OK, so I’m going
to be honest for a minute now – I HATE Crash. Having
an immense amount of love for my little palm-top-games-console, I
thought that by bringing the two together I may be able to forge
some ever-lasting bond between myself and the orange Bandicoot, but
then, I’m probably a bit passed developing any new friendships,
seeing how I view the Game Boy Advance platform market as Mario,
Sonic, Kirby and the “me-too!” titles… not much
originality on offer then.
At first play I
was actually very impressed with the quality of the title.
The
graphics and sound are both at least on par with the average
big-name Game Boy Advance titles such as Tomb Raider and
Spider-Man 2 and the level design seems fairly solid. However,
first plays are often misleading and, upon digging beyond the
surface, the title show’s its true colours. Throwing you straight
into some side-scrolling platform action makes you believe that the
majority of the title will consist of increasingly difficult
platform sections, with the occasional mini-games thrown in for
added value. However, as you progress through the title it becomes
apparent that the gameplay emphasis is on the mini-games, with the
platform sections acting as little more than a HUB.
As the
mini-games are the main feature of the title, the platforming
sections of the game soon prove themselves to be incredibly
uninspiring and repetitive. Towards the end of the game, the title
will even prove to you itself that the platform sections are
pretty much pointless, and the game would have faired far better
with a Wario Ware Inc. style interface and increasingly
difficult platform levels as additional mini-games. The title
features a variety of mini-games, about 20-odd in total. Most of the
mini-games are basic, boring button-bashers that will see you
rushing through them as quickly as possible to unlock the better
games. Games such as Sheep Patrol are pleasing distractions,
but most of the better games have been ripped straight from either
Crash Bash on the PSone or older titles such as Space
Invaders.
In addition to
the usual Story Mode, you have the options to play the mini-games
you have unlocked, various multi-player options and the ability to
view your Trading Cards. Trading Cards are collected throughout the
game. There are 100 Crash Cards in total, and 100 Spyro
Cards. All the cards vary in rarity, and are obtainable by exploring
the platform sections, winning mini-games, beating bosses or
gambling Wumpa Fruit. Only a limited amount of Spyro Cards
are available in Crash Bandicoot Fusion, and the rest must be
traded with a player with a copy of Spyro Fusion. These
Trading Cards do add a nice bit a of variety to the title, allowing
additional characters in the mini-game mode and other hidden
features, and for me became the only reason to play the game through
to completion (other than for writing this review, of course!).
As I said
earlier, the graphics the title sports are in no way bad. The game
seems to have taken a little inspiration from Donkey Kong Country
in the way of its slickly-drawn character models, but the animation
on the minor characters and the majority of the enemies is poor at
best. During the mini-games the graphics remain pleasing on the
whole, but vary drastically from remarkable to shameful for each
component. The sound, as seems the norm these days, follows suit
with the graphics, being neither outstanding nor detestable from
start to finish… although hearing Crash squeal often brought
a dark, foreboding grin to my face…
The title shows
plenty of signs of clever Game Boy Advance development, but is let
down heavily by the lack of any really gripping single player
options, and a once-in-a-while multi-player affair. I can’t help but
feel that at least 70% of the title’s development was spent in
pre-production, deciding exactly what type of game it should be and
the interesting features that could go along with it, as opposed to
actually developing a game.
So, now we find
ourselves wondering, does this title make the irritating,
denim-wearing orange runt any more appealing? No. Not by a
long-shot. But what it does do is pique your interest as to what
exactly Coktel could’ve done with the title, had they not been
restricted by time-schedules and existing characters, possibly
increasing your hatred, limiting what otherwise could’ve been a
landmark title.

 Kev J.
Reviews Score Table Interpretation. 28/07/04 Return to
the Game Boy Advance in-depth reviews archive
here. Each of these articles has been
written either independently of Electronic Theatre or by an
external viewer. The opinions discussed in these articles in no way
reflects the opinions of Electronic Theatre.
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