Thursday, March 2, 2023

Ranking Crash Bandicoot 1

Crash Bandicoot. Still a fun time! Even if it's one of the earliest pioneers of 3D platforming as we know it alongisde Jumping Flash and Super Mario 64, the mechanics and movement was on point right from the start. While the next two games would further refine the gameplay and increase the scope, there's something to be said for how the first game offers such a pure platforming experience, with strong visual storytelling in how the environments evolve over the course of the game. Let's rank the levels and bosses in first Crash Bandicoot game:

Just keep in mind that I will be ranking these levels based on how they play in the original PS1 release. I think it's a lot snappier and more consistent than the N-Sane Trilogy versions. 

1. Slippery Climb (Level 21)
Brutal in all the right ways and drenched in atmosphere, Slippery Climb is easily one of the defining levels in the series. Love the challenge or hate it, you can't deny it's a tough stage to forget.

2. Road To Nowhere (Level 12)
Okay, here me out here. I concede that the N-Sane Trilogy version is utterly awful, that games' borked-up controls and hitboxes at their worst. But the original version is not that bad at all, and actually really fun! I love to challenge myself to see if I can run through the whole stage without stopping (and also not using the bridge ropes).

3. N Sanity Island (Level 1)
Really a great first level, perfectly encapsulating the game without feeling like a boring tutorial. The dynamic environment helps a lot, as you start on the beach and slowly progress into the jungle.

4. Temple Ruins (Level 11)
The eerie atmosphere is top-notch, and the platforming is perfectly tight, especially with those revolving platforms.

5. Boulder Dash (Level 13)
Basically Boulders but way harder, and thus more engaging. Also, that gem cave path was so cool.

6. Castle Machinery (Level 25)
While mostly just yet another fun 2D factory level, it's that opening and Green Gem shortcut that really made this one for me.

7. Rolling Stones (Level 6)
Basically Jungle Rollers again but the more tricky platforming makes this one a lot more fun.

8. Upstream (Level 5)
The stream levels have always had a great sense of flow, platforming across fallen leaves and pieces of driftwood just feels satisfying in its simplicity.

9. Hog Wild (Level 7)
Nothing in this game gets me more hyped up than seeing Crash Bandicoot wink at the screen before riding a hog right through a village. Such a chaotic and fun level, even if it's just the first of its kind.

10. Heavy Machinery (Level 16)
A genuinely fun 2D platforming challenge slightly brought down by a serious case of the checkpoint starvations.

11. The Lost City (Level 10)
A pretty dynamic and creative level that also doubles as one hell of a difficulty spike. Native Fortress was tough, but The Lost City was a traumatizing point of no return when I first played it.

12. Sunset Vista (Level 15)
Very pretty, takes The Lost City's ideas and expands on them, but it's way too goddamn long and exhausting.

13. Native Fortress (Level 8)
I'm a bit split on this one. On one hand, it's the first truly hard level, a fitting finale to the first island, that takes The Great Gate's ideas and pushes them as far as they'll go. I especially love making it to the top of the gate and seeing that sunset. However, I despise those native enemies, and some of the platforming near the end is insanely tight for so early on in the game.

14. Jaws Of Darkness (Level 24)
Fairly overlong and not as fresh as Temple Ruins, but it has some of the coolest side paths in the game.

15 Jungle Rollers (Level 2)
A solid second level. I really like the main mechanic of those rolling wheels, but for the most part, this stage is really just a straight-shot to the end without much in the way of variety.

16. Boulders (Level 4)
I love the chase levels in this series, but Boulders feels quaint compared to pretty much all the others. The measly 16 boxes doesn't help matters.

17. Up The Creek (Level 9)
Doesn't really bring anything new to the table compared to Upstream, and that one metal box is annoying to deal with.

18. Cortex Power (Level 17)
The alternate routes are super cool when you're playing the level for the first time. Not so much when you're going back to get all the boxes.

19. The Great Gate (Level 3)
As standard of a 2D level as it gets. I like the visual of climbing up a huge gate and some of the obstacles are fun, but most of what this stage does is done better in Native Fortress.

20. Generator Room (Level 18)
Super dark and atmospheric, but in terms of the level design, it really doesn't bring much new to the table that we haven't already seen.

21. The Lab (Level 26)
A fittingly tough final level dragged down by those irritating electrified scientists. Seriously, what's their deal?

22. Whole Hog (Level 14)
Hog Wild was a fun distraction. Whole Hog went a bit too far with the obstacles and bordered onto frustrating.

23. The High Road (Level 20)
Too many turtles. Road To Nowhere wasn't just a great challenge, but it had fantastic pacing too. The High Road constantly stops you to jump on turtles before you can progress, and if you accidentally spin attack one? Well, screw you, I guess.

24. Lights Out (Level 22)
Love the set design here but who thought making your health indicator a source of light was a good idea? Or giving said source of light a time limit in a level depending on waiting for moving obstacles? Or making this level lock a colored gem behind another colored gem?

25. The Great Gate (Level 27)
Oh, right, this is a level. There really isn't much to it, but it's neat how it lets you just... skip the final boss entirely?

26. Toxic Waste (Level 19)
This one's Donkey Kong barrel schtick is cute at first, but then you realize it's all this level has. Otherwise, it's a straight-line even by Crash standards with nothing else to distract you.

27. Fumbling In The Dark (Level 23)
Hey, you liked Lights Out? You wanna play it again but it's harder, longer, more annoying, and even more dependent on waiting for cycles? No?


Bosses:

1. Pinstripe Potoroo
While technically just a waiting game, the concept and presentation is boss makes it one of my favorites in the series.

2. Nitrus Brio
Not really sure why destroying Brio's potions deals damage to him, but still a fun two-phase fight and the first boss to be genuinely difficult.

3. Neo Cortex
Solid final boss and definitely the hardest in the game, but something always felt strangely underwhelming about the final boss taking place in 2D.

4. Koala Kong
Parts of it can be cheesed by just standing in the corner and repeatedly spinning, but between the minecarts and TNTs, there's a bit more to keep your eye on compared to the previous fights.

5. Ripper Roo
Not a huge fan of the concept behind this fight, but it is satisfying to be able to stun-lock him with multiple TNT boxes.

6. Papu Papu
Easiest boss ever. Even some invincibility-frames could've helped.

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