Crash Bandicoot N. Sane Trilogy - Originals VS N. Sane Trilogy


This is a list of the most noteworthy changes between the N. Sane Trilogy version of the games and the original PlayStation releases. As all games were entirely remade from scratch (besides building upon the original level geometry) and a lot of standards changed over the course of two decades, many elements were deliberately altered to provide a better and richer experience, while others were the result of oversights. Most changes done to the graphics and audio will not be listed, since these should be immediately evident.

Note: All games are based on their original NTSC-U counterparts, so most of the old changes and improvements seen in PAL regions no longer apply.

Additions

  • Two extra levels are available: Stormy Ascent is a recreation of a level removed from the original Crash 1, while Future Tense is an all-new level available in WARPED.
  • Time trials are present in the first two games. They aren't required for the good endings, but they let you get more than 100% completion in all games.
  • You get the Crash Dash power (now called Speed Shoes) in Crash 2 by defeating Cortex.
  • There are online leaderboards for time trials in every platform except the Nintendo Switch.
  • Coco is now fully playable in all three games. She controls just like Crash, but she has her own unique animations. Neither Crash nor Coco can enter each other's boss fights or levels that contain character-specific vehicles or animal buddies (the river levels in Crash 2 and the bi-plane levels in WARPED are an exception).
  • The first game's checkpoints now remember the crates you've broken, so you can get a gem even if you die. This doesn't apply to colored gems, which still require you to do a perfect run.
  • All crates in bonus rounds now count towards your total in the first game, so they're required for gems like in the other two games (this includes Tawna's, Brio's, and Cortex's rounds). You can replay them as many times as you want, since they're now accessed through warp pads placed near the third face icons. Collecting three face icons of a kind opens up their respective bonus warp pad.
  • The first two games now have a crate counter like WARPED's, showing how many crates you've broken out of the current level's total (the same applies to bonus rounds). The counter also appears at the end of each level in the first game just like in the sequels, but the crate tally sequence was still kept.
  • Fake Crash now appears in several levels from the first two games after 100% completion.
  • Loading screens give you hints. These are usually level-specific, such as how to obtain colored gems.

Improvements

  • All games have auto-saving now. You don't need to beat Tawna's bonus rounds in the first game to save, since the game unobtrusively does that for you every time you beat a level or reach a checkpoint.
  • The Dynamic Difficulty Adjustment from Crash 2 and WARPED was added to the first game. Taking notes from the sequels, the first game now gives you extra masks if you die too many times before reaching a checkpoint, then replaces certain crates with checkpoints if you're still having trouble. Boulders will also slow down if you're having trouble outrunning them, like in the second game.
  • The floor in Toxic Waste now has marks where the bouncing barrels will hit, making it much easier to position yourself accordingly.
  • Chase levels in the second game have a trail of green squares before each dash pad so you'll know when you're approaching them.
  • A bird can be seen flying into the alien sign post in Road Crash. This is a hint on how to reach the level Hot Coco.
  • Some bosses get cartoony symbols over them when they're vulnerable to let you know it's safe to attack them.
  • An aiming reticle was added to biplane levels.
  • Biplanes no longer snap back to a position parallel to the ground. You can also slow down using the Circle button.
  • Extra fruits have been added as hints above invisible platforms in the first game and after you hit the switch in Up The Creek.
  • TNTs always explode nearby crates regardless of Crash's distance.
  • Many precarious platforms now telegraph when they're about to fall down.
  • The bounce crate behavior from WARPED was applied to the first two games, so you always get two fruits per bounce.
  • It's easier to spin an enemy into a specific direction.
  • The second island in Crash 1 is horizontally inverted to make the navigation consistent.
  • The third island in Crash 1 adds a shortcut to N. Sanity Beach if you've unlocked Stormy Ascent.
  • Bringing Aku Aku to Lights Out or Fumbling in the Dark starts him off in the illuminated state. Since checkpoints now remember which crates you've broken, an Aku Aku mask will spawn near you if you've broken the nearest Aku Aku crate before triggering the checkpoint.

Level Design

  • The wooden arrow crate in The High Road's bonus was replaced with an iron one. This is because bonus rounds in the first game now count towards your crate total, and this specific crate can't be broken conventionally without dying.
  • Some levels in the first two games like Upstream have extra platforms to accomodate the stopwatch. This change was necessary because they didn't have time trials before.
  • Mad Bombers has three small enemy planes fending you off instead of two.
  • The red gem in Crash 2's Snow Go is placed much higher, so it can't be seen or acquired in the regular path.

Technical

  • The controls and physics have been unified for all three games. They're close to the original Crash 2 (letting go of a direction in mid-air cancels your momentum), but you can also turn around in mid-air now.
  • Bouncing on enemies and crates reduces Crash's speed, which, in turn, shortens the distance he covers. This makes The High Road considerably harder than before. It also makes the secret lives in the Diggin' It bonus impossible to reach using conventional means (one way to get around this is using the speed shoes).
  • The tolerance for landing on a platform or crate's edge is much lower, since Crash slips off even when you're jumping in place. This makes precision platforming more unforgiving.
  • Crouching after landing is very finnicky, as there is an added delay before Crash does it unless your timing is perfect. In the original games, he would crouch as soon as you pressed the button.
  • After getting the Death Tornado in WARPED, it becomes impossible to break a crate at the bottom of a stack without also breaking the one directly on top of it, unless you run away as you do it. This is most noticeable in segments where TNTs are above regular crates as you'll explode if you attempt to do it (e.g.: Sphynxinator after the long stairway).
  • While ice-skating, Crash accelerates faster and his top speed is higher.
  • The jetski's controls have been reworked entirely, and the camera now stays behind Coco at all times. Its top speed has also been reduced, and going off ramps no longer automatically centers Coco.
  • Crash doesn't bounce off hazards when he's invincible.
  • Sliding into crates offers no resistance, meaning it's possible to slide through stacks.
  • Invincibility (3 masks) makes you run faster.
  • Belly-flopping a bounce crate no longer produces fruit. If you take too long before the fifth and final bounce, you'll still get two fruits from it.
  • Nitro crates now bounce much higher than before. This can sometimes lead to accidental deaths and a glitch where they clip through the crates above them, switching the column order.
  • Hitting the nitro switch at the end of a level now breaks all the crates that are within the range of nitros. This makes certain segments skippable since you no longer need to break those crates yourself.
  • Jumping on multiple enemies consecutively or defeating several of them with a single spin no longer gives you goodies (though spinning an enemy into another still does).
  • Due to the gameplay differences, all relics in WARPED have brand new time requirements.
  • Bonus rounds always act as checkpoints after you enter them. This was originally present in the first game only.
  • You'll hear a notification sound when you pick up a third mask in segments where invincibility is forbidden (such as underwater levels).
  • The hitbox for the spitting plants' spikes in Crash 2 is larger, making it harder to belly-flop them.
  • The lizards in The Lost City and Sunset Vista from Crash 1 can be spun away.
  • Some enemies change vulnerability states too early. For example, the hedgehogs and the electrifying robots that slide along the ground in Crash 2 will hurt Crash while the changing animation is still playing.
  • Polar controls more loosely.
  • Pura's top speed is considerably faster. The extra momentum from sprinting is cancelled immediately if you let go of the sprint button in mid-air.
  • The camera doesn't accomodate backtracking in some 2D segments, making it harder to see what's coming (e.g.: Piston It Away).
  • The Lab Assistants that push you with shields don't move back to their original positions if you push them and wait.
  • The motorcycle requires you to let go of the X button to drift around tight turns. Performing a wheelie is slightly more restrictive in terms of movement (breaking from the wheelie is instantaneous, however).
  • The camera shifts abruptly when riding the motorcycle off a ramp.
  • Spinning while underwater moves Crash forwards a bit. The same happens while turning around unless you're completely stopped.
  • The sub's firing rate is increased.
  • It's impossible to cancel a boost with the sub. If you're holding up or down as you boost, vertical movement becomes impossible until you let go of the direction you're holding.
  • The underwater grinders pull Crash in from a small distance.
  • The crushing pillars that activate when you get close to them in ice levels act much quicker. It's sometimes impossible to run under them without sliding.
  • Likewise, the doors in the Egyptian tomb levels shut faster.
  • It's impossible to duck or crawl under the flamethrowers used by Lab Assistants in Egyptian tomb levels.
  • The white monkeys in Egyptian tomb levels don't escape when they go off-screen.
  • It's impossible to brake with the jetpack. Attempting to do so will immediately move Crash in the opposite direction (turning around has the same effect now).
  • The floating red mines in jetpack levels only disappear when they're off-screen instead of right after you pass through them.
  • Penguins don't have an animation for when they're about to spin, making their attacks more unpredictable.
  • Hedgehogs hurt you as soon as their spikes begin to protrude. In the original Crash 2, you have a larger room for error since you can still hit them before the animation is over.
  • In Cold Hard Crash, the Death Route music continues playing until the next checkpoint if you backtrack out of the Death Route.
  • It's possible to jump over the wooden fences in the second game's chase levels.
  • Some bosses bounce you off if you run into them.
  • Papu Papu has 5 hit points instead of 3. This is identical to the original Japanese version.
  • Jumping on Pinstripe doesn't hurt him.
  • It's harder to hit N. Gin with fruit in the second game. His laser attack is quicker and harder to dodge, while his green beam phase no longer follows the original pattern.
  • Nitrus Brio throws beakers more slowly, and he takes a lot longer to reach the other side of the room after he turns into a monster. You can't spin the blobs in mid-air anymore.
  • Dingodile now shoots much fewer fire balls in his fight and doesn't change directions halfway through the battle.
  • Hitting N. Tropy no longer freezes you in place. You can move and fall off as the camera rotates.
  • Crash 1 saves how many lives you have. Loading a save file always starts you off with 0 fruits in any game.
  • You can't move after being zapped with a shrink ray in Crash 2, since this now plays an actual death animation.
  • Getting a mask from the Dynamic Difficulty Adjustment works differently: even if you exit a level before dying enough times to get a mask, all those deaths will still count when you come back.
  • After exiting a level, the warp spheres in WARPED don't disappear until Crash is done dancing.
  • Spinning while hanging only breaks crates placed as high as Crash's face. Crates in front of his legs are unaffected.
  • Crash can double-jump after spinning in mid-air.
  • Bouncing off something while running fast with the speed shoes cancels the extra momentum.
  • Jumping in-between two bounce crates where the gap is two-crates high (in other words, Crash's height) will stop Crash from bouncing.
  • Belly-flopping the grass in pre-historic levels no longer gets rid of it.
  • You can't stand on Cortex's rocketsled during his fight in WARPED.
  • The box counter is gone from Turtle Woods once you acquire the clear gem, so it never shows the total as 0 as a hint for the blue gem (though there is a text hint about it while the level is loading).
  • Baby-T will still be inside the egg in Dino Might!'s time trial.
  • The Wumpa fruits in Eggipus Rex now disappear once you touch the stopwatch, just like in every other level.

Aesthetical

  • Rather than using or remaking the custom-made font from the original trilogy, the games now use a commercial font named Zoinks. Despite that, the "START" and "FINISH" signs in motorcycle levels still use the original font.
  • A lot of animations were added or extended in some way, including Crash and Coco's various deaths (e.g.: Pura now lands on Coco's lap when they trip over something and licks her face, rather than Coco falling on her back while Pura checks on her).
  • Coco reacts to Crash's idle animations in the Time Twister. This includes laughing when he drops a fruit on him, mimicking his dance, and looking impatiently at the player when Crash taps his foot, among other things.
  • The crate tally screen in the first game has a more dynamic animation for Crash and Coco for missing crates. They get pushed towards the ground more and more as the crates fall on them, eventually becoming unconscious if you miss too many.
  • Bounce crates show fruit inside of them, thanks to the bars having gaps between them. This detail was meant to be seen in the original games, but the low resolution didn't allow it.
  • Slot crates don't have a white background and rotate instead of shuffling icons.
  • Crash and Coco have several different animations for producing prizes that play at random at the end of a level (e.g.: Crash can burp gems out of his stomach or take them out of his ear).
  • Most bosses that had simple animations for being defeated now have something extra, such as Ripper Roo falling down the waterfall and Koala Kong getting back up, only to be taken away by a runaway mine cart.
  • Crash doesn't leap forward when reaching a safe spot in Crash 2 if a boulder is too close to him.
  • The slipping animation from Crash 2 was added to the first game for slippery surfaces. Ironically, it was removed from Crash 2.
  • The gophers with robotic implants from Crash 2 are now realistic-looking moles.
  • The mallet-wielding Lab Assistants from Crash 2 have mustaches now.
  • The alarm keeps sounding indefinitely after Crash equips the jetpack.
  • The Chinese lab assistants in Pura levels no longer wear conical hats.
  • The blobs that spawn from Nitrus Brio's beakers now have faces. Every time you hit one, a small part of it bounces back at Brio and damages him. Though functionally the same, this makes more sense as to why the blobs are tied to his health bar.
  • Brio's health bar itself functions differently. He has 2 less hit points before turning into a monster. He transforms after he's down to just one and gains a separate health bar with 3 more hit points, complete with a separate icon and a description that simply reads: "?!?" This, again, is functionally the same as before, but looks more intricate.
  • Crash now has an animation for throwing fruit in N. Gin's fight.
  • N. Gin's lines after being defeated were removed.
  • Ripper Roo is continuously crazy in the second game, even while wearing his professor props.
  • Cortex carries a crystal instead of his ray gun in the second game's final boss fight.
  • Dingodile doesn't get burned by the explosions.
  • N. Tropy intentionally pushes down the big clock before his boss fight.
  • The mysterious creatures inside the cells in Slippery Climb are now bearded old men.
  • There is no tremor after a boulder or bear falls in a pit in the second game.
  • The double-headed lab assistants in WARPED swing roast turkeys instead of wooden clubs.
  • Crash's breath isn't visible in ice levels unless he's shivering.
  • The bonus round trapdoors in Crash 2 don't open up like shutters, but instead, drop Crash down along with the lid. No moths come out of these anymore.
  • Fake Crash appears in several locations once you have at least 100% in any game. This includes the original locations from WARPED along with some new ones.
  • The crowd of lab assistants in Tiny's gladiator arena from WARPED will throw cheese at Crash if he stays in the upper-left corner when the lions come out. This is a reference to players trying to "cheese" their way out of trouble in the original version, as this used to be a safe spot where the lions couldn't get Crash.

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