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- General Changes:
- -Higher production value. Cutscenes missing scenes and sound effects now have them.
- -Invincible Aku Aku/Uka Uka mode actually protects you from TNT and Nitro boxes.
- -Monkeys wearing bowler hats can be found in every normal Crash level. You can enter a button prompt based wrestling mini-game in order to get a Gem from them.
- -More open worlds with clearer paths. Levels are marked by entrances, and don't start as soon as you enter an area.
- N. Sanity Island
- Opening cutscene and set up is the same.
- Jungle Bungle
- Level is entirely the same.
- Boss: Mechabandicoot
- The fight is much harder now. The fight beforehand with Cortex remains the same, but Mechabandicoot's limbs don't get destroyed now when damage is done, though he follows the same pattern the entire time. The cutscenes also have a few different changes. The first one remains the same, but with the addition of the Komodo Bros., N. Tropy, N. Brio, and N. Trance. Crunch, Oxide, and Polar are also absent. After the boss is defeated and Cortex and Crash fall into the pit, N. Tropy is the one who suggests the villains leave for lunch rather than Dingodile. All villains are visible during this scene, and have animations.
- Cavern Catastrophe
- Level is entirely the same. The cutscene afterwards is the same as well.
- Totum Hokum
- Doc-Amok stage and worm sequence are the same, but after you free Cortex, him and Crash don't fall into the river. Instead, the totem pole that Cortex was strapped to collapses to the ground, and you enter a fight with Papu Papu.
- Boss: Papu Papu
- Papu Papu is significantly upgraded from his fight in the first game. The fight takes place in an area surrounded by tribesmen houses and totem poles, and has you using the Crash/Cortex combo gameplay style. Papu Papu doesn't fight you for some of the fight, instead sending in tribesmen enemies to defeat. Once he enters, he'll start to swing his staff at you, and perform charges. You need to have him charge into one of the totem poles surrounding you, which will stun him. You will then have to throw Cortex onto a building next to the totem pole, making him shoot at it. The totem pole will collapse, and fall onto Papu Papu. Each time, Papu Papu will take a rest,and you'll have to fight more enemies. Do this three times, and a cutscene plays.
- Papu Papu isn't defeated by this, and sends more tribesmen to attack Crash and Cortex. Thinking fast, Crash leaps off the side of a cliff and into a river, where he and Cortex get separated. Crash manages to make it onto a rock, but Cortex is stuck flailing helplessly as he gets carried down stream.
- River Ruckus
- Based around the second half of Totum Hokum, based around the riverbed around the tribal village. The first chunk of the level remains the same, but the second half is completely different. A cutscene plays in the middle of the level, where Crash ends up back in the village. He'll find Cortex there, and the doctor tries to snatch the crystal he found during the last section out of his hands. Unfortunately, the good doctor gets carried off by a hog before he can.
- Crash continues chasing after Cortex, with this half of the level taking place in the tribal village, done in a more traditional Crash style. Enemies here include hogs and more tribesmen. At the end of this section, Crash finds Cortex being attacked by the hog again, and rescues him. Cortex feigns gratitude, and then steals the crystal from him, and starts mocking him. However, he runs away in terror from something. A giant swarm of insects starts chasing Crash through the village, in a classic Crash chase scene.
- Once that's over, another cutscene will begin, with Cortex spotting Crash, and running off into some ruins. This seques into the next level.
- Tiki Troubles
- Another new level. This level has a more open layout than River Rollerbrawl, and requires solving puzzles using the physics engine and totem mechanics established back at the start of the world. There isn't much to it beyond that. At the end, Crash catches up to Cortex, and chases him to the Tikimon boss fight.
- Boss: Tikimon
- Tikimon, as a boss, is completely the same, since it's still a pretty good boss fight. The cutscenes are the same too, The Evil Twin's mentioning the Vice-Versa Reversa Device actually means something since its important to the game this time.
- After the fight, there's a but of a buffering period. You return to the N. Sanity Island hub, and need to find a boat to use to get over to the Iceberg Lab. Unfortunately, the boat driver, Capu Capu, needs some cash in order to ride you over. Cortex thinks he knows where he can get some cash, and brings Crash over to a literal hole in the wall tavern. It's literally carved into the side of a cliff face. However, the bouncer, who you never see, only lets bad guys in, so Cortex has to take the stage.
- Bar Brouhaha
- This level functions as a tutorial for Cortex's gameplay, which is much more of a presence here than it is in the main game. The opening cutscene has Cortex step into the bar, filled with pirate enemies that will be seen later, and almost instantly getting into a bar fight despite him not doing anything. Most of the level involves ducking away from enemy fire, and then firing back at them during safe periods. There are also some platforming challenges as well, especially when you enter the owner's private gambling quarters.
- Boss: Pinstripe Potoroo
- The owner of the place, and isn't very happy to see Cortex mucking around. The fight takes place on an over-sized roulette wheel, Pinstripe standing in the middle. Pinstripe's main attack is firing his tommy gun at Cortex, the only real way to avoid it being to run away. After a few rounds of shooting, Pinstripe will order in a large roulette ball, either colored red or black. It will bounce around the stage for a bit, before inevitably landing on the same color space. When this happens, Nitro Crates will start falling from the sky, lining the roulette wheel in an unavoidable pattern.
- The way to defeat Pinstripe is to shoot the ball with your ray gun, and get it to bounce over to the opposite colored space. A single shot will do that, but the ball still remains an obstacle until it lands. When that happens, a Nitro Crate will drop on top of Pinstripe's head, damaging him. Pinstripe only takes 3 hits, but his pattern gets more complex as it goes on. After the first hit, Pinstripe will shoot at the ball after you do, getting into Zelda styled tennis ball match. He will only do it two times during the second phase, but will do it around five times during the last phase.
- With the last hit, the roulette wheel itself explodes, leading into a cutscene. Pinstripe gets knocked out, and Cortex steals his wallet, which is much easier than actually gambling. Cortex returns to Crash, and the two hop on the boat to the Iceberg Lab.
- Iceberg Lab
- Set up is the same, with Cortex not being able to open the door, and trying to find the secret exit in.
- Ice Climb
- Level is pretty much the same.
- Boss: Uka Uka
- The first phase of the fight, while similar in concept, is much harder. The switches Cortex activates during the fight correspond to one of three flame generators on the floor, the other three not being there anymore. Hitting him with a flamethrower requires specific timing now. Uka Uka actually has 7 hits now, and you're required to hit him with every flamethrower for the first phase.
- After that, the fight changes completely. While he still uses the ice body, Uka will destroy the flame generators, meaning you need to find another way to hurt him. The solution presents itself when Uka Uka flings Cortex up to a new platform, where you will then take control of him. Cortex heads up to a higher platform above them, and has to dodge Uka Uka's attacks as you shoot down stalactites onto his body. This also requires careful timing, and all three stalactites need to be broken. If a stalactite misses, a new one will form in its place.
- The last stalactite destroys Uka Uka's ice body, sending him into a rage. He attacks both Crash and Cortex, and sends them into a rollerbrawl chase. Its rather short, but requires dodging Uka Uka's laser beams. At the end of the section, the two will fly into Uka Uka, knocking him down and ending the fight. The cutscenes before and afterwards are the same.
- Lab Panic
- Crash and Cortex head into the Iceberg Lab, and there are significant story changes. The scene with the Evil Twins is cut (for now) and it instead skips to the scene where Cortex introduces the Psychlotron. The number of crystals needed to activate the machine is turned from 6 to 8, which means only one is missing right now. Cortex says he thinks he has one laying around the lab somewhere, and sends Crash off to get it.
- The level takes place in the Iceberg Lab itself, to the higher sections that are never explored in the game itself. The main obstacle is electrical pulses, which factor into a lot of the puzzles in the stage. At the end, Crash finds the crystal and returns to Cortex. However, Coco arrives, and ruins the Psychlotron by kicking Cortex into it. This is the same as it is in the game, but instead of the beam created from the Psychlotron just stunning Coco, it instead hits Cortex as well, sending him into her brain.
- Gone a Bit Coco
- This level takes place in Coco's mind, which is a horrid place full of candy and happy things, much to Cortex's disgust. Most of the level is based around shooting teddy bear enemies who want to hug you. There are also puzzles based around destroying candy objects and such. Partway through the level, the teddy bears start getting more aggressive and gain more tools to attack with.
- After finding the exit, Cortex returns to reality, and finds the Psychlotron ruined. Before anything else can happen, the cutscene with the Evil Twins starts up. However, instead of summoning a bunch of weak ants to defeat you, they call up an Ultra Ant Trooper.
- Boss: Ultra Ant Trooper
- The Ultra Ant Trooper is a massive ant, seen in a few concept sketches. It wields a few different weapons in its four hands, which compose of its attacks. It has a ray gun to shoot at you with, a taser pole with long reach, and two laser swords it uses in a combo. This fight uses the electric pulse gimmick from Lab Panic. None of Crash's attacks hurt him (In fact, touching him at all counts as taking damage), but the Ultra Ant does follow him around, only occasionally pausing to attack.
- The trick of the fight is finding ways to redirect the electric pulses to a few generators around the arena. Have him use his taser rod on them, which will cause him to electrocute himself. After every hit, the Ultra Ant will retreat, and more normal ant soldiers will show up. With each hit, the pulse paths will get more and more complex. During the fight, you get running commentary from the Evil Twins, mocking you or getting angry at their minions.
- Once the final generator is destroyed, the Ultra Ant's armor will fall apart, revealing it to be a normal ant in a mech suit. It hobbles around on mechanical legs for a second, before those explode as well. After this, the cutscene will play as usual, the Twin's mention of treasure still remaining. The follow up cutscene is the same as well, with Cortex saying they need Nina to fix the Psychlotron. Unfortunately, his blimp isn't at the iceberg any more, but instead on Cortex Island. They need a ship, and the only one available is N. Gin's battleship docked on the other side of the island.
- Slip Slid Ice-Capades
- Level is mostly the same, but the brief rollerbrawl section at the end of the level is expanded upon. The end cutscene is also very different. Dingodile's hut is still destroyed, the destruction actually being shown on camera, but as soon as Cortex mentions treasure, N. Gin's crew shows up and kidnaps him so they can get more information. Crash quickly follows after him. Dingodile also hears about the treasure as well.
- High Seas Hi-Jinks
- Level is mostly the same, but the N. Gin fight is cut completely. The Rusty Walrus chase is transplanted to the middle of the stage. Crash no longer falls into the section, but walks into it more organically.
- The level ends with Crash ending up on the battleship's deck, which is shaped like an arena, the ship's crew watching. Cortex is strapped to the crow's nest, which is actually somewhat connected to the ship this time. He's being questioned by N. Gin, who is know wearing a pirate outfit. Cortex tells him about the 10th dimensional treasure, but says it would be better for them all to work together to stop the Evil Twins. N. Gin doesn't care, and calls up the other henchmen via 2004 era cellphone to tell them about the treasure.
- Crash steps in to save Cortex, but before N. Gin can sick the pirates on him, Rusty Walrus bursts through the floor, triggering a boss fight.
- Boss: N. Gin & Rusty Walrus
- The fight takes place in the arena surrounding the crow's nest's pole, with an overhead view. Rusty Walrus is the boss here, and he is completely invincible. Rusty's main attacks include rushing at you, and a shockwave buttslam. Other than that, he's very limited. However, N. Gin and the crew are also part of this fight, both parties contributing. The crew contributes via some enemies sometimes jumping down from the sides of the arena, and occasionally throwing down explosive crates. N. Gin fires missiles from a cannon down onto the stage every so often as well.
- Despite Rusty Walrus being the main threat here, N. Gin is the one who gets the health bar. This is because the goal of the fight is to have Rusty crash into the side of the crow's nest pole, which is conveniently arranged in a triangular pattern. You need to do this twice to each side, and then blow it up with an explosive crate. You can tell when crates are about to be thrown when the crowd starts booing. For most of the fight, the crowd will throw TNT Crates, but when one of the sides is busted open, they'll begin to throw Nitro Crates. In order to activate them without getting hurt, you need to have Rusty either run into one, or use his shockwave attack to blow them up. One Nitro Crate will always be thrown next to the wall. Blow up all three sides, and the fight is over.
- The crow's nest is destroyed, and Cortex is freed. Unfortunately, N. Gin's rocket launcher breaks during the fall, causing it to begin firing missiles everywhere. The missiles blow up most of the ship, and launch Crash and Cortex off to a rock in the middle of the ocean.
- Seaside Scramble
- Cortex rants about them being stuck on an island for a moment, before sliding off and falling into the water. He soon comes back up with a large fish stuck on his head, and starts to run off. This starts a Doc-Amok level, with pieces of N. Gin's ship falling from the sky to create platforms. Partway through the stage, Cortex falls back into the ocean after reaching another rock, this time with an octopus smothering him. The last event has Cortex's head getting bitten on by a shark. The level ends with the two of them reaching a large chunk of N. Gin's ship floating in the water.
- Boss: Henchmania 1
- The opening of this boss fight is similar, with N. Tropy and N. Brio showing up on the platform to ask about the treasure. The differences start right away, with N. Brio getting a few lines as well. Cortex being there is also a major change, and he responds much more rudely to the two than Crash's non-response in the original. The other main difference is that N. Gin is there as well, paddling a rowboat with a large cannon strapped to it. Brio transforms into the frog monster, and the fight begins.
- This is functionally 3 boss fights in one, with each of the three henchmen having a different health bar. They all go for three rounds, and alternate. The Brio section of the fight is pretty simple on its own, playing out mostly like his fight in the real game. The largest change is that Cortex is with you, slowing you down a bit. After a few flops, Brio will get tuckered out, his mouth hanging wide open. Throw Cortex in there, and Brio will take some damage choking on the doctor, and then spit him out. Brio will leap back into the water, letting Tropy take over.
- Tropy also behaves a lot like he does in the actual game, except replace the platforms sinking with explosions. After a few explosions, Tropy's alarm will go off, giving you a chance to hit him. Finally, there's N. Gin, who's completely new. He circles the arena in his rowboat, and fires missiles at you. Eventually, he'll fire a cannonball, which you can spin back into him. After that round is completed, Brio will start back up, but with some extra help this time.
- This time, N. Gin will continue firing missiles at you as Brio flops around. The cannon will still fire out a cannonball every so often, which you need to keep around. Once Brio tuckers himself out, you'll have to spin the ball into his mouth, damaging him. If you attempt to throw Cortex in, Brio will chomp down on him, expecting the attack. Tropy is up next, and he's assisted by Brio during this. Brio will occasionally flop onto the side of the platform, tilting it a bit. Tropy will still cause explosions, but won't slide down the platform when it tilts. Once his alarm goes off however, hitting him will cause him to fly into Brio's mouth, before he spits him back out.
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