{"id":5590,"date":"2018-07-16T10:00:13","date_gmt":"2018-07-16T14:00:13","guid":{"rendered":"http:\/\/andrewkuhar.com\/blog\/?p=5590"},"modified":"2018-07-29T16:52:13","modified_gmt":"2018-07-29T20:52:13","slug":"top-ten-levels-crash-bandicoot","status":"publish","type":"post","link":"https:\/\/andrewkuhar.com\/blog\/video-games\/top-ten-levels-crash-bandicoot\/","title":{"rendered":"Top Ten Levels: Crash Bandicoot"},"content":{"rendered":"<p>Near the top of <a href=\"https:\/\/andrewkuhar.com\/blog\/podcast\/e-2-crash-bandicoot-n-sane-trilogy\/\">Screen Looking&#8217;s second episode<\/a>, we admitted to scrapping our initial take \u2013 it simply got way too long. The culprit was an additional 30+ minutes devoted to specific levels from <em>Crash Bandicoot\u00a0N. Sane Trilogy<\/em>\u00a0\u2013 ones that Hilary &amp; I agreed were, as the French say, &#8220;la cr\u00e8me de la cr\u00e8me.&#8221;<\/p>\n<p>Still, we feel they deserve our recognition.\u00a0Having now achieved over 100% completion across Vicarious Visions&#8217; rebuilt trilogy,\u00a0we felt like we had to revisit this topic more officially.<\/p>\n<p>Out of the 100+ levels between\u00a0<em>Crash Bandicoot<\/em>, <em>Cortex Strikes Back<\/em>, and\u00a0<em>Warped<\/em>, we boiled it down to 10. Ranging from quintessential to delightful and unforgettable, these levels are the ones we feel every\u00a0<em>Crash Bandicoot <\/em>player should revisit more than once.<!--more--><\/p>\n<h4>Our criteria included the following:<\/h4>\n<ul>\n<li>Aesthetics &amp; atmosphere<\/li>\n<li>Use of perspective &amp; level design<\/li>\n<li>Pacing &amp; balance<\/li>\n<li>Overall uniqueness<\/li>\n<li>The element of surprise<\/li>\n<\/ul>\n<p>Once we finalized our list, we went back and replayed all our selections (including honorable mentions and level variants) to ensure we weren&#8217;t missing anything. In the end, some levels we grew to love got taken down a peg, while others took on new meaning and appreciation.<\/p>\n<p>Cases were made.\u00a0Hearts were broken. Crates were broken, too.<\/p>\n<hr \/>\n<p><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-5625\" src=\"https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/10-ToadVillage-A.jpg?resize=660%2C371&#038;ssl=1\" alt=\"\" width=\"660\" height=\"371\" srcset=\"https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/10-ToadVillage-A.jpg?w=1200&amp;ssl=1 1200w, https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/10-ToadVillage-A.jpg?resize=300%2C169&amp;ssl=1 300w, https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/10-ToadVillage-A.jpg?resize=768%2C432&amp;ssl=1 768w, https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/10-ToadVillage-A.jpg?resize=1024%2C576&amp;ssl=1 1024w\" sizes=\"auto, (max-width: 660px) 100vw, 660px\" \/><\/p>\n<h2>10. Toad Village<\/h2>\n<p><strong><em>Crash Bandicoot 3: Warped<\/em><\/strong><\/p>\n<p>\u201cToad Village\u201d gets major points for being one of the loveliest levels in the <i>Crash<\/i> series. It\u2019s bursting at the seams with charm and whimsy, and doesn\u2019t present mind-boggling challenges like some other levels on this list. It\u2019s simply a pleasure to play through, beautifully-lit as if it were a short film set in the Middle Ages. The enemies are brilliantly goofy, with fantastic death animations to accompany (getting kicked out-of-sight by the Cortex goat is still funny). This is a level that\u2019s truly enjoyable to spend some time in. There are butterflies in the long grass, chickens and birds darting from your feet, and patches of flowers gently swaying in the breeze. It\u2019s such an inviting way to begin <i>Crash Bandicoot 3 (CB3)<\/i>. Stroll through at your leisure \u2013 the challenges are yet to come.<\/p>\n<p style=\"text-align: right;\">\u2013 Hilary (HB)<\/p>\n<hr \/>\n<p><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"alignnone wp-image-5646 size-full\" src=\"https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/09-BugLite-1.jpg?resize=660%2C371&#038;ssl=1\" alt=\"\" width=\"660\" height=\"371\" srcset=\"https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/09-BugLite-1.jpg?w=1280&amp;ssl=1 1280w, https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/09-BugLite-1.jpg?resize=300%2C169&amp;ssl=1 300w, https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/09-BugLite-1.jpg?resize=768%2C432&amp;ssl=1 768w, https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/09-BugLite-1.jpg?resize=1024%2C576&amp;ssl=1 1024w\" sizes=\"auto, (max-width: 660px) 100vw, 660px\" \/><\/p>\n<h2>9. Bug Lite<\/h2>\n<p><strong><em>Crash Bandicoot 3: Warped<\/em><\/strong><\/p>\n<p>Although the trilogy&#8217;s final level isn&#8217;t as challenging as those preceding it, &#8220;Bug Lite&#8221; synthesizes some of <em>Crash<\/em>&#8216;s best qualities into a jubilant reprise. Not only does it set the already-stunning Egyptian tomb theme at midnight, but it folds in the &#8220;Lights Out&#8221; concept (an anomaly in <em>CB3<\/em>) as fireflies guide Crash through pitch-black tombs. It also makes two thoughtful callbacks to the series&#8217; opening level, &#8220;N. Sanity Beach,&#8221; with its perspective, sandy dunes and enough Aku Aku masks for a full-throttled sprint into the night. It is an interactive celebration of how far the series had come, but it has the hallmarks of a classic <em>Crash Bandicoot<\/em>\u00a0level.<\/p>\n<p style=\"text-align: right;\">\u2013 Andrew (AK)<\/p>\n<hr \/>\n<p><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-5643\" src=\"https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/08-FutureFrenzy.jpg?resize=660%2C371&#038;ssl=1\" alt=\"\" width=\"660\" height=\"371\" srcset=\"https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/08-FutureFrenzy.jpg?w=1200&amp;ssl=1 1200w, https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/08-FutureFrenzy.jpg?resize=300%2C169&amp;ssl=1 300w, https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/08-FutureFrenzy.jpg?resize=768%2C432&amp;ssl=1 768w, https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/08-FutureFrenzy.jpg?resize=1024%2C576&amp;ssl=1 1024w\" sizes=\"auto, (max-width: 660px) 100vw, 660px\" \/><\/p>\n<h2>8. Future Frenzy<\/h2>\n<p><strong><em>Crash Bandicoot 3: Warped<\/em><\/strong><\/p>\n<p>\u201cFuture Frenzy\u201d presents the gamer with the <em>Crash<\/em> version of technological dystopia. It doesn\u2019t look too far off from a combination of <i>Brazil <\/i>and <i>Blade Runner<\/i> \u2013\u00a0and that\u2019s what makes it so much fun to run around in. Unlike <i>Crash Bandicoot 2&#8217;s (CB2)\u00a0<\/i>science\/tech themed levels, (\u201cPiston It Away\u201d and \u201cSpaced Out\u201d) \u201cFuture Frenzy\u201d is well-paced and innovative. It requires you to be clever about your use of Crash\u2019s extra powers to get through obstacles and to smash every box. The enemies in this level are particularly memorable, too, for challenging you in every possible way. Scorching-hot bars and light beams, robo-domes that can sprout spikes at any second, Cortex minions hovering in tiny laser-ray ships. You\u2019ve got to be quick, and with the level\u2019s complexity, you\u2019ve got to be smart.<\/p>\n<p style=\"text-align: right;\">\u2013 HB<\/p>\n<hr \/>\n<p><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-5626\" src=\"https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/07-HangEight-B.jpg?resize=660%2C371&#038;ssl=1\" alt=\"\" width=\"660\" height=\"371\" srcset=\"https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/07-HangEight-B.jpg?w=1200&amp;ssl=1 1200w, https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/07-HangEight-B.jpg?resize=300%2C169&amp;ssl=1 300w, https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/07-HangEight-B.jpg?resize=768%2C432&amp;ssl=1 768w, https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/07-HangEight-B.jpg?resize=1024%2C576&amp;ssl=1 1024w\" sizes=\"auto, (max-width: 660px) 100vw, 660px\" \/><\/p>\n<h2>7. Hang Eight<\/h2>\n<p><strong><em>Crash Bandicoot 2: Cortex Strikes Back<\/em><\/strong><\/p>\n<p>I would argue that &#8220;Hang Eight&#8221; is <em>Crash 2&#8217;s<\/em>\u00a0thesis statement in level design. Going even further with what produced some of the original&#8217;s best levels \u2013 i.e. the river theme \u2013 &#8220;Hang Eight&#8221; raises the volume and tempo in a way only\u00a0<em>CB2 <\/em>can. With snappier animations, deadlier obstacles, joystick-designed platforming and a rad Fieri-approved jet board (hands-down the series&#8217; best vehicle), Crash fearlessly skates along the element that&#8217;d otherwise drown him. To bring Crash&#8217;s penchant for danger into the trilogy&#8217;s most peaceful setting was a risky choice, but it works. While its predecessors, &#8220;Upstream&#8221; and &#8220;Up the Creek,&#8221; offer Crash his fleeting moment-of-zen, the fluid bombast of &#8220;Hang Eight&#8221; never gets old and defined <em>CB2<\/em> \u2013 which most consider to be the series&#8217; best entry.<\/p>\n<p style=\"text-align: right;\">-AK<\/p>\n<hr \/>\n<p><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"alignnone wp-image-5707 size-full\" src=\"https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/06-HangEmHigh-01.jpg?resize=660%2C371&#038;ssl=1\" alt=\"\" width=\"660\" height=\"371\" srcset=\"https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/06-HangEmHigh-01.jpg?w=1280&amp;ssl=1 1280w, https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/06-HangEmHigh-01.jpg?resize=300%2C169&amp;ssl=1 300w, https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/06-HangEmHigh-01.jpg?resize=768%2C432&amp;ssl=1 768w, https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/06-HangEmHigh-01.jpg?resize=1024%2C576&amp;ssl=1 1024w\" sizes=\"auto, (max-width: 660px) 100vw, 660px\" \/><\/p>\n<h2>6. Hang &#8216;Em High<\/h2>\n<p><strong><em>Crash Bandicoot 3: Warped<\/em><\/strong><\/p>\n<p>When I was younger and Naughty Dog\u2019s original <i>Crash 3<\/i> was fresh in my mind, I used to have dreams about the Arabian-themed levels. I would dream that I was climbing, running, jumping in that world, dust clouds around me every time my feet landed on the salmon-hued, sun-baked stone. I\u2019d argue that it\u2019s the amount of detail in \u201cHang \u2018Em High\u201d that made those dreams possible for my brain to conjure. The patches of sand piled up in platform corners, the cracks in the walls, the folded towels and rugs hung up on background clotheslines, the perfect hot-afternoon color palette. Crash\u2019s terrified face as he clambers across ornamental metal bric-a-brac. The addictive, Arabian-inspired music. \u201cHang \u2018Em High\u201d is another great example of a level from <i>CB3<\/i> that perfectly sets a mood and utterly transports you to a distinct time and place.<\/p>\n<p style=\"text-align: right;\">\u2013 HB<\/p>\n<hr \/>\n<p><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"alignnone wp-image-5640 size-full\" src=\"https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/03-DinoMight.jpg?resize=660%2C371&#038;ssl=1\" alt=\"\" width=\"660\" height=\"371\" srcset=\"https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/03-DinoMight.jpg?w=1280&amp;ssl=1 1280w, https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/03-DinoMight.jpg?resize=300%2C169&amp;ssl=1 300w, https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/03-DinoMight.jpg?resize=768%2C432&amp;ssl=1 768w, https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/03-DinoMight.jpg?resize=1024%2C576&amp;ssl=1 1024w\" sizes=\"auto, (max-width: 660px) 100vw, 660px\" \/><\/p>\n<h2>5. Dino Might!<\/h2>\n<p><strong><em>Crash Bandicoot 3: Warped<\/em><\/strong><\/p>\n<p>Appearing only halfway into\u00a0<em>Crash 3<\/em>, &#8220;Dino Might!&#8221; is perhaps the trilogy&#8217;s most ambitious level. If perspective is the series&#8217; core platforming hook, &#8220;Dino Might!&#8221; pushes that to its absolute limit. The level starts by moving forward, then sideways, then towards the screen \u2013 all without a single cut. It has a gem path, a secret path to a secret level (&#8220;Eggipus Rex&#8221;), and\u00a0creative enemies in an epic prehistoric twist on the vintage jungle theme. Much of the same is true of its earlier iteration, &#8220;Bone Yard,&#8221; but &#8220;Dino Might!&#8221; affords you control of\u00a0<strong>a baby t-rex\u00a0<\/strong>(<em>Crash<\/em>&#8216;s nod to Yoshi) and hits the sweet spot in terms of length. The level isn&#8217;t as surefooted in its layout as it could be \u2013 at least for where it appears along <em>CB3&#8217;s<\/em> difficulty curve \u2013 but the more I revisit the trilogy, the more this level stands out to me for its audacity and execution thereof. It&#8217;s typical for the first level in a theme to be the favorite amongst its siblings, but &#8220;Dino Might!&#8221; is a powerful demonstration of nearly everything the series has to offer.<\/p>\n<p style=\"text-align: right;\">-AK<\/p>\n<hr \/>\n<p><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-5644\" src=\"https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/04-SlipperyClimb.jpg?resize=660%2C371&#038;ssl=1\" alt=\"\" width=\"660\" height=\"371\" srcset=\"https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/04-SlipperyClimb.jpg?w=1280&amp;ssl=1 1280w, https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/04-SlipperyClimb.jpg?resize=300%2C169&amp;ssl=1 300w, https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/04-SlipperyClimb.jpg?resize=768%2C432&amp;ssl=1 768w, https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/04-SlipperyClimb.jpg?resize=1024%2C576&amp;ssl=1 1024w\" sizes=\"auto, (max-width: 660px) 100vw, 660px\" \/><\/p>\n<h2>4. Slippery Climb<\/h2>\n<p><strong><em>Crash Bandicoot<\/em><\/strong><\/p>\n<p>Initially we debated about including \u201cSlippery Climb\u201d on the Top Ten list \u2013 yet, the more we discussed the level, the higher up it crept. Has any other level in early <em>Crash<\/em> history inspired as much frustration, as much madness? Even all these years later, it\u2019s still notorious for its difficulty. Yet as you slide off rain-soaked ledges time and time again, the level draws you back in with its lightning flashes and macabre motifs. It\u2019s the only level of its kind in <i>CB1 \u2013 <\/i>\u201cStormy Ascent\u201d remake notwithstanding \u2013 and therefore particularly memorable as you journey through the third island. Just a quick Google search on the level yields thoughts such as \u201cGaming things that make you RAGE,\u201d \u201cSlippery Climb is a Nightmare!,\u201d and \u201cAfter 15+ game overs on Slippery Climb\u2026\u201d The sheer laboriousness of the level might inspire derision in some, but I find its carefully calculated creepiness to be Poe-like in brilliance.<\/p>\n<p style=\"text-align: right;\">\u2013 HB<\/p>\n<hr \/>\n<p><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"alignnone wp-image-5641 size-full\" src=\"https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/05-UnBearable.jpg?resize=660%2C371&#038;ssl=1\" alt=\"\" width=\"660\" height=\"371\" srcset=\"https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/05-UnBearable.jpg?w=1280&amp;ssl=1 1280w, https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/05-UnBearable.jpg?resize=300%2C169&amp;ssl=1 300w, https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/05-UnBearable.jpg?resize=768%2C432&amp;ssl=1 768w, https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/05-UnBearable.jpg?resize=1024%2C576&amp;ssl=1 1024w\" sizes=\"auto, (max-width: 660px) 100vw, 660px\" \/><\/p>\n<h2>3. Un-Bearable<\/h2>\n<p><strong><em>Crash Bandicoot 2: Cortex Strikes Back<\/em><\/strong><\/p>\n<p>The teeth-grinding climax to Naughty Dog&#8217;s signature entry into game design, &#8220;Un-Bearable&#8221; takes their innovative &#8220;chase&#8221; concept to a place they would never top. This level, above the rest, wins in the &#8220;element of surprise&#8221; department; its distinct one-two-punch \u2013 replacing inanimate boulders with raging polar bears, and Crash catching a lift on their adorable cub \u2013 results in a wild race for survival. It&#8217;s unforgettable for not only being an avalanche of gaping maws, but also for Crash&#8217;s Cheshire-grin while riding atop Polar to safety, making for one of the trilogy&#8217;s most hilarious scenes. &#8220;Un-Bearable&#8221; single-handedly subverts our expectations of the series&#8217; two most iconic premises, all set against the backdrop of its rare alpine theme (not to mention two brilliantly staged secrets). As <em>Crash 2&#8217;s <\/em>most expressive offering, this level was poised for a successful restoration, now brimming even higher with its light-hearted sense of dread. Twenty years later, it still delivers.<\/p>\n<p style=\"text-align: right;\">-AK<\/p>\n<hr \/>\n<p><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"alignnone wp-image-5628 size-full\" src=\"https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/02-OrientExpress.jpeg?resize=660%2C364&#038;ssl=1\" alt=\"\" width=\"660\" height=\"364\" srcset=\"https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/02-OrientExpress.jpeg?w=1500&amp;ssl=1 1500w, https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/02-OrientExpress.jpeg?resize=300%2C166&amp;ssl=1 300w, https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/02-OrientExpress.jpeg?resize=768%2C424&amp;ssl=1 768w, https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/02-OrientExpress.jpeg?resize=1024%2C565&amp;ssl=1 1024w, https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/02-OrientExpress.jpeg?w=1320&amp;ssl=1 1320w\" sizes=\"auto, (max-width: 660px) 100vw, 660px\" \/><\/p>\n<h2>2. Orient Express<\/h2>\n<p><strong><em>Crash Bandicoot 3: Warped<\/em><\/strong><\/p>\n<p>When you learn about the Great Wall of China in early history classes, it immediately captures the imagination. So getting the chance to ride a tiger along the Wall in \u201cOrient Express\u201d feels like a childhood fantasy come true. (The same can be said for exploring Egyptian tombs in other <em>CB3<\/em> levels.) The level shines beautifully in the remaster, with plentiful lush mountains in the background and fully-realized, vibrant festival dragons. On top of that, I can still vividly recall the delight in getting to play as Coco for the first time in this level. Is there a cooler pairing in all of the <i>Crash<\/i> trilogy than Coco &amp; Pura? I think not. Holding down R2 here allows Pura to dash at an exhilarating speed, and makes it a breeze to finish the whole shebang in under 20 seconds. For that reason, \u201cOrient Express\u201d is easily the level I\u2019ve replayed the most. As soon as I\u2019ve finished the time trial, I\u2019m loading it up yet again. The challenge to beat my own best time \u2013 13.05 seconds \u2013\u00a0hasn\u2019t ceased to be a thrill.<\/p>\n<p style=\"text-align: right;\">\u2013 HB<\/p>\n<hr \/>\n<p><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"alignnone size-full wp-image-5630\" src=\"https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/01-NSanityBeach.jpg?resize=660%2C371&#038;ssl=1\" alt=\"\" width=\"660\" height=\"371\" srcset=\"https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/01-NSanityBeach.jpg?w=1200&amp;ssl=1 1200w, https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/01-NSanityBeach.jpg?resize=300%2C169&amp;ssl=1 300w, https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/01-NSanityBeach.jpg?resize=768%2C432&amp;ssl=1 768w, https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/01-NSanityBeach.jpg?resize=1024%2C576&amp;ssl=1 1024w\" sizes=\"auto, (max-width: 660px) 100vw, 660px\" \/><\/p>\n<h2>1. N. Sanity Beach<\/h2>\n<p><strong><em>Crash Bandicoot<\/em><\/strong><\/p>\n<p>Oftentimes, the best parts of a video game are the show-stoppers: scaling the third Colossus, obtaining the Master sword, creating an infinite loop with portals, etc. These are the moments game designers earn, by gradually layering ideas that lead to brief euphoric moments: where gameplay, visuals and story meet in unusual harmony.<\/p>\n<p>It just so happens that this is how\u00a0<em>Crash Bandicoot <\/em>begins. The opening level of any game carries a lot on its shoulders: it not only needs to entertain and set a tone, but to convey its fundamental rules and language to the player. In a much subtler way than &#8220;Dino Might!,&#8221; &#8220;N. Sanity Beach&#8221; plays with virtually every core <em>Crash<\/em> trope \u2013 yet, with much less experience under its belt. With its vertical interlude and fork-in-the-road ending, <em>Crash<\/em>&#8216;s debut level affords players a choice in how they&#8217;ll complete it \u2013 building trust, respecting their intelligence, and inviting them back for more.<\/p>\n<p>The fourth-wall-breaking introduction, the cresting waves, the wrecked ship, the crabs and perplexing bridge-of-crates \u2013 &#8220;N. Sanity Beach&#8221; makes several bold statements and then moves on, enthusiastically making room for the next one. Much of the series hinges on this level&#8217;s existence and attention to detail. We can&#8217;t think of another level that received as meaningful of a second-life through the remasters, nor have been so happy to revisit.\u00a0It may be simple, short and sweet, but &#8220;N. Sanity Beach&#8221; is the quickest path to making me feel like a kid again.<\/p>\n<p style=\"text-align: right;\">-AK<\/p>\n<hr \/>\n<h2>Honorable Mentions<\/h2>\n<p><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" class=\"alignnone wp-image-5667 size-full\" src=\"https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/HonorableMentions-Upstream.jpg?resize=660%2C371&#038;ssl=1\" alt=\"\" width=\"660\" height=\"371\" srcset=\"https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/HonorableMentions-Upstream.jpg?w=1280&amp;ssl=1 1280w, https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/HonorableMentions-Upstream.jpg?resize=300%2C169&amp;ssl=1 300w, https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/HonorableMentions-Upstream.jpg?resize=768%2C432&amp;ssl=1 768w, https:\/\/i0.wp.com\/andrewkuhar.com\/blog\/wp-content\/uploads\/2018\/07\/HonorableMentions-Upstream.jpg?resize=1024%2C576&amp;ssl=1 1024w\" sizes=\"auto, (max-width: 660px) 100vw, 660px\" \/><\/p>\n<h4>Hilary:<\/h4>\n<ul>\n<li>Upstream\n<ul>\n<li>The early version of a peaceful level like \u201cToad Village.\u201d I think the calm music truly makes these river levels what they are. Love seeing lush detail in the riverbed floor thanks to the <em>N. Sane<\/em> remake.<\/li>\n<\/ul>\n<\/li>\n<li>Native Fortress\n<ul>\n<li>When I was little, my mom gifted me a trip to Disney World. The (very early) morning we were leaving for the airport, I almost made us late because I couldn\u2019t rip myself away from this level. Not sure if it was the unforgiving save system of the originals, or the thoughtful, methodical pace of this level. Either way, I\u2019m still mesmerized.<\/li>\n<\/ul>\n<\/li>\n<li>Heavy Machinery\n<ul>\n<li>I\u2019ve always enjoyed this level, but the <em>N. Sane Trilogy<\/em> updates knocked it out of the park. I\u2019m enamored with the glow of the toxic green goo, the dirty, shiny metal walls and the simple-yet-great early iterations of machine-based enemies.<\/li>\n<\/ul>\n<\/li>\n<li>Tomb Wader\n<ul>\n<li>I\u2019ll always remember asking my mom to help me beat this one when I was a kid. I love how the water mechanics create a whole new obstacle in the already brilliantly-styled Egyptian tomb levels.<\/li>\n<\/ul>\n<\/li>\n<li>High Time\n<ul>\n<li>This level isn\u2019t better-structured than \u201cHang \u2018Em High,\u201d but I almost love the nighttime mood of the setting even more. Brings me right back to the slightly more intense parts of <i>Aladdin \u2013 <\/i>but better, \u2018cause it\u2019s <em>Crash<\/em>.<i><span class=\"Apple-converted-space\">\u00a0<\/span><\/i><\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<h4>Andrew:<\/h4>\n<ul>\n<li>Boulders\n<ul>\n<li>Beautifully remastered with sunlight leaking through crumbling checkpoints, the original &#8220;Boulders&#8221; level helped push <em>Crash Bandicoot<\/em> over the edge. A\u00a0classic, through and through.<\/li>\n<\/ul>\n<\/li>\n<li>Jungle Rollers\n<ul>\n<li>This and its near-identical twin, &#8220;Rolling Stones,&#8221; reveal what lies beyond &#8220;N. Sanity Beach.&#8221; It&#8217;s one of <em>Crash&#8217;s<\/em> more understated and underrated levels, but its elephant-tinged soundtrack, hills and pace make it one of my personal favorites.<\/li>\n<\/ul>\n<\/li>\n<li>Temple Ruins\n<ul>\n<li>No level received as much of a visual 180<b>\u00b0<\/b> as &#8220;Temple Ruins&#8221; in the remasters, thanks to its fire-lit chasms and better-communicated booby traps. I use to loathe this level, and now I love it.<\/li>\n<\/ul>\n<\/li>\n<li>Lights Out\n<ul>\n<li>I still appreciate the dual-purpose of Aku Aku here, as both protector and lantern. The remastered lighting is a sight to behold, but actually makes the platforming less clear at times. However, the gothic medieval flare and super cool gem path make that easy to forgive.<\/li>\n<\/ul>\n<\/li>\n<li>Turtle Woods\n<ul>\n<li>My longtime personal favorite of the trilogy, &#8220;Turtle Woods&#8221; is the most frolicking of the forest levels with its morning rain, mist and mud-pits. I feel at home in those woods.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<hr \/>\n<p><em>Agree, disagree, and\/or have your own Top Ten? We&#8217;d love to know what levels other Crash Bandicoot fans reach for and why. Feel welcome to leave us a comment and\/or share your own list.<\/em><\/p>\n","protected":false},"excerpt":{"rendered":"excerpt","protected":false},"author":1,"featured_media":5591,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"episode_type":"","audio_file":"","cover_image":"","cover_image_id":"","duration":"","filesize":"","date_recorded":"","explicit":"","block":"","itunes_episode_number":"","itunes_title":"","itunes_season_number":"","itunes_episode_type":"","filesize_raw":"","_jetpack_memberships_contains_paid_content":false,"footnotes":""},"categories":[41],"tags":[],"class_list":["post-5590","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-video-games"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v25.5 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Top Ten Levels: Crash Bandicoot<\/title>\n<meta name=\"description\" content=\"Out of the 100+ levels Crash Bandicoot has to offer, we came back with 10. 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