He will automatically turn to his original position and will not face the other way. New animations have been added in the N Sane Trilogy, such as in Tawna’s bonuses where Tawna is kidnapped by Cortex on his hoverboard, instead of just standing there raising her arm,
So it gives a little more meaning to this scene, although it’s still a bit incoherent since Tawna is in Castle Cortex. The explanation of the Japanese version of the original game said that Tawna’s bonuses occurred in Tawna’s mind or heart, this was somewhat more coherent,
Although somewhat ignoring the fact that this generated another mystery as to how exactly that is. was happening. Another new animation added can be seen when we obtain all the boxes and in turn we die in a level that has a colored gem in Crash 1,
In which we will see Crash angry with his arms crossed and tapping his foot. They’ve also added an idle animation for when Crash is hanging on a fence. Lives and bonus tokens have been given a spinning animation. Now breaking a box will cause a glow followed by dust,
The same goes for the barrels in Pura levels. Gem platforms no longer rotate on their own axis, although some gem platforms have had a levitation animation added. The HUD has a levitation animation, The HUD box rotates in the opposite direction, and the gems and crystals that appear in the HUD
No longer have a rotation animation, just as the collectibles next to the portal in Crash 2 no longer have a rotation animation. Animations for menus have been changed or added. Added an animation to Cortex’s life bar for all 3 games. Speed lines now appear when you sprint with Polar or Pura,
Or when you dive with the jet pack, or when you jump a ramp with the jet ski, or when you do a wheelie with the motorcycle, or when you go through hoops with the biplane , although now it no longer throws balls of light when passing through the hoops.
In addition, the biplane has an animation where its wings cut the wind, and when it passes through the rotating ring, this wind turns purple-pink, and it no longer throws balls of light. The bike now spews fire from the exhaust pipes when it does a wheelie.
And also the motorcycle now emits smoke from the exhaust pipe, and when it brakes it makes the following animation that is seen on the screen. Even other types of basic animations have been added, for example, Crash now has an animation for throwing fruit in N Gin combat.
Or it also now has a jump animation that is used to get to the center of a floating platform when Crash stands on it. Another example of new animation added, we can see it in the box counting screen of the first game, which has a more dynamic animation when boxes are missing,
In which Crash will be pushed towards the ground more and more as the boxes fall on top of him, and ends up being knocked unconscious if you leave too many boxes in the level, in addition, dust is now generated when a box is broken,
Crash in this animation is much more expressive than in the original game and the value of the box counter now has an animation. In the original game the animation will always be the same no matter how many boxes you leave behind. When Crash gets up after this animation,
He will be dizzy for a moment. A new animation was also added where Crash slips when he is on a slippery platform. Added an animation for when a time trial restarts in which Crash or Coco will disappear with a smoke explosion, and when they are on foot,
They will reappear in the level with the Crash 1 teleportation animation. Likewise, when Crash dies, he will reappear with the animation Crash’s teleportation one for all 3 games. And upon completing a Crash 1 bonus, Crash will not appear in the level again with the teleportation animation. Additionally, this teleportation animation from Crash 1
Is much simpler in the N Sane Trilogy. New idle animations have also been added, like one where Crash plays ball with a wumpa with Aku Aku and at the end the wumpa gets smeared all over Crash’s face and then Crash shakes himself off to get all that purple juice off his face. face,
Or even Crash break dancing, or Crash standing with his arms crossed and tapping his foot, as well as adding idle animations that were in X Crash but in Y Crash was not present, like the Crash Dance, or when Crash inhales take a deep breath and then expel it while lowering his head, ears,
Eyebrows and shoulders, or like when Crash plays with his yo-yo and sometimes the yo-yo would get tangled all over Crash’s body, or when Crash throws a wumpa into the air and then the wumpa falls and gets all over his face and then Crash spins around to get all that purple juice off.
In any of the 2 idle animations where a wumpa gets smeared on Crash’s face, if you move before Crash wipes the purple juice off his face, this juice will stay smeared on Crash’s head until you return. to turn or change characters,
Or until a certain time passes where this purple juice will disappear automatically. This did not happen in the original Crash 1. They’ve removed this idle animation, or rather this rather stiff expression from Crash in the N Sane Trilogy. The animation when taking a portal in Crash 1, Crash raises both arms,
Instead of raising his fist in victory like in the original. Crash has several different new animations when he obtains a collectible that play randomly at the end of a level, such as Crash being able to pull a collectible out of his mouth, or pull it out of his ear, or out of… that.
Several animations were added from Crash 2 and 3, which were not originally in Crash 1, such as the crashing to the ground animation when Crash falls from a very great height, which is originally from Crash 3, this was also added to Crash 2. Other examples of animations that were not in Crash 1,
Is the animation that Crash makes when something chases him, in which he looks back in fear, or when Crash jumps forward when reaching a safe point when a rock is too close to him. him, the animation of shaking from cold was also added in the bridge levels and in the
Levels outside the castle, and the animation that Crash made when he was on a slippery platform was also added, all of these are animations that were implemented for the first time in Crash 2. Or even adding death animations that weren’t originally in Crash 1, like when Crash falls into the water,
Or when Crash rolls away crushed by the rock, or the disintegration by lightning, or the animation when a carnivorous plant devours you, etc. There are other animations changed, such as, now the rays from the future do not disintegrate Crash, but turn him into ashes,
Or his angel does not play the oboe when dying from a nuclear barrel explosion , although he does do so when he dies with a nitro explosion, or now Crash raises his index finger instead of his thumb when he indicates that he can ride the elevator in the Warp Room of Crash 2,
Or another example is when Crash is low land and does the spinning attack, now he will hit with his feet instead of his hand. Some animations can be a little more expressive in the N Sane Trilogy, such as when Crash stands still and starts looking sideways. Some death animations have also been changed,
Such as Pura now landing in Coco’s lap when she trips on something and licking her face, as well as boxes with wings flying around her head, instead of Coco falling. on her back while Pura checks her. Or the death animation when the knight-like lab assistant cuts Crash with his huge sword.
There are several other death animations that differ slightly from the originals, on screen you will be seeing a few examples. There are other modified animations, such as the sliding animation in which Crash now leaves a dash trail, and Crash’s foot gets a little bigger,
And he always stretches his right foot and doesn’t swap feet like in the original. Likewise, when Crash crouches, he always touches the ground with his left hand without exchanging hands like in the original. Likewise, when doing a high jump or double jump,
Crash always raises his left hand and does not exchange hands like in the original, and likewise, he generates a dash trail when performing these jumps, and produces a slingshot. on Crash’s feet when performing the double jump instead of dust, in addition to leaving the imprint of his shoes on the ground.
The super spin no longer produces shine and the dust it generates is more pronounced. The super smash also generates a dash trail now, and when it hits the ground in addition to producing the shock slingshot, it also generates a kind of orange ghost that expands until it disappears.
Additionally, now both the normal smash and the super smash will leave a silhouette of Crash on the ground for a while. Crash now generally generates dust while jogging, and not just when Crash starts moving or lands like in the original Crash 2 and 3, or when Crash starts running.
Additionally, Crash now also leaves a dash trail when running. Unfortunately, some death animations have also been removed, such as when Crash spins and falls on his back, or when he becomes flat when crushed by the rolling stone disc in the jungle levels,
Or when he becomes poisoned by the explosive seed of the spitting plant. Also removed was the animation that Crash does when he is on a spinning pillar. There is an animation in the original Crash 2 that plays when Crash is on the edge of a platform.
Strangely this animation only plays on very specific platforms and does not run on all platforms in the game. In the N Sane Trilogy there is no programmed animation when standing on the edge of a platform. The penguins do not have an animation for when they are about to turn,
Which makes their attacks more unpredictable. Also in the original games, most of the bosses had simple animations when defeated, in the N Sane Trilogy they have something extra, such as Ripper Roo falling down the waterfall,
Or Koala Kong getting up again when defeated only to then collapse. It is carried by a mining cart, and thus, the bosses of the N Sane Trilogy will have an exclusive animation when they are defeated. In the N Sane Trilogy, when you hit certain bosses, stars will appear.
Ripper Roo in Crash 2 grows winged boxes above his head when he is vulnerable in both versions, although the flicker has been removed in the N Sane Trilogy, but aside from Ripper Roo,
Other bosses have had symbols added. cartoons about them when they are vulnerable indicating dizziness to let you know it is safe to attack them. Komodo Joe now doesn’t blink when he’s vulnerable, but boxes with wings appear on top of him. Papu Papu now doesn’t blink either. In addition,
The victory animation when beating a boss has also been modified. In the N Sane Trilogy for all three games, Crash will spin and then make the victory sign with both hands. In the original Crash 2 and 3, Crash jumped and glowed and then landed and celebrated by doing the Crash Dance,
While in the original Crash 1, Crash jumped excitedly and glowed while screaming. YEEHAW! Strangely in Crash 1 of the N. Sane Trilogy when beating a boss, Crash jumps raising his fist and then lands and is then teleported, the only exceptions are: Cortex where he simply loads the final cinematic after celebrating,
And Papu Papu where Crash jumps on his huge belly and then flies off and then crashes through the thatched roof. In the original nothing happens after the celebration, the level simply ends. In Crash 2 of the N Sane Trilogy, Crash jumps and lands before being teleported,
In the original he is teleported after he finishes dancing. When Crash is carrying an Aku Aku and is teleported or uses a portal, Aku Aku now has a movement animation instead of just floating there or moving slowly. Likewise, Aku Aku will now leave when a conversation occurs in the Crash 2 holograms.
There is a small addition where Coco reacts to Crash’s idle animations in Time Twister. For example, he laughs when a fruit falls on Crash, or when Crash gets tangled in the handle of his yo-yo, or even imitates Crash’s dance, or even looks impatiently at the player when Crash taps his foot.
In the PC version of the game, for a strange reason Coco only reacts to laugh at Crash whenever something bad happens to her. It doesn’t do the other reactions to the other idle animations. Also if you reject Coco to join the adventure, Coco will do a bewildered animation. And well,
There is a large number of unpublished animations, there are many more basic animations that may differ slightly from the originals or be completely new, and to conclude on the screen you will be seeing another couple of examples. There are many more new animations in the N Sane Trilogy,
Multiple effects have been added such as this animation of dust and stones that is shown in the place where a carnivorous plant is going to emerge, or multiple inactivity animations have been added to some enemies like this boar animation, or certain enemy animations have been modified or bosses,
Like this animation in which a lion devours Crash, or this animation of the armadillo that coils up when it kills you, or this other EN Brio animation where he drinks both potions at the same time instead of just one potion and it doesn’t turn green,
Or when Brio transforms into a monster it is much simpler and now he hits his own chest with his fists, or there are also other animations as simple as the enemies turning in the opposite direction, but anyway, now I mentioned quite a few animations, and I think there are too many new animations
And some of them are subtle enough to show them all. Other non-functional modifications Already mentioning other aesthetic changes or things that have no functional effect on the game, the N Sane Trilogy also differs from the originals in the following. The color palette varies a bit. The aesthetics of the menus are different,
This includes any type of menu and HUD, such as the boss health bar. And speaking of the boss health bar, the boss name now appears above this bar instead of being superimposed on top of it. Instead of using or remaking the custom font from the original trilogy,
The games now use a commercial font called Zoinks. Despite this, the “START” and “FINISH” signals in the bike levels still use the original source. The wumpa bounce boxes show fruit inside, thanks to the bars having gaps between them. This detail should have been seen in the original games,
But the low resolution did not allow it. When you go off the track in the motorcycle levels, Aku Aku will save us using a barrier; something similar to CTR. The flicker that Aku AKu generates with invincibility or when Crash is hit is now yellow.
Aku Aku always stays on Crash’s right side no matter what position he is in. Floating platforms that cannot be used are now darkened to visually indicate that the platform cannot be used. At the end of a bonus in Crash 1,
There will not be a destroyed checkpoint box in the same place where the box with the last bonus token was. When breaking a check point box, the word check point will appear complete, and check will not appear first, and then the word point will appear after the word check has disappeared.
The slot boxes are no longer white with the icon of the respective box changing, instead, they are already the actual wooden boxes that rotate between the different types of wooden boxes. The TNT boxes from Crash 2 and 3 now light up like the TNT boxes from the original Crash 1 did,
But they light up synchronously if there are multiple TNT boxes, likewise the letters TNT are positioned differently. Likewise, the nitro boxes now flash and the nitro letters are positioned differently. When the nitro boxes explode, a black burn spot is generated on the surface. Crash’s breathing is no longer visible in snow levels,
The breathing will only be visible when he does the shaking idle animation. Crash can be positioned in another place in certain areas, for example, Crash in the battle of Papu Papu will appear in a different position, or when exiting a level in the secret room of Crash 3,
Crash falls in a different place than the one in original. The gems seen in the bar displaying collectibles in Crash 3 now have their own column for each gem, rather than sharing the same column, and the word time trial has been replaced with a drawing of a stopwatch.
The round trapdoors to access the Crash 2 bonuses, They don’t open like blinds, but rather let Crash fall out along with the lid. Moths no longer come out of them either. The second island of Crash 1 for a strange reason is horizontally inverted.
When you take the elevator to the sixth room in Crash 3, it now goes down instead of up like in the original. Coco is already in the center of the Time Twister programming it, instead of standing to the left of the Time Twister. The large biplanes of the Mad Bombers level,
Now have 2 lab assistants riding on it. Crash now has a flashlight on his chest when using the jet pack. The hint that you need a colored gem to activate the gem platforms in Crash 1, they now look the same as in Crash 2 and 3, and don’t look like a tiny gem.
In addition, the gem platform in Crash 1 no longer has the shape of the gem, but is already round like in Crash 2 and 3, nor is it transparent. When collecting a crystal or gem, sparkles will appear like in the original Crash 3,
Although it is much less attractive than in the original Warped. Additionally, when collecting a collectible within the level, all the collectibles that have been obtained in that pass of that level will automatically be displayed. The native islanders now have much more detail on their clothing and shield. Pinstripe’s thin, gunslinging henchmen,
Their legs are now visible. Many of the laboratory assistants have had some changes in their look, such as the following. The electrical laboratory assistants of “The Lab” now wear gloves which produce electricity. The lab assistants with the jet pack, their left foot is no longer silver.
The lab assistants who spew fire from the sewer levels now use a flamethrower instead of a blowtorch, the bar holding them now has several curvatures, and they wear a welder’s mask. The lumberjack lab assistants with the Crash 2 deck now have mustaches,
They probably gave him a mustache to make him look even more like Mario. Polar Levels’ laboratory assistants also have a mustache and a Russian hat. The hunter laboratory assistants have a mustache. All Arab laboratory assistants have beards and have slightly different clothing, with a different hat, rings on their fingers, among other things,
And they are not ne… See! That’s racist! The laboratory assistants like a toad when becoming a king, do not have a beard and do not have long hair, have a different clothing, and no longer have pink skin. The Chinese laboratory assistants no longer have beards and wear the hair
And glasses common to normal laboratory assistants, with brown hair, and those carrying the heavy baskets no longer wear conical hats. The lab assistants like a magician, now have a real beard and have a slightly different cane. The giant two-headed lab assistants now brandish roast turkeys instead of wooden clubs,
And they are no longer blonde. The laboratory assistants like a wave of prehistoric levels, are now covered in mud. The lab assistants like a pirate with the anchor, are dressed differently and have lighter skin, just like the other pirate lab assistants on the boat look slightly different.
Laboratory assistants like an ancient Egyptian have slightly different clothing. The mummy-like lab assistants have blue glasses instead of green and their bandage is a different color and does not cover the body completely, and they are the same as those in the spiked half-sarcophagus.
The lab assistants in the cars have a different look with a red scarf, as do the lab assistants in the biplanes. The laboratory assistants mounted on the UFOs have a design of common laboratory assistants and they don’t have that futuristic look of the original games.
The lab assistants in the stands of the coliseum for the fight against Tiny Tiger are dressed differently and are not blonde. And well, basically the other lab assistants may have slight variations in their clothing and color, but I think these are the most relevant.
The cocktail waitress in the purple niqab who threw Molotov cocktails on late-night Arab levels are now ninja-like lab assistants. I don’t confirm anything, but I assume that this change was made because a hooded Arab throwing incendiary bombs could easily be confused with a… Wait a minute… Ninjas? Horror… gay… horror… gay.
Gay horror gay horror horror. Another censorship to the list. I guess. The robotically implanted moles in Crash 2 are now realistic-looking moles. The same goes for the robotic electric eels in the sewer levels, they are now real eels instead of robotic eels. Additionally,
Creatures with robotic implants are usually full of little green lights, just as their bionic eye is green instead of red, or at least the above is true for certain cyborg enemies, not all. The cyborg vulture is a different color, has its bionic eye in the other eye and has robotic claws,
And no longer has a robotic leg. The tip of the cyborg rat’s tail is no longer metal. The cyborg monkey has a bionic eye. Armadillos with armor now have armor on their heads and the light on their armor is yellow, plus it is a different color. Robot fish now have green lights.
The sewer level cleaning robots, the tip of their antenna is now a magnet, has a jaw, and has angry green eyes. The gorillas in the Crash 2 ruins levels are now a different color. The opossum from Crash 2, its design is somewhat different.
The tentacled robot is now a different color and with slight variations in its design. The monkeys in the Egyptian levels are now a darker color. Furthermore, they no longer throw coconuts that turn Crash white, but instead he throws like a kind of urn with ashes or something like that.
The mysterious creatures inside the cells in “Slippery Climb” and “Stormy Ascent” are now thin, bearded old men. As a curious fact, in the Japanese version of the original game, this creature was called “The Devil’s Right Hand.” The Venus flytrap, which closes its jaw at regular intervals, is now green with a purple palate,
And its leaves are also a different color. The carnivorous plant now only has 2 jaws instead of 3 jaws, and Crash 2’s are a different color. The green markings on the turtle shells from Crash 1 are now shaped like Crash’s face. This is the snout. This is the toothy smile.
These are the eyes. These are the ears. And this is the crest. The skunks look very different from the original version, plus the spot on their back is shaped like a skull. The fish that jump in the river levels of Crash 1 are different fish. The bats are positioned differently,
As well as having a different design. The design of the robot turtle from Crash 1 differs a bit, especially the shape of its head. “The Lab” blobs are green with a face, instead of being yellow without a face. Anyway, there are many other creatures in the game that may have aesthetic changes,
But I am not going to compare each enemy in the game, in general they are minimal details, they are not that interesting, or they are simply updated designs of designs that were previously too simple. Likewise, the blobs that appear from Brio potions also have faces. Additionally, every time you hit a blob,
A small part of it bounces back to Brio and damages him. Although functionally they are the same, this better explains why the blobs are tied to Brio’s health bar. Likewise, Brio’s health bar works differently. Brio now has 2 separate life bars, one for his human version, and one for his monster version.
Brio has only one life point before becoming a monster, and when he transforms into a monster, the other health bar appears with 3 life points, and curiously when he transforms into a monster, the text where his name is written is replaced by symbols of question and admiration.
The final fight with Cortex in Crash 2 is more coherent, instead of carrying his ray gun which is something he never uses, he carries the Master Crystal, this is something that is mentioned in the Japanese version of the original game in an exclusive dialogue of this version. お兄ちゃん! [Crash!]
コルテックスがビッグパワーストーンをもって逃げようとしてるわ! [Cortex is trying to escape with the Master Crystal!] ブリオのレーザー砲を完成させるのに必要なのに…! [ I need it to complete Brio’s laser pipes!] コルテックスから取りもどして! [Get it back from Cortex!] Too bad they didn’t add this dialogue in the N Sane Trilogy, since it explained better what was happening. Likewise, as I mentioned before,
At the end of this battle, the Super Cortex Vortex has been added, which is the place where Cortex escapes, and Cortex stops when he reaches the Super Cortex Vortex to laugh, while in In the original,
Cortex simply continues wandering through space and only passes through a blue barrier that prevents Crash from advancing and stopping chasing Cortex, and after that Cortex’s laughter can be heard, even though Cortex has gone very far away. So in the N Sane Trilogy it’s a little more coherent in this scene.
Ripper Roo in Crash 1 when burned by the TNT explosion now turns completely black instead of a reddish color, and when he is defeated the burn disappears unlike the original. Doctor Roo has a crazy appearance with the way he jumps and those eyes rolling around;
While in the original he looks a little more sophisticated and sane before transforming into Ripper Roo. Dingodile no longer turns black when burned by the explosion of his flamethrower. In the final fight of Crash 3, in the third phase of the fight in the original game, Uka Uka attempted to attack Crash,
But Aku Aku intercepted him and protected Crash from Uka Uka’s attack. In the N Sane Trilogy this has been completely omitted, Uka Uka will not try to attack Crash, he simply continues fighting Aku Aku as he has been doing throughout the fight. Although this is only something visual,
It is really a shame that they omitted that small detail, this gave much more drama to the fight and was much more meaningful. Also the time portal appears at the end of the battle. The Time Twister is now at sea level, instead of high up,
The same goes for the secret Warp Room in Crash 2. Anyway, there are many more subtle changes like these, like the gun’s beams of Cortex in Crash 3 are a different color and more things like this, but these are the changes I could identify. Additions
Additional content that was not available in the original games has been added in the N Sane Trilogy, such as new voice audios, new scenes, or the multiple new animations mentioned above. One of the best things that were added is that 2 new levels have been added.
One of them is the famous “Stormy Ascent”, one of the best levels in the entire franchise, this was a hidden level from Crash 1, which was only accessible through cheat codes. In the original Crash 1 there were bonus tokens in this level, in the prototype version they were Cortex tokens,
But their bonus was only the first bonus of the game; while in the final version, the bonus token icon has corrupted graphics, and also there is no bonus scheduled for this level, so the game simply freezes when you get all the bonus tokens. Due to the above,
Vicarious Visions has taken the creative liberty of creating a completely original Brio bonus (the Brio bonus does not give a key, hence they have not used the Cortex tokens as in the prototype), this is probably the best bonus of the entire trilogy, so pretty good for Vicarious Visions in this regard.
In addition, the location of obtaining the bonus token 2 and 3 has been modified. A new point has been added to the level selection map at the top of Castle Cortex, which is used to access Stormy Ascent. In addition to that,
Two other new points were added to the Crash 1 level selection map, on the first island before N Sanity Beach, and another point on the third island above The Lab, this is a quick shortcut to be able to go directly to the new restored level Stormy Ascent,
So it is possible to enter this level at the start of the game. The other new level was made for Crash 3, Vicarious Visions has created a completely original new level based on the levels from the future, called “Future Tense”.
This includes a death route with crates like the death routes from Crash 2, and features all-new elements exclusive to this level, such as moving laser beams, vertical laser beams, side conveyor belts, diagonal conveyor belts, and a new platform element that are platforms that rotate on a wheel,
These are based on platforms that work the same as the level removed from the Crash 1 waterfall. It also has a hidden path, and has short backtracking and without boxes in 2D sections, in addition this level plays a lot by putting elements outside the camera such as boxes
Or robots launching missiles which are reflected in the metal walls. Also Future Tense, the only level created by Vicarious Vísions has hidden boxes, such as the boxes that are at the beginning of the level going backwards, which is similar to other levels in the trilogy,
Or the boxes that are behind the first elevator, although for At the very least you can see a suspicious platform and a metal box with an exclamation point if you look back, apparently Vicarious Vísions also had a tendency to hide boxes, similar to Crash 4.
And as in all the platform levels of Crash 3, it has a bonus that is quite good compared to the other Warped bonuses, probably the best bonus of Crash 3. A floating platform was added in the middle of room 1 and 2,
Which will take us to a new room with a new portal of the time that allows us to access Future Tense. Future Tense is. A good level. Although to be the only “original level” in quotes because they reuse things from the future levels, to be the only original level of Vicarious Visions,
If it is a little disappointing, they had the opportunity to work hard and create the best level of the trilogy, As they did with the Stormy Ascent bonus, after all they only had the task of creating a single original level,
They were able to create a level where they fully exploited the powers of Crash 3, the only mandatory part where you have to use a power in this level, it is to activate the switch behind the elevator with the bazooka, the rest of the level can be passed without powers,
And also you can still abuse the powers in this stage to avoid the challenges that the level presents to us, I think that It should have been something more similar to Castle Cortex from It’s About Time. In the end,
I think Future Tense was just another level in the pile and there are better levels in the trilogy. In both levels they will also give us collectibles that will help us increase our percentage beyond 100% in Crash 1, and beyond 105% in Crash 3.
These collectibles in these levels are not necessary to obtain the secret endings. Time trials have been added to obtain relics in Crash 1 and 2, which will give us an additional 1% to our game if we obtain all the sapphire relics at least,
And if instead we obtain all the gold or platinum relics, we will obtain a 2% additional in our game. These are not necessary to obtain the secret endings. In Crash 1 and 3 it is still possible to get that extra 2%, when one and only one of your relics is sapphire,
In fact it is not even necessary to get that single sapphire relic to get that 2%, but you still need Get all the relics to get the maximum percentage of the game. This is because Stormy Ascent and Future Tense were not included in the game’s original release on PS4,
These levels grant an extra relic to your save, so this extra relic is not included in that 2%. Support for online leaderboards was also added (with the exception of the Nintendo switch), this leaderboard allows us to compare our times with players from around the world.
Support for Trophies or Achievements was also added on all platforms with the exception of the Nintendo Switch. They have added signs in the Crash 1 levels that tell you what collectibles are in that level and which collectibles you have acquired and which ones you haven’t.
We can see another sign with the times of the relics. In Crash 2, we will see a kind of hologram that will tell us our relic times. Also now if you press the R1 button at a level select point or near the entrance of a level,
You will be able to see the time it takes to obtain a specific relic for that level. When exiting a level in Crash 3 without obtaining a collectible, the collectibles, level relic times, and level name will still be displayed. Now when you play certain levels for the first time,
You will be presented with a small on-screen tutorial that shows you the buttons or button combination to perform a specific action in the game. Likewise, on the level selection map or in the Warp Room, the screen now shows you a guide with the buttons to perform a special action
Or to access a specific menu. They have added the running power in Crash 2, which is obtained by defeating Cortex. There may be some new options in the menus. Some new menus are added that were not originally present. Coco is now fully playable in all three games. It controls the same as Crash,
But has its own unique animations, such as when he gets up on the beach at N Sanity Beach, or when he goes to jump on Pura, before that he looks at the camera and winks, or when he finishes a biplane war level in which she blows a kiss at the screen,
Or when we get all the boxes but die in a level that has a colored gem in Crash 1, in which Coco will be angry and sitting with her back turned at the camera and occasionally looking at the camera, it also has some exclusive idle animations. This animation here where Coco’s phone explodes
Is a reference to the Samsung Galaxy Note 7 released on the market a year before the launch of the N Sane Trilogy, which had a defect that caused its battery to overheat and explode. He also has a different animation than Crash when he does the splash. It also
Has its own collectible-obtaining celebration animations. Although it is also missing several death animations, both those that were already missing and others that the Crash from the N Sane Trilogy had, such as, for example, it does not flatten when crushed by certain dangers, it does not turn into ash when it is singed,
His angel does not play the oboe when dying from a nitro explosion, It does not swell when stung by bees, it does not split in two when the laboratory assistant cuts it like a gentleman with his enormous sword, it does not get dirty when the vase monkey hits it,
It does not deflate when it is kicked, it does not It disintegrates with technological weapons, or worst of all, the animation is not there when the Arab laboratory assistant cuts it with his scimitar. Obviously the latter is censorship. Or maybe not? After all, Coco lacks many animations,
And look how this toad abuses poor Coco. Or look at this seductive face they gave Coco. I’m just kidding, obviously this animation is censorship, Coco can’t even see her underwear when she is electrocuted unlike Crash. Another censorship to the list. Neither Crash nor Coco can enter each other’s boss fights,
Or levels containing character-specific vehicles or animal companions (Crash 2’s jet board levels and Crash 3’s biplane levels and Baby T’s levels). are an exception). On a story level, Coco apparently uses the Time Twister to travel to the past, as can be seen in Crash 3,
And travels to the time of Crash 1 and Crash 2 to help her brother Crash with his adventure, so in Crash 2 there are 2 Cocos, although Coco is always immediately swapped for Crash when a conversation with the holograms occurs. And in Crash 3,
Coco will celebrate with the Crash Dance by collecting a collectible from a level, and when you finish a Coco vehicle level while having Crash equipped, Coco will be teleported and traded for Crash instead of Coco leaving. from the screen and Crash comes from off the screen like in the original.
It should also be noted that in the N Sane Trilogy, Coco, in addition to being super intelligent, is also just as powerful as Crash, and on top of that she does everything with a laptop in her hand. It’s great to be able to control Coco and this was ultimately a good decision,
Although at the same time it seems a little shocking to me that at a story level, Coco is basically an improved version of Crash, and at a gameplay level, Coco is just a skin of Crash. In Crash 3, Coco will be available at the start of the game,
Just approach her in the Time Twister and interact to unlock her. To unlock Coco in Crash 2, we will have to reach the second floor of the Warp Room, once here we can see a portal where we will unlock Coco. To unlock Coco in Crash 1, we will have to defeat Papu Papu,
Upon defeating him, a new point will appear on the level selection map, this point does not lead anywhere, but there will be a portal that is used to unlock Coco. Curiously, in a Japanese Crash 2 wallpaper that was in a Japanese Windows 95 computer program released in 1998 called “Masukotto kurasshu bandiku”,
This program has a wallpaper in which you can see the first island and some enemies of the game, the curious thing is that you can also see Coco. Can you notice something strange in this image?
Coco in this image is in the same place where Coco is unlocked in Crash 1 in the N Sane Trilogy. Will Vicarious Visions have relied on this image to implement Coco’s unlock location? Or is it just a coincidence? What do you think? Well, here I leave you with that curious fact.
You can also return Coco to stay in the Time Twister, although first you have to trap her in her laptop which is achieved by interacting with Coco’s laptop that is in the Time Twister, and when you enter and exit a level, Coco It will already be in Time Twister programming it.
This also works in Crash 1 and 2. Finally, in order to switch between Crash and Coco, you must be on the level selection map or in the Warp Room, and press the R2 button, or its equivalent for the other consoles. Throughout the video, I will be mentioning Crash as a reference,
But it should be noted that this also includes Coco, unless it is a Crash-exclusive level. The N Sane Trilogy has different loading screens than the original games, in which Aku Aku now gives you clues, which are usually specific to each level, such as, for example,
He always gives you a clue on how to obtain the color gem of the level. This is probably inspired by Aku Aku’s advice that was implemented in the Japanese version of the original games. It also looks a lot like a screensaver that was in the same computer program mentioned above, “Masukotto kurasshu bandiku”.
As a curiosity, the advice that Aku Aku gives in the Future Tense level says the following. With great powers comes great opportunities. This is a reference to an old adage popularized in Spider-Man. With great power comes great responsibility.
The first two games now have a crate counter on the HUD like in Crash 3, showing how many crates you have broken out of the total crates of the current level (the same applies in bonus rounds),
And also in the Warp Room of the Crash 2 has removed the crate counter from the HUD. The crate counter hologram also appears at the end of each level of the first game, plus the gem is already collected within the level as well as in its sequels,
But the crate counting sequence has been maintained. Also in Crash 2, once you get the common gem in the “Turtle Woods” level, the crate counter at the end of the level disappears, so it never shows the total crates as “0” which is a clue for the obtaining the blue gem.
Although there is an Aku Aku hint about it while the level loads anyway. Fake Crash appears in several places once you have at least 100% in your match. This includes the original Crash 3 locations along with some new ones. We can find Fake Crash in “N. Sanity Beach”. Heavy Machinery.
In the Crash 2 troll zone, in the Hang Eight level. Watch Fake Crash make fun of us with that silly smile and that dance! mocking because he is in the inaccessible zone and we are not! At least they gave this area a use. It is also on “The Pits” level. Crash Crush. Ruination.
Cold Hard Crash. Fake Crash does not appear here in the Switch version, because this version does not have ice reflections. It is also at the Rock It level. Totally Fly. Toad Village. Makin’ Waves. Hog Ride. Area 51? And Future Tense. There are “easter eggs” and references that weren’t in the original game,
Especially the PS4 version, which has several references to Naughty Dog, such as Coco playing the PC port of Uncharted on her laptop 5 years before it existed. Big Coco! Another evidence that Coco is using the Time Twister to travel back in time. This is a self-reference,
This is the scene where Nathan Drake plays Crash Bandicoot on a PS1 at the Boulders level to try to beat Elena’s record. In other versions of the game, this has been replaced by a video of Crash being electrocuted with the Evolvo-Ray.
Coco turned out to be a sadist who enjoys watching her own brother being tortured, and is still so tough that she asks Crash to find batteries for her laptop so she can continue watching her brother being tortured. His fan club… How they love him! Look at him. Lying there asleep,
The idol of millions! He’s a fool! Blind, silly little fool. How easily I could end the farce… with these hands. As a curiosity, in the original game you can see a kind of computer tool with the imprint of the Naughty Dog logo on Coco’s laptop,
Which maybe it’s a tool used by Naughty Dog, maybe it’s Dave’s Level Editor or something like that. In the idle animation where Coco uses her laptop, on the PS4 version’s screen, you can see the Crash Bandicoot sub Reddit. In the PC version, and I don’t know if also in the Xbox version,
I suppose so, you will see a Word document with a table. In the Switch version it may also show this Word document, except that the low resolution and the glare of the laptop makes the screen look practically blank, on PC with the camera close you cannot see anything either,
You have to disable the glare in the graphics menu so you can see what’s on the laptop. And on other occasions where we can see Coco’s laptop screen, we will see a kind of programming IDE on it in all versions of the N Sane Trilogy.
The stickers found on the back of Coco’s laptop now include a heart and the Vicarious Visions logo, as well as having slight variations with the other stickers, such as the flower with a happy face now being just a happy face,
Or The Naughty Dog logo simply includes the red dog paw print with a white bar. It should be noted that the Naughty Dog logo print is only included in the PS4 version. Stickers are present in all 3 games of the N Sane Trilogy, while in the original games,
Only Crash 2 has stickers on the laptop, in the original Crash 3 the laptop does not have stickers. Likewise in the PS4 version, Coco’s phone has the imprint of the Naughty Dog logo in white.
In the other versions of the N Sane Trilogy, the dog’s paw print has apparently been eliminated, or at least as far as we can see, since the surface looks smooth and seems to have nothing. But if I say apparently, it is because if we bring the camera closer to Coco’s phone,
We can see that the dog’s paw print is actually still there, but it is the same color as the cell phone, also because of the lighting and the The small size it has on the screen, all this makes this fingerprint invisible. What you are seeing on the screen is the PC version,
I can’t confirm if the Xbox and Switch versions also include the dog paw print, but I assume so. Apparently they managed to sneak in a reference to Naughty Dog for systems other than PlayStation, perhaps they left it because it is not possible to see this reference unless you manipulate the game’s camera.
In all versions of the N Sane Trilogy, Coco’s Smartphone screen shows a type of WhatsApp, apparently Coco sent a photo of herself to Aku Aku. Yes, I know. I know what you are thinking. Why does Coco send selfies to Aku AKu? And on top of that he does it with that face.
And even more important. Can you see this thing? Look at this image carefully. They saw it? Did they see it? I will post the image again but this time pay attention to where I point. I know. Developer. What, you still haven’t seen it? God! That this thing doesn’t have arms or legs,
How can you hold and use one of these. To think gentlemen. To think. Yamete Kudasai. In the opening cinematic of Crash 2 in the PS4 version, we will see an asteroid with some craters in the shape of the footprint of the Naughty Dog logo.
In the other versions of the N Sane Trilogy the footprint has been removed, and in the original version that asteroid does not exist. In the Crash 3 cinematics where Crash’s house is seen, we can see a framed photo of Nathan Drake, from Uncharted. In the PC version,
Nathan Drake’s photo has been replaced by a photo of Coco, and in the Xbox and Switch versions there is no photo in that place, as well as in the original version of the game which also has no portrait. in that place.
There are other things like the fact that in the save and load game menu of the PS4 version an image of a PS1 memory card is shown. On the PC and Xbox versions, a box with an arrow is displayed. And in the Switch version, you see Crash’s face icon,
The same icon used next to the collectibles displayed when opening a time portal in Crash 3’s Warp Room. In all versions of the N Sane Trilogy, if you click on delete game, the icon will be replaced by the icon of Crash’s face that is seen on the Crash 1 box count screen,
But with the peculiarity that the pupils are shaped like an X . Now moving on to easter eggs that we can find in all versions of the N Sane Trilogy, is that on the license plate of the cars in the motorcycle levels of Crash 3, they have the numbers written, 96 and 17,
These two numbers refer to to the release year of the original Crash Bandicoot released in 1996, and to the release year of the N. Sane Trilogy released in 2017. In the original version, the board has CRTX1 written on it.
In area 51 in one of the arms of a cactus that is near Fake Crash, we can see a kind of ragdoll or something similar to a gingerbread man, which is called internally by Vicarious Visions as, “Costdownkevin”. , the name is believed to have been taken from the name of Activision’s editorial director,
Kevin Kelly, as part of an inside joke between developers. This is a recurring joke from Vicarious Visions, which can be seen in other games he worked on, such as Tony Hawk Pro Skater 1+2, or Diablo 2 Resurrected. In the Egyptian tomb levels there are hieroglyphs of Jason Rubin’s ancient dog, Morgan,
With the position of the sphinx, but one in particular, found in the “Tomb Time” level, is a white color, which is different color than the other Morgan hieroglyphs, and if we stand near this Morgan hieroglyph and then reduce the music volume to 0,
We can hear the barking of a dog at a very low volume. This bark is very similar to the bark heard in the Naughty Dog logo from the original Crash 1. The Crash 3 glitch that occurred in the Roman coliseum against Tiny’s fight,
In which it made you immune to the lions’ attacks when you ran in front of the wall in the left corner near the lion cage, This glitch was left on purpose in the N Sane Trilogy, but with something additional, now when doing this the laboratory assistants will throw cheeses at Crash.
The reason why laboratory assistants throw cheese is because cheese in English is “cheese”, and the term “cheese” or “Cheesing” is used in the world of video games to refer to easy-to-execute strategies or tactics that They exploit an apparent oversight in the game’s design, which players use to overcome a specific challenge
, completely evading the real challenge that the game presents, making it almost impossible to fail. And while this isn’t exactly cheating, they certainly don’t follow the rules, so this has a negative connotation, because the player easily completes a challenge without any effort or skill, taking the fun out of the challenge.
It should be noted that if you run with the speed shoes in the N Sane Trilogy in that corner you will not be immune. Also upon defeating Tiny Tiger in Crash 3, the lab assistants will boo and throw tomatoes at Tiny while he is lying on the ground.
If you start to avoid the attacks of the monkeys in the vases for a while, there will come a time when the monkeys will stop attacking, and if after that you destroy the vases where the monkeys are hiding, when you destroy them the spirit of a golden monkey meditating as it shines
And begins to slowly ascend towards the sky. Aku Aku’s music in the N Sane Trilogy is embellished with tribal choirs. These tribal choirs come from Skylanders Imaginators from the Thumpin’ Wumpa Islands level. There may be other curiosities in the environments,
But those are simple decorations of the levels put in place by the creative license of Vicarious Visions. Levels There have also been slight modifications in the N Sane Trilogy in the level designs in a couple of levels (forgive the redundancy).
Additional fruits were added as clues on the invisible platforms in the Dark Temple levels, and in the Bridge levels, and after pressing the switch in Up The Creek. Some Crash 1 levels have additional platforms to accommodate the stopwatch, because these levels were not designed to have a time trial.
These new added platforms can be found in Upstream. Up The Creek. The Lost City. Temple Ruins. Heavy Machinery. Generator Room. Toxic Waste. Slippery Climb. And Castle Machinery. Also in “The High Road” the lives at the beginning are positioned differently to accommodate the stopwatch.
A platform was also added to the gem path of “The Great Grate” and “Upstream” and at the end of “Native Fortress” and “Up The Creek” near the portal to place the level’s gem. In addition, due to the new platform added, the portal of “The Great Grate” and “Native Fortress” are slightly shifted,
As is the Venus Flytrap of the Upstream level. In “The Great Grate” and “Native Fortress”, there is now only one gem platform, since the gem platform is now mobile. Additionally, another mobile gem platform was added at the end of the route in “Native Fortress”,
Which returns us to the beginning where the first gem platform was grabbed. Also in Rolling Stones, there is only one gem deck instead of two. And in the first gem route of Road to Nowhere, there is now only one gem platform instead of two. Also in “Road to Nowhere”,
The gem route at the end of the route, the life boxes are moved, and they have also added a portal to exit the level, so it is no longer necessary to return to go to the back portal. Some elements of the stage have been moved, here I will show you some examples.
In “Road to Nowhere” the first gem platform is positioned differently. In “Boulder Dash”, the gem platform is positioned slightly differently. In “Crash Crush”, these 2 boxes at the end are no longer aligned. In “Diggin’ It,” the silver gem is slightly repositioned. These nitros that are in the path of death of “Tomb Wader”,
The nitro box that is furthest to the left, is moved slightly to the right. In “Ski Crazed”, these boxes on top of these ramps that are seen on the screen are slightly repositioned. Some extra life boxes at the end of the Crash 1 bonuses may be slightly displaced. But anyway,
As I said, these are just some examples, there are a couple more things in the scenarios that are slightly displaced with respect to the originals. In “Air Crash,” the first hippopotamus encountered on the death trail is facing away. In “Lights Out”, in areas where 2 blades can be seen at the same time
(with the exception of the first), the blades will always move in the same direction and normally in a synchronized manner. In “Fumbling In The Dark”, these double blades seen here move in a synchronized or almost synchronized manner. The “Mad Bombers” level now has three enemy biplanes attacking you instead of two.
The red “Snow Go” gem in Crash 2 is located much higher than in the original, so it cannot be obtained illegally like in the original game. It’s worth mentioning that since the Switch version doesn’t feature reflections on surfaces,
The off-screen box you’d see reflected on a metal wall in Future Tense has been moved. In “Jungle Rollers”, the skunk at the end of the level has been removed, and there is only one carnivorous plant instead of 2. Furthermore, this last carnivorous plant will not grow from the ground,
But will already be planted there waiting. In “Fumbling In The Dark”, there are no rats in this area anymore, perhaps they were removed because a blade piercing a rat looked bad. This turtle in the level “The Pits” moves from left to right, instead of moving from front to back.
When starting the battle against Cortex in Crash 2, we can move from the space base, and there will be an alarm ringing, while in the original Crash automatically moves out of the base and it is not possible to return inside it. In the N Sane Trilogy, mystery boxes usually only contain wumpas,
Or a bonus token in the case of Crash 1. Although there may be some exceptions where it may contain an extra life, such as the sign box question mark at the beginning of N Sanity Beach, or the boxes at the end of “Totally Fly”, among other boxes.
In the original some common boxes could contain more than one wumpa. In the level “The Great Grate”, in each area where there are iron bounce arrow boxes (except the gem area), extra iron bounce arrow boxes have been added to make it a little easier.
Also the hidden life that was in the iron rebound arrow box that has an iron block bouncing on it, is no longer present. Likewise, a box with an extra life has been added that was not in this place before, but the life box later has become a question mark box.
And in the gem route, in the path behind the stage, at the end of it, they have added an extra life that was not there before. In “Rolling Stones”, the first Brio token is no longer inside this wumpa bounce box that is obtained by hitting this box 10 times,
But they added an extra mystery box on top of the wumpa bounce box which contains a Brio token. The second Brio token is found inside a question mark box instead of a non-symbol box. Later in this level, they added this mystery box in this location.
They also added this other extra box that contains the last Brio token, so the box at the end no longer grants the last Brio token. In “Upstream”, this box under this stack on the gem path is a question mark box instead of a life box. In “Native Fortress”,
They have moved this checkpoint box. And they added this other extra box below this extra life box. In “Up The Creek”, the wumpas that were on a couple of platforms have been eliminated, which are seen on the screen. And the platforms that were previously empty now have boxes,
Which can be seen on the screen. In “The Lost City”, this box is no longer a checkpoint, but they have added a checkpoint box on top of this same place. They have also added this box here on this platform. These two stacked boxes found in the “Temple Ruins” level,
The box below is a question mark instead of a common box, and in this same place 2 extra wumpas have been added. In this other location the box below in the middle of these stacks of boxes is a mystery box instead of being an extra life box. Likewise,
This other box in this place was a life box and now it is a question mark box. The same goes for this other box here. There are also now twice as many wumpas in front of the last box shown. In “Road to Nowhere”, in this stack of boxes,
The bottom box has a question mark, and in the original it is without a symbol. And in this other place there are 2 boxes with a question mark, while in the original there was only one box with a question mark. In “Susent Vista”, the box on top of this pile
Is an ordinary box instead of an iron box. In the Cortex bonus round of this same level, an iron box has been added to this location. In “Heavy Machinery”, they have removed these wumpas from here, but instead they have added this new box. They put this checkpoint box here,
But they turned this other checkpoint into a question mark box. The wumpas that appear near these steam pipes are missing. They added this checkpoint box in this place. They added this other box here. In “Cortex Power”, the wumpas from here are missing. These were life boxes, now they are question mark boxes,
But either way these mystery boxes still grant a life. They added this other box here, plus the life box is now a question mark box, but like the previous case, this mystery box grants an extra life. In “Toxic Waste”, this box was once a life box, now it is a question mark.
This box is a regular box instead of being a wumpa bounce box. The wooden bounce arrow box from “The High Road” bonus round has been replaced with an iron one instead. This is because the boxes from the first game’s bonus round now count towards the total number of boxes for obtaining the gem,
And this specific box cannot be broken conventionally without dying. In “Slippery Climb”, they have added an extra box in this place. In “Lights Out”, they have removed the Aku Aku that was found when climbing the gem platform. On “Fumbling In The Dark”, they added this extra snare drum in this spot.
In “Jaws of Darkness”, in the Cortex bonus round, this box here is now an iron box, since it is impossible to break that box without dying. In “Castle Machinery”, they added this box here, and this other box here,
This is similar to the additional boxes that contained Tawna tokens in the Japanese version of the original game. Also, they included this checkpoint here that wasn’t there before. In “The Pits”, these two boxes found in the bonus were mystery boxes, now they are common boxes.
In “Snow Biz,” the extra life found in the hole at the end of the 2D section is no longer present. Likewise, in this place seen on the screen that is located on the red gem route in Snow Biz, they have replaced this TNT box with two common boxes. In “Bear It”,
There are now 45 boxes instead of 48, this is because in the original game, there are 3 TNT boxes that explode before their time, so you never see when you reach that place, That is why these TNTs are no longer present in the N Sane Trilogy. The same thing happens in “Totally Bear”,
There are 38 boxes instead of 40, in the original game there is a TNT box that explodes prematurely and this explosion destroys a life box, so these 2 boxes are never seen, and again in the N Sane Trilogy these 2 boxes have been omitted. Furthermore,
The floor of this very place is no longer ice, in fact, there is no ice floor at all on this level. The “Un-Bearable” bonus, the top box of this stack at the start of the bonus, is a regular box instead of a question mark box.
In “Diggin’ It,” this box here that is on the death route is a question mark box instead of a life box. In “Cold Hard Crash”, this box found on the death route is now a question mark box instead of a life box. And this other box that is a little further on
Is now corrected and its box shows the Aku Aku icon as it should. In the “Bee-Having” bonus, these 2 iron boxes here are now nitros. In “Pack Attack”, there are 45 boxes instead of 46, because in the original game there is an extra nitro box that is found within the level data,
But this extra box is never seen when you play the level and is only can destroy with the nitro detonator, which is why this extra nitro box is not present in the N Sane Trilogy. In “Makin’ Waves”, the first ramp of the level has no wumpas in the air
And the wumpas on the ramp are repositioned. In “Gee Wiz”, this box here is now a regular box, instead of being a question mark box. In “Midnight Run”, the boxes found flying on the kites are boxes with a question mark instead of being boxes of extra lives. In “Deep Trouble”,
In this place there is a box that used to be extra life and is now a box with a question mark. In the “Double Header” bonus, the common box here is now a mystery box. In “Sphynxinator”, this box in this place, before it was a box without an icon,
Is now a box with a question mark. And this other box that used to be a question mark box is now an Aku Aku box. In “Tell No Tale”, in the area where there are 3 ramps in a row, there are 2 exchanged boxes. Near the beginning of the level in “Future Frenzy”,
There is a box next to a nitro box, which is now a mystery box instead of a regular box. In “Gone Tomorrow,” the invisible box at the beginning becomes a regular box instead of a mystery box. Also this other box in this place on this same level
Is now a common box instead of a mystery box. In “Bug Lite”, in this place here there are 2 boxes with a question mark that were previously common boxes. A little further forward where the 3 Aku Aku boxes are stacked,
There is a regular box under a nitro box that was previously a mystery box. And in this other location on the same level, there is a checkpoint box instead of a question mark box. Additionally, there are one hundred and twenty-one boxes instead of one hundred and twenty boxes,
This is because there is an extra nitro box outside the boundaries of the stage, which is located near the purple gem platform. In “Ski Crazed”, this box that is on top of these two ramps is now a regular box instead of being a mystery box. Improvements to the game system
In the Crash 1 box counting sequence where boxes fall on Crash’s head, now if you press and hold the X button on PlayStation or its equivalent button on other consoles, the boxes will fall much more fast. Another thing to note
Is that the count of boxes at the end of the level will always be shown if you leave boxes behind, even if you have already gotten the level gem. All of the above does not occur in the original Crash 1. Autosave has been added for all 3 games,
The game will automatically save your game every time you enter a level, when you start a level, after you take a checkpoint, as soon as you enter a bonus, as soon as you exit a level, once you beat a level, the moment you reach the level select map or the Warp Room,
Immediately you get a collectible, or when you get any achievement, also on the level select map or the Warp Room Warp Room, if you press the L2 button, you can manually save the game. The old way of saving the game which consisted of completing Tawna’s bonuses, obtaining a gem,
Or obtaining a key to save the game on the memory card in Crash 1, saving, loading and deleting the game on the Warp Room wall in Crash 2, and saving, loading and deleting the game in the Time Twister in Crash 3, have been removed in the N Sane Trilogy,
As has been done. removed the password save system from Crash 1. The save system has been unified for all three games and the level icons that have existed since Crash 2 have been added to Crash 1, and you can no longer name your save file like in the original Crash 2 and 3.
The save menus are also a little different. Crash One has gotten a couple of much-needed improvements, making the game much more enjoyable and less tedious. By collecting the 3 bonus tokens in Crash 1, you will no longer be immediately teleported to the bonus, but by collecting three bonus tokens with the same face,
A ghost platform with a portal will materialize located near the last bonus token. bonus of its respective face, this portal is used to enter the bonus manually. This portal also aims to allow the player to repeat the bonus in case they die,
And not have to leave the level and re-enter the level to repeat the bonus. Tawna and Cortex’s bonuses can be repeated even if you have already completed it, and basically all the restrictions and conditions that the bonuses had in Crash 1 have been removed,
Now the bonuses work the same as the bonuses in Crash 2 and 3, so Therefore, all boxes from the bonus rounds now count towards the total number of boxes that are necessary to obtain the gem of the level, these include the Tawna, Brio and Cortex rounds. Likewise,
Bonus rounds now always act as checkpoints after entering them, regardless of whether you beat the bonus or not. This previously only occurred in the first game. Checkpoints from the first game now also remember boxes you’ve broken, so you can get a gem even if you die after a checkpoint,
Just like the other 2 games in the trilogy. This doesn’t apply to colored gems which still require you to collect all the boxes without dying, although you can still die in the bonuses, or you can also die as long as you haven’t taken a checkpoint,
I guess colored gems are thus to give greater value to the colored gems and not feel like a simple silver gem. Added the dynamic difficulty that was in Crash 2 and 3 for the first game. You’ll now be given Aku Aku masks if you die too many times before reaching a checkpoint,
And certain crates will also be replaced with checkpoints if you keep dying. The rock chasing you will also slow down if you die too many times, as it does in the second and third games. Likewise in Crash 2, you can now obtain a level 2 Aku Aku through the dynamic difficulty,
In the original you can only obtain a maximum of a level 1 Aku Aku with the help of the dynamic difficulty. Additionally, the number of deaths to gain the benefits of dynamic difficulty has been reduced in the N Sane Trilogy.
In boss battles you will no longer be given an Aku Aku by default, instead there is already dynamic difficulty, in which if you die a lot, you will be given Aku Akus as a gift. In the original games there was no dynamic difficulty in boss battles.
It should be noted that the above does not apply to boss battles where Aku Aku is prohibited, such as the N Gin fight or the Cortex fight in Crash 3. Also in Crash 1, it is now possible to collect masks at some level, and When you enter a boss battle,
The skin that was collected in the other level will still be present. Also in Crash 1, lives are now saved, in the original you always appeared with 4 lives when you loaded the game. When you reduce the sound on Crash 3 and return to the main menu, the sound settings are now saved.
The sound settings are saved even if you close the game, this includes Crash 1. When you get a “Game over” and select the option, “YES”, you will simply start over at the start of the level and will not respawn on the level select map or in the Warp Room.
When you get a “Game over” and select the option, “NO”, it will no longer return you to the main menu, but will simply take you out of the level where you lost the last life. When you start a new game in Crash 1, you will be able to see the opening cinematic,
And you will not have to be in the main menu and wait a while to see it. Likewise, when starting a new game in Crash 1 and after the introductory cinematic has passed, the game will immediately start from N Sanity Beach,
And will not start from the level selection map as in the original. It is no longer necessary to watch the entire Crash 2 introductory cinematic to be able to play the intro level. It is now possible to skip the ending cinematics in all 3 games.
When you complete or skip the ending cinematics of Crash 1, or the secret ending of Crash 2, you will no longer be returned to the main menu, but will instead be returned to the level selection map or the Warp Room. Likewise, in Crash 1,
It already has the same pause menu that Crash 2 and 3 had, this allows things like accessing the volume options from the pause menu, and it is no longer necessary to go back to the main menu to access volume options,
And this will also allow you to see the statistics of your game in a much more comfortable and simple way. Added aiming reticle to biplane levels. In the battle against N Gin in Crash 2, an aiming reticle has been added for N Gin’s missiles
That fall from above for greater ease of visualization to know where the missiles land, this is much more visible than the shadows that appear. I had the original game. Vehicle and bazooka controls can be reversed in the pause menu.
This was only possible to do in the jet pack levels in the original Crash 2, now they can also be reversed for the biplane and spaceship levels. TNT in Crash 1 now always explodes nearby crates or collectibles, regardless of Crash’s distance.
Likewise, the nitros, when you explode them with the nitro detonator at the end of a level, will destroy the collectibles and boxes near them, this means that some boxes can be skipped, since it is not necessary that you break them yourself, this did not happen in the original games,
Necessarily on the camera you have to see the box or the collectible next to the nitro so that it destroys it or that Crash is not too far from them. This can be good or bad depending on who is looking at it. The boulder from the Boulders level now destroys the boxes. Similarly,
The rock in the Crash Dásch level breaks the boxes behind the electric arcs at the end of the level. The above can be good or bad, depending on whether you prefer the challenge that the original games provided, or the new ease that the remake gives you.
The crushing pillars of the ice levels are shaking now, this indicates danger. Crash 3’s wumpa bounce box behavior has been applied to the first two games, so you always get two fruits per bounce. If you have an Aku Aku before entering Lights Out or Fumbling in the Dark,
That Aku Aku will start with lighting. Since checkpoints now remember which boxes you have broken, if you die and respawn at a checkpoint in a dark level, an Aku Aku mask will appear near you if you have broken the nearest Aku Aku box before activating the check Point. In Crash 2,
You can now go to the secret Warp Room from the elevator by going down from the first Warp Room. This causes the location of the secret Warp Room to be different from the original. In the original game, apparently the secret room is located on top of Castle Cortex,
As decorations from Castle Cortex can be seen in this location, which can also be seen in the dark levels, and above in the distance below this site you can see islands 1 and 2, but island 3 is nowhere to be seen, which would further confirm that it is the Castle Cortex.
And another thing is that perhaps the secret room is above the other 5 Warp Rooms, in fact, if we look at the 3D model of the Warp Room found within the game, we will see that the secret room is above the other 5 Warp Rooms. Room. However,
What is really above the Warp Room is Brio’s laser cannon, since we reached that place by going up the elevator from the fifth Warp Room, although Crash could also have been teleported to another place as in the battles. of bosses, but let’s assume it’s above the fifth Warp Room.
The Brio laser cannon location looks a bit like the secret room, but it looks like a completely different location. At this site you can also see islands 1 and 2 below this place in the distance and you can’t see island 3 or Castle Cortex anywhere,
So we can conclude that Brio’s laser cannon is also on the top of Cortex Castle, a bit contradictory because the secret room is also located there. Brio’s laser cannon appears to be in a tower, which may be one of the towers of Castle Cortex, but even so,
From the location of Brio’s laser cannon you cannot see the secret Warp Room and vice versa. As for the N Sane Trilogy, they have put the secret room in the middle of the sea, and you can’t see the islands around it, plus it is located at sea level,
And not in a high place like in the original. This still creates some inconsistencies, since this means that the other Warp Rooms are floating in the air above the secret Warp Room. Add to this that in the American manual of the original game,
It says that the Warp Room was built by an ancient civilization, so it should be located on the islands. But the curious thing is that the place where Brio’s laser cannon is located above the fifth Warp Room, in that place you can see islands 1 and 2, while island 3 cannot be seen,
Therefore the cannon Brio’s laser in the N Sane Trilogy does appear to be located in Castle Cortex. However, let’s remember that below this place is the secret Warp Room, which is located at sea level and no islands are visible around it, so this is a total contradiction. As a curiosity,
The islands that are seen at the location of the Brio laser cannon are cloned and more than 2 islands can be seen. Well, anyway, ignoring this plot inconsistency, it is now much more comfortable and easier to go to the secret room,
And it is no longer necessary to enter a level to take a hidden portal. Additionally, the elevator is now used by pressing the L1 and R1 buttons or their equivalents on the other consoles, rather than pressing up or down, so you can now exit the elevator without the need to jump.
The need to hold down the triangle button to be able to fight the floor boss again has also been removed, because there is already a dedicated portal in the old save and load game location in the Warp Room, where you can return to fight the boss.
Some obstacles or enemies that are visible when Crash passes over them, at a certain distance, that obstacle or enemy will become transparent so you can see better. The floor in “Toxic Waste” now has markings on the floor indicating where bouncing barrels will land,
Making it much easier to get in the right position so you don’t get hit by the barrel. The second game’s chase levels have a trail of green squares before each turbopad so you know when you’re approaching them, due to the lack of vision due to the camera position.
The pterodactyl that takes you to Eggipus Rex now takes you to the level even if you have an Aku Aku and will not hit you, although it should be noted that the Aku Aku you had will not be present when entering Eggipus Rex.
A bird can be seen crashing into the pole with the alien sign in the Road Crash level. This is a clue to reach the secret level Hot Coco, since in the original game there was no indication that this level existed,
The only evidence it had was that there was a drawing of an alien. Controls and Physics In the N Sane Trilogy Crash 1 and Crash 2 now support vibration of the controller (original Crash 2 only supported vibration in the Japanese version), but in themselves,
The vibration of the three games is not as excessive as it was in the original Crash 3, such as driving the submersible in the original Crash 3 the controller vibrated all the time, while in the N Sane Trilogy, it only vibrates when you shoot, or when you boost.
The Crash 1 is also compatible with the analog stick, which allows you to control momentum and allows you to walk at different speeds. A user nicknamed “EternalDahaka” has calculated the dead zone of the N Sane Trilogy’s analog stick, and this is what he came up with. The red area indicates the dead zone,
This is the area where no movement of the character occurs, the stick must be moved outside of this region for the character to start walking. Blue indicates cardinal movement, this means that as long as the stick is in these regions, the character will move perfectly forward, backward, left and right.
Green regions indicate regions of diagonal motion. And finally, the shaded regions indicate when the character starts running. These are the analog stick dead zone graphics, as we see, most have cloverleaf-shaped dead zones, the first 3 graphics in the first row are when Crash moves on the ground,
Which have a dead zone of approximately 50 to 60% of the analog stick, the other 3 graphics in the second row are when Crash is in the air, which have a dead zone of approximately 20% of the analog stick.
The graphs in the first column show the movement of the stick when in a 3D level, such as in the “N” levels. Sanity Beach” or “Turtle Woods”, in themselves, are the most balanced compared to the other columns.
The graphs in the second column show the movement of the stick when in a 2D level, such as in the bonus rounds, or the levels of the native fortress, in these graphs we see that diagonal movement is quite restricted, which It makes some sense,
Since in “2D” levels you need to go in a straight line all the time, and reducing the diagonals gives more room for error to be able to tilt the stick at more angles without causing diagonal movement, which is unnecessary and counterproductive in 2D levels.
The graphs in the third column show the movement of the stick when you are in levels that mix “3D” with “2D”, such as the “Ruination” or “Generator Room” levels, it is an intermediate of the 2 previous graphs,
It does not have as much movement on the diagonal as the graphs in the first column, but it does have much more movement on the diagonal than the graphs in the second column. And the graphics in the fourth column are the movement with the left and right stick of the bazooka,
With a square dead zone of approximately 50% of the analog sticks, with a high range of diagonal movement with the left stick, and with a complete diagonal movement and no movement up, down, right and left with the right stick. As for the vehicle levels, I don’t have graphics,
But luckily most of the vehicles have a small dead zone which gives them more precise control, the only exceptions are the jet board, and the cavalcade ones which are the boar, Polar, Pura, and Baby T, which have a fairly large dead zone. The cardinals,
Diagonals and dead zone of the analog stick of the original Crash 2 and 3 are always the same regardless of the character’s state of movement, and regardless of the type of level being played, as is the dead zone of the stick. Analog has the same cloverleaf shape as in the N Sane Trilogy,
But it is a much smaller dead zone with about 20% of the analog stick. Honestly in my opinion, the analog stick movement in the N. Sane Trilogy is a complete disaster, because first of all, the dead zone when Crash is on the ground is colossal and takes up most of the analog stick,
In addition to having a deformed shape, which makes it less precise. And secondly, having different variations of dead zones, cardinals and diagonals for Crash’s different movement states and for different level types makes this quite inconsistent and bad for muscle memory. While in the originals, having a dead zone,
Cardinals and diagonals that are always the same no matter what, makes it more consistent and is much easier on muscle memory, plus the dead zone in general is not as big. It really doesn’t surprise me that many people prefer to play with crossheads instead. Additionally,
You can no longer control the momentum of your slide, nor the speed when running with the speed shoes using the analog stick. In itself, the N Sane Trilogy only has 2 speeds when walking with the analog stick, walking slowly, or jogging or running,
Unlike the original games where you can regulate the speed at which Crash moves depending on how much you move the stick. joystick. The physics of the jump are unified for the 3 games but with a slight variation. The jump height and distance are based on Crash 3,
But the jump has been adjusted differently for each game, so that the jump distance matches its original counterpart, so the maximum distances for each game They vary a little. Although they are not exactly the same, in general,
The time it takes for the jump to rise and fall is quite close to the originals in the 3 games, especially in Crash 1,
But I think the one that varies the most is in Crash 2 which seems to take a little longer to drop in the N Sane Trilogy compared to the original. And likewise, they have eliminated the inertia that was in Crash 1 and 3, making it similar to Crash 2,
In which the horizontal momentum of your jump is maintained as long as you hold down the direction button, so If you release the directional button while in the air, Crash will stop abruptly in the air and begin to fall vertically, giving you better control over the parabolic arc of your jump.
In the original Crash 1 and 3, if you release the directional button in the air, Crash will still retain some of his horizontal momentum, so the trajectory of his jump will still be maintained. However, it is still possible to cancel the horizontal boost in the original Crash 1 and 3,
If you press the directional button opposite the trajectory of your jump, the boost will be countered, causing Crash to stop abruptly in the air and fall vertically, for example. which still allows for precise jumps, useful in bridge levels for example. But the N Sane Trilogy has a small advantage over the originals,
And that is that if you press the directional button opposite to the trajectory of your jump, Crash will be able to turn to the opposite direction 180 degrees immediately, which helps a lot. save yourself if you miscalculated a jump, or even do things like what you see on the screen,
In the originals it takes much longer for Crash to rotate 180 degrees in the air, although he can still rotate much faster in the air if The turn signals are broken. However, it is still possible to turn 180 degrees immediately during the double jump in the original Crash 3, Although
The momentum is minimal when doing this anyway , so it’s not much different than when you turn 180 degrees with a normal jump. In fact, the jump in the N Sane Trilogy is much looser, and can be turned in any direction in the air more freely,
Unlike the original games which are much more rigid in this regard. And this better mobility in the air in the N Sane Trilogy also applies to any type of jump, for the sliding jump, the double jump, or even the super spin, all of these have better mobility,
They are much more sensitive than the originals that They are much more rigid. The horizontal jump with Baby T is similar to that of Crash, in the original Crash 3 when releasing the direction button when in the air, Baby T still retains some of his horizontal momentum,
While in the N Sane Trilogy the horizontal momentum It is canceled by releasing the directional button, causing it to immediately fall vertically. But just like Crash in the original game, pressing the direction button opposite the jump path will cancel the horizontal momentum causing Baby T to immediately fall vertically.
In the N Sane Trilogy when Baby T is on the ground, he can immediately turn 180 degrees if you press the direction button opposite to the character’s position, while in the original Baby T it takes a little longer to hit turn 180 degrees.
In the original Crash 3 if you rotate the turn signals you can turn 180 degrees faster. In both versions of the game when Baby T is in the air, if you hold down the direction button opposite to the jump path, it takes a moment before you can rotate 180 degrees,
Although in the N Sane Trilogy it is still a little faster and it also travels much further distance when turning in the opposite direction than in the original. In the original Crash 3 you can still rotate the turn signals in the air to turn faster and travel further backwards.
Although not everything is rosy, although the N Sane Trilogy has better mobility in its jumps, there are things in its physics that have simply gotten worse. In the N Sane Trilogy Crash now covers less distance when bouncing off something. This occurs because Crash’s speed is significantly reduced when bouncing,
And the distance the jump travels in both versions of the games depends on Crash’s speed. In fact, the distance of the jump will always be the same, even if you run with the speed shoes, it seems that the distance when bouncing in the N. Sane Trilogy has a predefined value.
In the original Crash 3, if Crash runs with the speed shoes and then bounces, he travels a greater distance. This bounce nerf makes some sections more complex than they should be, for example in Crash 2, the secret lives in the “Diggin’ It” bonus are excessively difficult to get,
You have to take a good bounce right on the edge of the rebound box to be able to reach that area. Another example is that collecting lives in the secret route of “Air Crash” is more difficult than normal, it is too precise.
This also means that some chasms in the bridge levels cannot be jumped by bouncing off the top of a turtle, it is mandatory to bounce off the bottom of the turtle
And in some cases the turtle has to be very close to the edge to be able to jump. get to the other side. Another slightly different example is that the secret route to obtain the yellow gem in “Hang ‘em High”, the nitros that were in the carpet area, put them lower,
Due to the low height obtained when bounce. Another problem in the N Sane Trilogy is the physics of the ice and the oil, which is much more slippery than the originals, the maximum speed when slipping is higher now, this makes it much more uncontrollable than in the originals,
So I It’s much more difficult than normal. And that’s not all, Crash now also requires much more speed when he is on a slippery ground so that his jump travels further distance, which makes it difficult to jump over some cliffs,
So sometimes it is usually necessary to walk from much further back to gain speed, or jump very close to the edge, or slide and jump to be able to overcome the hole, when in the original it was not necessary to do anything. that. Likewise, when jumping while on a slippery surface, as expected,
The horizontal momentum of the jump is still maintained, even if you do not press any direction buttons while in the air, and this horizontal momentum cannot be controlled in any way. No way, this lack of control gives you that feeling of walking on ice, this happens in both the original and the remake.
The problem is when you are on the slippery floor and you jump, and then Crash moves and positions himself in the air above a non-slippery surface (this includes boxes), being in the air above this non-slippery surface, he does Inertia is lost and Crash stops dead in the air and immediately falls vertically,
This can be a bit disconcerting and can also cause accidental deaths when you jump on a nitro, it is necessary to hold down the direction button when passing over a non-surface surface. slippery so that Crash doesn’t stop abruptly in mid-air.
Although it should be noted that this does not apply if you do the double jump, or if you slide and jump, if you do this, the inertia is still maintained and Crash does not stop abruptly in the air when passing over a non-slippery surface, he just loses himself. inertia when jumping normally.
The slippery ramps offer less resistance in the remake. There is also Crash’s controversial hitbox, which instead of being cubic like in the original game, is shaped like a pill or capsule, this causes the character to slip when he falls in the area near the edge of the platform or box,
Or You can even be hit by an enemy because of this hitbox that makes you slip, or you can even slip when you bounce on a turtle. This is especially problematic in the bridge levels, and added to the problems it has with bouncing, it makes the level more complicated than the original.
And Crash’s pill-shaped hitbox isn’t the only problem with collisions, sometimes collisions don’t work as they should, plus some entities’ collisions aren’t synchronized with the animation. The collision system was one of the greatest technical achievements that the original games had, being super precise and adapting very well to the shape of the objects,
While in the N Sane Trilogy. Well; A picture is worth a thousand words, judge for yourself. Great Vicarious Visions! Although to be fair, some of these things could sometimes also happen in the original games, but they are very anecdotal cases and without randomness unlike the remake. Also,
The hitbox of enemies when you send them flying is a little bigger. Likewise, the hitbox for the spit plant spikes in Crash 2 is slightly larger. It is now not possible to crouch immediately after Crash spin lands, there is an additional delay when he does so.
In the N Sane Trilogy the turning glide is similar to that of the original Crash 3, it is necessary to press the turn signals for Crash to move. Also, it is now possible to jump when Crash slides down a slope, this was not possible in the original.
The N Sane Trilogy has another small advantage, and that is that it is now possible to slide on top of a TNT box without it exploding. In fact, at the beginning of a slide it no longer exerts friction, so it is possible to slide on any box without it breaking,
The boxes will only break when the sliding is ending. Also the nitro boxes on the N Sane Trilogy jump much higher than on the originals. These jumps are completely random and can sometimes troll you causing accidental deaths. In the N Sane Trilogy, they have removed the jet pack braking function.
When attempting to brake, Crash will immediately move in the opposite direction. If you release the propel button while moving, the N Sane Trilogy will slide you much less distance than the originals. When standing still with the jet pack on, Crash moves less distance up and down than in the originals.
Unlike the original game, biplanes no longer automatically level themselves parallel to the ground after tilting up or down, but instead maintain the tilt angle the player gives them, this can give more control and maneuverability. The biplane is certainly a big improvement and is quite a bit better than the original. Additionally,
The biplane’s firing range has been increased. The same goes for the bazooka’s firing distance, it now goes much further in the N Sane Trilogy. The camera moves much higher than the original when you sprint and jump with Polar, which can be a little dizzy.
The same thing happens with Pura but to a lesser extent, in this case it is a little more similar to the original and is not as abrupt as Polar’s. Pura’s maximum speed gained when sprinting is considerably higher than in the original game.
Another thing to note about Pura is that the extra sprint boost is immediately canceled if you release the sprint button in the air. The bike curves less in the short term, but in the long term it curves more. Other things to highlight about the N Sane Trilogy motorcycle
Is that it is possible to stop the wheelie instantly. If you are doing a wheelie and hit a turbo pad, the bike will fall and get back up. And the camera changes abruptly when exiting a ramp. While Crash is underwater and moving,
If you press in the opposite direction to make him turn to the opposite side, Crash will move a little forward in the direction in which you pressed the button, this is much more noticeable when we carry the submersible. This momentum gained by rotating in the opposite direction also prevents Crash from slowly sinking.
Crash has to be completely stationary when turning in the opposite direction so he doesn’t propel himself forward, just like in the original. Likewise, Crash will automatically flap his wings for a moment when he finishes making a turn. The wait time to perform an underwater turn is now shorter. Likewise,
Crash now no longer automatically flaps his wings when the spinning antlers push Crash up. If you dive over a box, Crash will not position himself parallel to the ground, but will be able to continue diving against the boxes. When you don’t press any button, the submersible no longer propels itself,
But begins to slowly fall while moving slightly in the direction Crash is looking. The submersible’s firing speed is a little slower, plus its impact is much greater. Performing a boost with the sub disables vertical movement. And if you also hold down the up or down button while moving, vertical movement becomes impossible,
You have to release the direction button that you are holding down, and then press it again for vertical movement to be enabled again. Additionally, if you press the left or right button in the opposite direction you are going while boosting, the submersible will turn to the direction you pressed once the boost ends,
It doesn’t matter if you are not pressing any button when the boost ends, The submersible will turn anyway, the direction is saved and executed once the submersible’s momentum ends. The most affected vehicle in the N Sane Trilogy was the jet ski, they have eliminated the U-Turn,
In the originals when you pressed “down” plus “left” or “down” plus “right”, or in a downward diagonal with the analog stick at a 45 degree angle, Coco could turn sharply in the opposite direction, this is no longer possible in the N Sane Trilogy.
The Jet ski on the N Sane Trilogy slides less when you release the propulsion button, so to make up for the lack of turn you have to release the acceleration button to make tighter turns. Other things to note are that now the camera remains behind Coco at all times,
And also the camera no longer follows Coco vertically when jumping a ramp. And finally, the maximum speed of the jet ski has also been reduced, it is much slower, this also causes the jet ski to jump lower, so the boxes and wumpas on the ramps have been placed lower.
The jet board spins faster in the N Sane Trilogy, some bosses’ motion sickness lasts a little longer in the N Sane Trilogy, the hunter lab assistants’ shots now take much longer to fire, making it easier than it should be, which takes away a little of the challenge that the original game had,
But roughly speaking, the speed of movement of everything that moves in the game, the durability of some action, the waiting times for a action, all of this is usually different from the originals in most cases. Missing Technical Additions and Changes The N Sane Trilogy In addition to the technical changes already mentioned,
There are many other technical changes compared to the final version. You can get on some platforms that previously had to be jumped on but without the need to jump, simply walking towards the platform you will get on it. Colliding with an enemy biplane propeller will produce fire,
And will not bounce you like in the original game. You can no longer get out of the mole pits with the glitch high jump plus the flat iron. Now it is not possible to walk on some ends of the map, there is already an invisible wall that prevents it, for example,
You can no longer jump to the ends of the map to skip the mole pits. Invisible walls have also now been added to the sides of the stage in 2D sections in certain locations to prevent Crash from falling when moving along the Z axis. The position and distance of the camera
And when the camera pans in certain moments may be different. No dust is produced when sliding on slippery floors. There is no tremor after a giant polar bear falls into a well, nor when it crashes into the door of the safe zone. The dark levels are more visible now, this, for example,
Makes polar’s dark level quite easy. When sound effects are set to minimum volume, cutscenes are no longer skipped in Crash 3. Level music continues to play on the gem drop screen in Crash 1. Boar levels no longer skip Listen to the teleportation sound when you start the level. In jet pack levels,
The alarm continues to ring and flash indefinitely after Crash equips the jet pack. In Cold Hard Crash, the Death Route music continues playing until the next checkpoint, in case you backtrack off the Death Route. You’ll hear a notification sound when you pick up a third mask in segments where invincibility is prohibited
(such as underwater levels, or when you’re on a jet board). In Crash 1, collecting an Aku Aku in a specific level and then exiting that level without having finished the level no longer saves the Aku Aku you collected in that level.
When you become invincible by losing an Aku Aku or when you get all 3 masks, Crash becomes passable to traps, in the original you were still solid and they made you jump. You also can’t blow up the bouncing iron boxes, in the original you could blow up the iron boxes.
There are some enemies that did not die before when sacrificing an Aku Aku that now do die in the remake. For example, the Laboratory Assistant with the blowtorch or flamethrower in the sewer levels They can now be killed by sacrificing an Aku Aku.
Or you can also kill the boar in the bridge levels, by sacrificing an Aku Aku, or with invincibility. This can also happen otherwise, such as you can no longer kill the spitting plant by sacrificing an Aku Aku. Similarly,
Aku Aku in the N Sane Trilogy protects from some deaths that it did not protect before, such as when the Venus flytraps devour Crash. The Aku Aku boxes work the same as the Aku Aku boxes from the original Crash 2 and 3, where when breaking an Aku Aku box,
You will immediately get the Aku Aku, a mask will not come out of the box that you will then have to touch to get the Aku Aku as in Crash 1. Aku Aku is now destroyed when Crash falls in the bonuses of Crash 1, which did not happen in the original.
Now reflective surfaces reflect absolutely everything. Again, this excludes the Nintendo Switch version. Crash will no longer get dizzy when spinning too much in Crash 1, but on the other hand, Crash takes much longer to perform another spin, just like the original Crash 2 and 3.
Slamming grass in prehistoric levels no longer removes it. Super Smash no longer changes Crash’s direction when landing. Crash now more easily rotates his body in the air when performing a splash. Doing a flip when passing through a transition screen
Will cause Crash to stop doing the flip animation and instead do the fall animation. Doing a plank on a wumpa bounce box no longer produces fruit. Also, if you take too long before the fifth and final bounce in the wumpas bounce box, you will still get two fruits from the box.
The last wumpa or rather wumpas obtained from a wumpa bounce box in Crash 1 and 2 are now automatically collected like in the original Crash 3. Jump on top of a life box and then retreat, the life will rise to the top and not come down, it will stay suspended in the air,
And if you spin hit the life box instead, the life will not jump, but will stay in place. soil. Collectables are now not automatically collected in Crash 1 bonuses. Crash no longer stops when breaking boxes, making it much easier to break boxes,
This is much more noticeable when you break boxes with the Aku Aku level 3, it will break the boxes. boxes immediately without stopping. This certainly feels less immersive and seems as if the boxes aren’t there. The TNT boxes when detonated in Crash 1
Now respect the countdown when they are not visible on camera, and do not explode immediately as in the original. In the red gem route in the Snow Biz level, in this location seen on screen, the iron box does not fall when the TNT boxes explode. After getting the super spin in Crash 3,
It is a little more difficult to break a box that is at the bottom of a stack without also breaking the one right on top, this is a bit random, sometimes it breaks it, and sometimes it doesn’t break it, although you can mitigate this by running while turning. Also,
In the original if you break a box by spinning while moving you always destroy 2 boxes, in the N Sane Trilogy you usually only destroy one box by doing this, only when there is a stack of 2 boxes is there a chance for you to break both boxes,
Although it does not always happen. Sometimes if you spin on the ground to break the bottom box, it will break the top box instead. If you break a box at the bottom of a column of boxes and there is an arrow bounce box above it, this box will bounce when it falls.
Spinning while hanging only breaks the boxes at Crash’s face level. The boxes in front of your legs are not affected. In the original Crash 3 in the underwater levels you could sometimes break boxes without turning, this is no longer possible in the N Sane Trilogy.
It is now possible to break the barrels in Pura levels without dying when you make a jump while sprinting. In the Orient Express level, you can no longer knock down baskets and get wumpas from them. Now Coco, before getting on Pura,
Will have all of Crash’s abilities and not only walk and jump like in the original. Spinning no longer makes you invincible from some dangers. You can hit some objects on the stage. You can now return immediately when taking the skull platform in Cold Hard Crash,
In the original to return you first had to make the platform not visible on the screen and then go back. Some entities no longer disappear when you move too far away from them and then return. The floating red mines in the jet pack levels only disappear when they are off screen,
Rather than right after you pass them. Certain entities also do not disappear when taking a floating platform. They have added a black fade transition screen in some sections. The loading screen no longer appears when you finish or die in a Crash 1 bonus.
Crash can now crouch/slide/turn/run when during the transition animation of a floating platform. In Tawna’s bonuses, if we reach the end where Tawna is, it will still be possible to return, which was not possible in the original. It is now possible to exit the level when you are inside a bonus in Crash 1.
If you use the portal without grabbing the gem in Crash 1, the same screen will appear as when we collect all the boxes and die in a level that has a gem in color, although the message, “but you have died,” is replaced by the message, “but you forgot the gem.”
If you press any button during cutscenes, a sign will appear on the screen that says: “Press triangle to skip.” The introductory cinematics of Crash 1 and 2
Are already omitted with the triangle button or its equivalent for the other consoles instead of the start button or the X button in the case of Crash 2. The HUD no longer remains on the screen when left pressed the triangle button or the equivalent for other consoles,
You must constantly press the triangle button so that the HUD is not hidden. It is no longer possible to spin attack with the circle button in Crash 1. You also cannot spin with circle or R1 in the diving levels of Crash 3. The submersible now cannot fire with the X button.
The bike and the Jet ski can now also accelerate with the R2 button and not only with the The biplane and spaceship controls have been changed, now shooting with square or R2, instead of circle or R1. It is also rotated with the X button, instead of the square button. Likewise,
You brake with circle, or with R1, or with L2, instead of braking with X. It is now possible to turbo with the R1 button on the jet board, and not only with the square and circle buttons. The Jet pack can now be moved forward and backward with the X, circle,
R2 and L2 buttons, in the original it was done with the X, circle, R1 and L1 buttons. It is now also possible to control the bazooka with the right stick and not just the left. Fake Crash can be hit with the bazooka.
Wumpas and lives are sometimes not collected when destroying a box with the bazooka. In Crash 2 you can no longer move after receiving a shrink ray, as an actual death animation now plays. Jumping on multiple enemies consecutively, or defeating multiple enemies with a single spin,
No longer gives you wumpas or an extra life. Although turning an enemy against other enemies will still give you wumpas and an extra life. And of course, if you’re wondering, obviously if they removed the basic reward system from the game, much less will the Extra Item Glitch work.
Breaking a spinning pole in the sewer levels with an enemy will cause it to fall to the ground and you can interact with it. When eliminating a laboratory assistant as a wizard, his hat and staff will fall to the ground, and we will be able to interact with them,
And if we touch any enemy with these elements, they will be eliminated. The behavior of some lab assistants with the rug can vary, like this one here who no longer follows Crash with his eyes, or this other one here who now follows Crash’s movement like most of these lab assistants
And does not moves in circles as in the original. If you reach the chicken and hit it, it will grow feathers. The lizards in the Crash 1 ruins levels can be killed with the spin attack. It is no longer possible to kill a monkey while it is rolling.
Pinstripe’s fat minions cannot be sent flying. The attack range of carnivorous plants is slightly smaller. If enemies touch each other they can kill each other, and traps can also kill enemies. Papu Papu has 5 hit points instead of 3. This is identical to the original Japanese version.
In the fight against Brio you can no longer kill the blobs in the air with the spin attack. It is now possible to crouch, slide and dash in the battle against N Gin in Crash 2. It is now not possible to throw wumpas with the circle button.
N Gin’s green beam phase in Crash 2 no longer follows the original pattern. The battle against Cortex in Crash 2, if you don’t move, Cortex remains completely static, while in the original Cortex is slowly sucked back. Also in this battle it is possible to slightly surpass Cortex,
Which was not possible in the original. Now the camera shakes when Tiny digs his trident in and out of the ground, and also when he starts roaring. When you defeat Tiny in Crash 3, you can now hit him and make him move while he is lying on the ground.
Dingodile now shoots far fewer fireballs in combat. Hitting N Tropy no longer freezes you while the site change animation plays. You can move and even fall while the camera rotates. If you go to N Tropy’s platform while he throws power-ups at you, you will no longer die,
In the original N Tropy disintegrated you if you did this. You can’t get on Cortex’s hoverboard during his fight in Crash 3, although if you jump on very precise pixels along the bottom of the hoveboard, you can get on it.
The hole in Crash 3’s final battle doesn’t close when you defeat Cortex and Uka Uka. Some bosses that didn’t make you bounce can now make you bounce in certain cases such as when you crash into them or jump on them. After defeating some bosses in Crash 3,
Crash now doesn’t automatically get sucked into the portal or simply exit the level automatically like in the original. When exiting a level, the warp spheres in Crash 3 take a while to close, after Crash finishes dancing or gets up off the ground, the portal will take a moment to close after that,
So if you rush, it’s possible to jump back to the same level directly after exiting, since the portal has not closed. This allows you to return to locked levels or levels where your buttons have disappeared, such as before a boss fight. At the end of the hidden levels of Crash 3, Hot Coco,
And Eggipus Rex, Crash or Coco will exit the portal of these respective levels, while in the original, Crash will exit the portal of the level where these hidden levels are entered. In the original Crash 1 when Crash dies at least once in the level after taking the first checkpoint,
He will do this animation seen on screen, while in the N Sane Trilogy this animation runs when you don’t break all the level boxes. Crash also does not do this animation in the bonus portals. Additionally, when doing any of the portal animations, in the N Sane Trilogy it always turns facing the screen,
Which does not happen in the original. The gem that appears at the end of the level in Crash 2 will not appear until you get close to the box counter, in the original the gem appears immediately once you break all the boxes.
When entering an alternate route of a level from the secret room, in both Crash 2 and Crash 3, if you exit the level, Crash will exit through the portal in the secret room, and will not exit through the portal in the normal level .
When loading a save file you always start with 0 fruits in any of the three games, the number of wumpa fruits that were in the original Crash 2 and 3 are no longer saved. Crash will no longer crash into the ground when starting the Eggipus Rex level.
Baby T will remain inside the egg in the Dino Might time trial. The Wumpa fruits in Eggipus Rex now disappear when you touch the timer, as in all other levels, so you can no longer collect wumpas to get lives and then die,
Taking advantage of the fact that no lives are lost in the time trial. Although this makes the level feel a little empty. Rugs don’t automatically make you bounce when you stand on them. The 2 boxes of extra lives that are on the secret route of “Un-Bearable” will no longer respawn when Crash dies,
They will now become boxes with a question mark with wumpas as they should be. You cannot use the dash power in the Warp Room. When you are chased by a rock and you reach a safe zone, the animation of jumping and falling forward only plays if the rock hits the door
And Crash is very close to the door of the safe zone, in the original it was not It is not necessary for the rock to hit the door or be so close to it, for this animation to run in the original Crash must be within the safe zone
And be in motion and at the same time the rock must also be in motion and be at a certain distance from Crash, if these conditions are met, Crash will execute the animation. Coco’s idle animation in which her cell phone explodes can destroy boxes.
It should be noted that Crash’s inactivity animation when he does the spinning attack by tangling with the shaft of his yo-yo can also destroy boxes and kill enemies just like in the original Crash 3, although he cannot send collectibles flying.
And the other idle animation when Crash does the spin attack to clean the purple wumpa juice from his face, this animation can’t destroy boxes or kill enemies like in the original Crash 1, but in the original Crash 1 this animation can It allowed you to collect collectibles,
Which is no longer possible in the N Sane Trilogy. You can no longer move when Crash does the spin attack in the opening animation of getting up on the beach in the first game. If you get any collectibles in the level and then get a Game over,
This collectible will be lost and will need to be collected again. In the original the collectibles are still preserved even if you get a Game over. The demos that were shown when you left the game still for a while in the main menu have been removed.
If you press and hold the triangle button in the main menu before the third Crash 3 demo plays, you will be able to control Coco during this demo, you will also be able to exit the level and have all five powers unlocked from the beginning.
This has been removed in the N Sane Trilogy. There is no longer a load game option in the main menu, instead there is a continue option that loads the last game you saved.
Now if you do the following code that is seen on the screen in the main menu of Crash 3 in the PS4 and Xbox one versions, a Spyro Reignited Trilogy trailer will start, if you enter this same code in the original Crash 3,
You will unlock a new option in the menu that is used to access a demo of Spyro 1. Likewise in the PS4 and Xbox one versions, If you press the R2 button, you will be able to see a trailer for Nitro Fueled. In any game menu,
It is now possible to immediately switch from the first option to the last option in that menu and vice versa. In the original Crash 2 in the time gems, the faster you got to the point where the time trial activates, the more time you were given for the time trial,
So if it takes you a while to get to the activation point, the less time you will be given. In the N Sane Trilogy you will always be given the same time when activating the time trial no matter how long it takes you to reach the time trial activation point.
The bonus platform during a time trial no longer disappears, but simply darkens to indicate that it cannot be used. Now if the time trial reaches 10 minutes, the level will automatically restart. Due to differences in gameplay, such as physics and control changes, all Crash 3 Relics now have new time requirements. Final
And that’s all, I know that in this video I have mentioned some quite insignificant differences that I could have saved, but I wanted the video to be as complete as possible, and even so,
There are most likely many other differences that I missed. They will have escaped and I have not been able to name, and although the N Sane Trilogy is almost the same as the original games, it is full of subtle differences as we could see throughout this video,
And if we get into the field of unused content , things that should not be done, bugs, glitches, speedrunner techniques, or even showing each new setting that the game has, we will find many more differences, but anyway,
If I were to name absolutely each and every one of the differences that the games have , this video would last like 6 hours, and who is going to watch a 6-hour video? Well, actually it’s more for my mental health.
I still think I have shown the vast majority of differences that both versions have, and in the future I may make independent videos talking about speedrunner techniques. But anyway, for the moment let’s leave it here, these are generally the most notable differences in both versions. In conclusion, both versions have their own,
With their good and bad points, but in general, I consider that the inferior points of the originals with respect to the N Sane Trilogy are not so bad, while the inferior points of the N Sane Trilogy Compared to the originals, they are somewhat bad, so I personally prefer the original games,
But in any case, the N Sane Trilogy has quite attractive points such as the additional content that is not present in the original games, and the great improvement that The game system had in Crash 1, and if we ignore all the other flaws that the remake has, such as physics,
Crash 1 can be a better experience in the N. Sane Trilogy compared to its version original, or at least for people who are just getting into the saga. Although it is worth mentioning that if you play the original Crash 1 on an emulator with save states,
You will be able to correct several of the problems that the original Crash 1 has and have an experience similar to that of the N Sane Trilogy if you wish. Certainly the N Sane Trilogy is far from being a bad game, after all it is still a carbon copy of the original trilogy,
Which in themselves are already great games, but at least in my personal opinion, on an artistic and musical level. , controls and physics (with some exceptions already mentioned in the video), were not up to par with the originals.
I would like to make a special mention of the graphic quality and artistic style of the N Sane Trilogy, since many say that they have the best designs and that they are the perfect designs, and well, that is still a mere subjective opinion, and I respect your wrong opinion. Okay, no, just kidding,
But at least your server thinks that’s not the case. Do you know what the perfect art style for the franchise is? do you know which one it is? Well, nothing more and nothing less than… The artistic style of the original games! Seriously,
The artistic style of the original games is extremely underrated for having come out on a console from the 90s, so many people consider that the graphics of these games are already obsolete, that although this is partly true, the art As such from the original games,
It still holds up pretty well today and looks better than many people think. If they took the artistic style of the original games, and modernized it a little, with a greater polygonal load, with coarser worlds, with a wider view, with a much more fluid animation, with dynamic lighting and with better effects,
Making the character design a little more similar to the ps1 promotional arts, believe me the game would look beautiful, the graphics don’t have to be realistic to look good. I highly recommend that you watch this animation made by the user “habaneroach”,
So that you more or less get a close idea of what I’m talking about. But as I say, this is just a personal opinion, several people prefer the remake over its original version, and in the end this only translates into each person’s tastes. In any case, I would personally recommend playing both versions,
They are different experiences and both are very enjoyable, the N Sane Trilogy is overall a good remake, and if you think otherwise, just remember the wise words that a famous wise man once said. The N Sane Trilogy is… Pure essence whether you like it or not faggot… Special thanks to Alex Murat,
For suggesting some corrections to the video. Which do you prefer, the original, or the remake? Kisses Mwwchuaa.
En este vídeo verán la mayorías de las diferencias que tiene Crash Bandicoot, Crash Bandicoot 2: Cortex Strike Back y Crash Bandicoot 3: Warped (1996, 1997, 1998) con respecto a Crash Bandicoot N. Sane Trilogy (2017), además también verán una pequeña opinión mía acerca de algunos de estos cambios más relevantes.
Conviértete en miembro de este canal para disfrutar de ventajas:
https://www.youtube.com/channel/UCUL8MGbJmDNwKdHwwmlcC8A/join
Marcas de Tiempo:
00:00:00 Introducción
00:00:58 Inicio
00:01:20 Gráficos y cambios visuales en el ambiente
00:07:53 Cinemáticas y sonidos
00:37:35 Diseño de personajes
00:45:28 Animaciones
01:02:29 Otras modificaciones no funcionales
01:17:33 Adiciones
01:46:06 Niveles
02:01:21 Mejoras en el sistema del juego
02:15:27 Controles y físicas
02:38:44 Adiciones y cambios técnicos faltantes
03:00:10 Final
#crashbandicootnsanetrilogy #nsanetrilogy #CrashBandicoot #Crash1 #Crash2 #Crash3
40 Comments
A mi en lo personal algo que no me gusto mucho del n sane es el estilo artístico, intenta ser realista y cartoon, se que esta es la intención del original pero en la n sane se siente extraño, los personajes estan generalmente bien con excepción de coco, no se, nunca me gusto que fuera mas cabezona de lo normal, o su color naranja, o la forma tan extraña de la boxa donde a veces se ve mal, creo que mas que nada intentaron solo modernizar lo que hizo nd pero no con un estilo propio, haciendo que varios enemigos por ejemplo se vean muy mal, como las ratas de cb2, únicamente es lo que creo, no digo que n sane se vea mal, mayor parte del tiempo se ve excelente, únicamente el problema creo que solo lo tengo yo pero bueno XD, y la comedia es otra, me parece estúpido que digan que toys for Bob idiotizo mas a crash cuando el ya lo era, la diferencia es que en la trilogía la historia no estaba muy presente, dando asi que el jugador de su propia interpretación al personaje, listo ya lo dije, debia sacar eso de mi sistema
¿¡3 horas!? ¡Brutal! Que buen video Bits 👍
Mira esto. 3 horas de video. Y supongo que decenas de horas de trabajo.
Ojalá crezca tu canal
Por qué Dingodile en España en el original habla como mexicano norteño, solo faltó que dijera FIERRO PARIENTE
si tan solo hubiese tenido apra cambiar los graficos como el nuevo tomb raider remastered
Jamás me habia sentido más deacuerdo con una opinion sobre la N. Sane trilogy, sin duda, lo mas chocante para mi fueron los controles y la música en la mayoria de niveles, pero aún así, son grandes juegos que trajeron nuevamente esperanza al Crashito y a nosotros 🎉
Eso sí, sigo en debate interno por decidirme si el estilo artisitico de los primeros es el mejor de todos y si realmente quisiera que volviera para un Crash 5… quiero decir, amé el estilo de Toys for Bob pero igual amo el estilo un poco sombrio y ma serio de los primeros… no sé, solo el futuro nos dirá, aunque con las recientes noticias, creo que se vendrá un nuevo cambio.
Excelente video como siempre ❤
Cómo me gusta este canal y el amor que le tiene a Crashito:) ❤
Koala Kong = Tank (L4D) 😳
Amazing video, how about making another one showing the differences between Spyro Reignited Trilogy vs Original Trilogy?
Hermoso video! amo tu canal, me encanta como te tomas el teimpo de explicar todo a puro detalle! sigue asi! 😄
Ahora a peticion personal me gustaria ver lo mismo con CTR y CTRNF si es posible! abrazo desde Argentina!
Esperar tus videos siempre valen la pena… haces un trabaja espectacular, muy detallado y con su toque único. ❤
Dios santo hermano, cuanto tiempo te abra tomado hacer todo esto, ES DEMASIADO EPICO Y COMPLETO ESTA INFO, HASTA PUEDE SER UNA TESIS XDD
Valió la pena las 3 horas 👍
Fantástico y detallado vídeo!
Ya me imagino todo el tiempo que habrá llevado tomar el footage para hacer las comparaciones.
Cuando salió la N. Sane Trilogy si la jugué y disfruté pero cuando "pasó la luna de miel" ya empecé a ver las imperfecciones y la verdad, me quedo con los originales.
Comparto lo que dices al final del vídeo, el estilo artístico de los juegos originales sigue siendo muy bueno y es mi favorito. Pero supongo que la franquicia al no tener un solo estudio de desarrollo post-ND, siente la necesidad de rediseñar a los personajes.
De nuevo, excelente vídeo!
Pues yo elijo a los dos porque soy una persona clásica y también soy un poco renovador
Oh God! Has vuelto! El mejor canal de Crash Bandicoot ha vuelto después de 7 meses! Se te extraño mucho por aquí =3
7:53: Hablando sobre el Soundtrack de la N Sane Trilogy no podría estar más a acuerdo. En lo personal siento que para hacer los remaster de algunos temas siento que le metieron muchos instrumentos y hace que se pierda la esencia aquí es donde aplica la Calidad>>>Cantidad.
Pero por ejemplo en los temas del puente y Lights out les queda de maravilla porque eran tema muy pero que muy simples.
35:05 Como cuando Piensas algo diferente pero tu boca te delata xdsxd
1:27:17: Tenías un solo trabajo VV un solo trabajo y lo arruinaste jajaja okno
2:29:16: Confirmo! Como Odie ese cambio en la forma de la Hitbox no tienen idea de la cantidad de veces que morí de forma injusta porque me resbalaba por tocar el borde de la plataforma
2:30:38: POV: Tienes Lag
Holy shit me sorprende la cantidad de información que acabo de adquirir y el tiempo que acabo de tomar para ver esto jsjsjsjsjs este video es una joya como siempre.
Fuaaaa mi loco se vino con todo el Bits <3 <3
Uffa mi loco, 3 horas de contenido con la edicion del Bits. Ojala y hubiera mas gente que viera todo tu contenido, un grande bro. 🤙🏽
Cómo que se evitaron,el trabajo para coco de sus animaciónes de muerte y solo hicieron y usaron el mismo para todo,solo para el eletrucutada,es el segundo nada más,el resto es usar lo mismo de esos dos
El mejor y más completo video que vi sobre este tema. Felicidades bro y ojalá que tomes mucha más visibilidad con esto!
Hay muchos detalles en la N.Sane Trilogy que jamas había notado a pesar de haber jugado por años!.
Excelente videllin!!
La voz de cortex en Español es buenísima, no pudo dar toda su expresividad pero en un video de hermoti hace regrabaciones y las hace perfectas
wow!!! x fin video 😀
40:05 XD XD XD XD XD XD XD
Que buen video bro de verdad te la rifas bien machin <3 espero con ansias uno de CTR Nitro Fueled <3
SIIIII VIDEO NUEVO
Dato curioso:En la version de nintendo switch de crash n sane trilogy hay un bug que hace que en el game over de los crash 1 y 2 uka uka se vea iluminado como en el game over de crash 3, yo me espoile así, nunca había jugado crash bandicoot y me espoile a uka uka por el bug del game over, no se si el bug estará en otras plataformas
Puede que coco se este jugando la n.sane trilogy 1:35:48
Felicidades por este gran trabajo, se nota que le pusiste mucho cariño en la creación de este video. Mereces mas subs amigo 😀
1- el soundtrack debieron poner la opcion del audio retro , como paso en crash nitro fueled , y en spyro reignited !
2- las fisicas del crash original y ctr son por mucho superiores a las de sus remasterizaciones
en pocas palabras , las versiones originales siguen siendo superiores 😀
Estaba viendo esto como que jugaba Minecraft en el comendor de mi casa llego a oa parte del video 1:35:21 y se pone a editar con gemi2 la wea! >:V…. Pero en fin buen video despues del incidente seguure viendo el videos jsjsjs
27:08 poneos wapos que vamos de fiestaaa
vicarius visions hacía escenas comicas tomando de referencia los cartoons antiguos, tal como el crash original, en cambio toys for bob lo hizo tipo discovery kids y ese tono no le queda a crash
Gran vídeo, ¿Podrías hacerlo con el CTR Y el Nitro Fueled?
🎉 El vídeo que estaba esperando durante años 😅, pudiste ser un gran observador de las dos versiones de la trilogía del marsupial 😊.
2:15:27 Creí que era el único loco de los apartados de la jugabilidad de los remakes 😬, cuando lo jugué en PS4, no sé si era Yo mal jugando con control "incómodo no original" o el juego está mal programado en la física 😤, por eso no he podido terminar el juego perfectamente como en el original.
3 horas??? Ya habías igualado a la duración de la peli de Avengers Endgame y Titanic 😂😂😂
Felicidades ❤
te aventaste puras verdades mi bro, excelente video 🗣🗣🗣❗️❗️
Bueno viendo lo extenso q fue este video en mostrar todos los detalles en la comparativa entre las antiguos juegos y sus versiones actualizadas. Se entiende perfectamente porque estuvo inactivo el canal.
Se aplaude ese esfuerzo tinanico, son pocos los loc- digo valientes en aventarse esta tarea.
Definitivamente vicarius hizo su mejor esfuerzo en no solo respetar el material original en la medida d lo posible sino también en bridar su propio aporte eso no se puede negar, pero también hay que aceptar que flaqueraron en otras simplemente no se podía replicar todo los aciertos del los originales.
Ya como comentario final dire y igualmente comparto las mismas opiniónes.
Tanto d prefirir la estética grafica antigua d los juegos, le daba su propia personalidad característica inconfundible.
Asi como preferir también los diseños y el estilo artístico clásicos d los personajes con ese diseño caricaturesco mas marcado, el problema para mí con la versión n sane trilogy es que apelaban a verse mas realistas y ciertamente (por asi decirlo) asia que se viese mas opaco todo el mundo d crash, si acaso los mas me convencían eran tanto el mismo*crash tawna y coco*
Ahora estaria bien que hicieses un video igual pero de la reignited trilogy de Spyro, saludos
creo q es obvio cual es el mejor
19:14 ya parece un tank de left 4 dead 2