![]() ![]() Combine this with the Blackout Basement conditions and the fact that Crash has only a few seconds to get past them before he's in complete darkness, and they come pretty close to being Demonic Spiders. The floating surveillance robots in Totally Fly are horrible invincible minor minions which have to be avoided. ![]() Cybernetic vultures appear in Turtle Woods and The Pits, and attack by swooping down at Crash.Advertised Extra: The jetpack was featured in plenty of commercials and even shows up in the game's title sequence, but it's only used in two very late levels and the final boss fight.Advancing Wall of Doom: The snow boulders in Crash Dash and Crash Crush, and Polar's parents in Un-Bearable.The "advanced" technique here is to combine the two aforementioned techniques, which helps in speedruns, allowing you to pass obstacles quicker or get airborne items easier. There was also a glitch where pressing the jump and Spin Attack button together results in a higher jump. This game also lets you jump higher if you do it immediately after a slide.The "advanced" technique here is to cancel his slide into his Spin Attack which eliminates the halt. It can give Crash a short burst of speed, but his movement will get halted for a short moment (because it's the same button as his "prone crawling" move) before he can move again. From this game onwards, the series introduces the Slide Attack move for Crash.They can have rather difficult alternate routes, but the level design is fair otherwise. Hangin' Out prominently features red-hot pipes and lava as hazards set below overhangs. Absurdly-Spacious Sewer: The Eel Deal, Sewer or Later and Hangin' Out levels are tunnels large enough to contain Crash, electric eels, robotic cleaners, mechanical mice, rolling barrels, tons and tons of TNT, Nitro crates, and Lab Assistants working with welding torches.Completing them all unlocks the true ending, which leads on to the next game. ![]()
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