The gameplay is similar to Super Smash Bros. and Double Dragon, with Crash being able to jump and attack while holding an object such as a drill or a mallet to break boxes, statues or enemy statues. He can also throw items by holding them in the hand and pressing a button. The game also features a gauge which depletes whenever Crash lands on an enemy. It can be replenished by collecting coins and empty boxes, but it can also drain to zero if Crash is hit by an enemy or the screen is scrolled past a certain amount of time. When this happens, Crash will lose a life and become vulnerable to damage for a short time.
The levels are taken from the first six original PlayStation Crash Bandicoot games, and were arranged by the team of Jordan Blum and Mike West. The game has 50 levels divided into five chapters, and a "boss battle" at the end of each chapter.
During the game's development, the team changed the game's control scheme several times, including introducing the jump button and other techniques from the second game. However, these changes were not implemented in the game, and the team had to eventually redo all of the levels.
Development
Crash Bandicoot: The Cortex Strikes Back was developed by the game's lead designer, Jordan Blum, and the game's programming lead, Mike West. It was originally announced at the Electronic Entertainment Expo on June 16, 2004, with Activision revealing that the game was coming to the PlayStation 2. The game was first released in North America on July 25, 2004, and was later released in Europe on November 28, 2004. In Japan, the game was released on December 1, 2004.
The game was originally developed for the PlayStation 2, and was originally planned to be a prequel to the first three Crash Bandicoot games. This would involve the return of Chris in the role of Crash's brother, with the idea that Chris was going to be the main antagonist in the game. However, Activision felt that the idea was not a good fit for the gameplay and story of the third game in the series, and thus the idea was scrapped. However, the idea of a possible prequel was put into the game, albeit with no Chris or main antagonist. Instead, the game features Crash's father, N. Gin, in the role of the main antagonist, and he becomes the game's final boss.
During the development of the game, several controls and concepts
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