2001 video game
2001 video game
Crash Bandicoot: The Wrath of Cortex
is a 2001
platform game
developed by
Traveller's Tales
and published by
Universal Interactive
. It was first released for the
PlayStation 2
and later ported to the
Xbox
, and
GameCube
, with
Eurocom
developing the GameCube version. It is the fourth main installment and the sixth overall in the
Crash Bandicoot
video game series, being the first of the series to not be released solely for a
PlayStation
console.
The plot centers on the appearance of
Crunch Bandicoot
, a genetically advanced bandicoot created by the main antagonist of the series,
Doctor Neo Cortex
, who has harnessed the power of a group of destructive mask spirits known as the
Elementals
.
Crash Bandicoot
and his sister
Coco
must travel the world and gather special Crystals that will return the Elementals to a hibernated state, and thwart Cortex's plans to use Crunch as a weapon for world domination.
Critical reception of the game was mixed, with many reviewers opining that the game recycled elements from its PlayStation predecessors with minimal innovation. The PlayStation 2 edition sold 1.56 million copies in North America, and the game qualified for various best-seller ranges, including the
Platinum Range
for PlayStation 2,
Xbox Classics
, and
Player's Choice
on GameCube. It was released as a
launch title
for the
Xbox Originals
line of downloadable original-Xbox games for the
Xbox 360
's Live Marketplace service in December 2007.
Gameplay
[
edit
]
The Wrath of Cortex
is a
platform game
in which the player controls
Crash
and
Coco Bandicoot
, who must gather 25 Crystals and defeat the main antagonists of the story:
Doctor Neo Cortex
, his new superweapon
Crunch Bandicoot
and Crunch's power sources, the renegade
Elementals
. Much of the game takes place in a "Virtual Reality (VR) Hub System" created by Coco to help Crash gather the Crystals. The VR Hub System is split up into five "VR Hubs"; initially, only the first VR Hub is available. Each VR Hub has five teleportation portals to different
levels
.
[5]
The goal in each level is to find and obtain the Crystal hidden in the area. In some levels, the Crystal will be located at the end of a level or must be earned by completing a specific challenge.
[6]
Most levels contain a "Bonus Platform" that leads to a special bonus area, where the player must navigate through a maze and collect everything in sight. Once a bonus area is completed, it cannot be played again unless the level is replayed.
[7]
After completing all five levels in a VR Hub, a sixth teleportation portal to a
boss fight
with Crunch will appear. By defeating the boss, the next VR Hub will become available for play.
[5]
When all 25 Crystals are collected and Doctor Cortex and Crunch are defeated, the game is won.
[7]
Besides Crystals, Gems and Coloured Gems can be collected for extra accomplishment. Gems are rewarded to the player if all of the crates in a level are broken open or if a secret area is completed. Coloured Gems are found in special levels and lead to hidden areas. "Relics" can be won by re-entering a level where the Crystal has already been retrieved. To obtain a Relic, the player must initiate the "Time Trial" mode and race through a level in the pre-designated time displayed before entering a level.
[6]
To begin a Time Trial run, the player must enter a level and activate the floating stopwatch near the beginning of the level to activate the timer; if the stopwatch is not touched, the level can be played regularly. The player must then race through the level as quickly as possible. Scattered throughout the level are yellow crates with the numbers one, two, or three on them. When these crates are broken, the timer is frozen for the number of seconds designated by the box. As no lives are lost in the Time Trial mode, the level can be played through as often as the player desires. Sapphire, Gold and Platinum Relics can be won depending on how low the player's final time is.
[8]
The first five Relics the player receives unlocks access to a secret level. Every five Relics thereafter open up another level in the Secret Warp Room. The levels in the Secret Warp Room must be won before the game can be fully completed.
[6]
Crash and Coco Bandicoot start the game with five
lives
. Crash and Coco lose a life when they are struck by an enemy attack or suffer any other type of damage. More lives can be earned by collecting 100 "Wumpa Fruits" or break open a special crate to collect a life.
[7]
Crash and Coco can be shielded from enemy attack by collecting an
Aku Aku
mask. Collecting three of these masks allows temporary invulnerability from all minor dangers.
[6]
If Crash or Coco run out of lives, the game is over. However, the game can be continued by selecting "Continue" at the "
Game over
" screen.
[7]
Plot
[
edit
]
Characters
[
edit
]
Ten returning characters from previous
Crash
titles star in
Crash Bandicoot: The Wrath of Cortex
along with five new characters. The protagonist of the series, Crash Bandicoot, is a genetically enhanced
eastern barred bandicoot
who must defeat the antagonist Doctor Neo Cortex and his new superweapon. Coco Bandicoot, Crash's younger sister, is a highly intelligent computer expert with an interest in Hong Kong martial arts films, having developed a highly masterful ability of martial arts from being self taught.
Aku Aku
is an omnipotent witch doctor mask who guides and aids Crash and Coco in stopping the plans of Doctor Neo Cortex. Pura, Coco's pet tiger cub, serves a very minor role and appears only in the introduction of the game.
[9]
The main antagonist of the series, Doctor Neo Cortex, is a
mad scientist
who created Crash Bandicoot among other characters and now seeks Crash's elimination along with world domination. The controlling force behind Cortex's plots for conquering the world is
Uka Uka
, the twin brother of Aku Aku. Four recurring villains from the series serve minor roles in the game:
Dr. N. Gin
, Cortex's main assistant;
Dr. Nefarious Tropy
, a scientist who specialises in time travel;
Tiny Tiger
, a hulking and ferocious
thylacine
; and
Dingodile
, a
dingo
-
crocodile
hybrid armed with a
flamethrower
.
[10]
Five new characters in the series make their appearance in
The Wrath of Cortex
, of which the most important is Dr. Cortex's genetically enhanced superweapon Crunch Bandicoot, a bionic bandicoot created for the purpose of destroying Crash Bandicoot.
[10]
Acting as Crunch's power source are the Elementals, a group of evil masks who control the elements of Earth, Water, Fire, and Air. The Elementals consist of Rok-Ko, a temperamental and rock-headed earthbending mask who controls earthquakes and landslides, Wa-Wa, a waterbending mask who controls thunderstorms and floods, Py-Ro, an easily perturbed firebending mask who controls volcano eruptions, and Lo-Lo, a joke-cracking airbending mask who controls tornadoes.
[11]
Story
[
edit
]
Outraged by their poor "track record for spreading evil", Uka Uka orders Dr. Neo Cortex, Tiny Tiger, Dingodile, Dr. Nefarious Tropy and Dr. N. Gin to devise a plan to eliminate Crash Bandicoot.
[12]
[13]
Cortex reluctantly comes forward with the announcement of a previously secret "genetically enhanced superweapon of unbelievable strength", but reveals that it is missing a power source.
[14]
Uka Uka then suggests using the Elementals, a group of renegade masks who had elemental power over earth, water, fire and air, and were used to ravage the globe. The Elementals caused
earthquakes
,
floods
, and an
Ice Age
many centuries ago until they were imprisoned by the ancients with the aid of special Crystals that put the masks in a state of hibernation.
[15]
Cortex deduces that if they awaken the Elementals and harness their destructive power, they can bring his secret weapon to life and eliminate Crash Bandicoot forever.
[16]
Back on Earth, the world is suddenly terrorized by severe natural disasters, leading Aku Aku to realize that Uka Uka has released the Elementals. Aku Aku returns to Crash and Coco Bandicoot and alerts them of the current situation, disclosing that the only way to stop the Elementals is to imprison them once more with the Crystals, which have been scattered across the Earth.
[17]
Using Coco's new Virtual Reality Hub System, Crash and Coco travel the world and gather the Crystals, fending off attacks from Cortex's superweapon, Crunch Bandicoot, and the Elementals along the way. However, by the time the Crystals have been gathered and the Elementals have been put in their hibernation state, Crunch's elemental powers have reached maximum capacity, forcing Crash to battle Crunch at full power in Cortex's space station.
[18]
However, despite this, Crash defeats Crunch, which releases him from Cortex's control.
[19]
Infuriated by this failure, Uka Uka attacks Cortex with a fireball, only to have it hit a vital part of the space station, which causes a chain reaction that results in the space station's self-destruction.
[20]
Crash, Aku Aku, and Crunch escape and return to the Bandicoot home on Coco's space fighter ship, while Cortex and Uka Uka deploy an
escape pod
and end up landing somewhere in
Antarctica
, where Uka Uka furiously chases Cortex around a small ice floe.
[21]
Development
[
edit
]
The Wrath of Cortex
was originally intended to be designed by
Mark Cerny
, who had designed all the games in the series thus far, and published by
Sony Computer Entertainment
.
[22]
The game under Cerny's direction was to be a
free-roaming
title with puzzle elements that would see Crash travelling between different planets.
[23]
In early 2000, when Universal approached Traveller's Tales to be the development team behind the game, they produced a 3-D rendered demo of Crash running through a volcanic level.
[24]
Development of the game's engine began in mid-2000.
[25]
It was originally titled
Crash Bandicoot Worlds
.
[26]
On September 21, 2000,
Universal Interactive Studios
and
Konami
announced that they had entered an agreement that would enable Konami to publish a
Crash Bandicoot
game for
next-generation game systems
, with Universal Interactive handling the production of the games. The agreement served to break the
Crash Bandicoot
franchise's exclusivity to Sony-produced consoles and effectively made Crash Bandicoot a mascot character for Universal rather than Sony.
[27]
After Universal fell out with Cerny and Sony, Traveller's Tales was forced to alter the game from a free-roaming title to a standard
Crash
title. Traveller's Tales had to begin development of the game from scratch and were given only twelve months to complete the game.
[22]
The character
Crunch Bandicoot
was designed by Craig Whittle of Traveller's Tales and Sean Krankel of Universal.
[28]
The concept of battling mini-bosses within the game's levels was dropped to uphold the fast and frantic pace of the series' gameplay. Multiplayer capability was also considered before being dropped.
[29]
An earlier draft of the story featured an alternate version of the game's climax and ending, which involved Crash battling Crunch in a mechanical robot suit. At the end of the fight, Crunch would destroy Crash's suit with a bolt of electricity. The resulting debris would render Cortex unconscious, destroy the remote control device controlling Crunch and start an electrical fire in the space station. As the Bandicoots escape to resume their beach-going vacation, the ruins of the space station would crash-land onto the island of Cortex's original settlement, conveniently allowing Cortex and Uka Uka to resume their world domination bids.
[30]
The majority of the characters and vehicles in the game were built and textured by Nicola Daly
[31]
and animated by Jeremy Pardon.
[25]
The main game systems and game code as a whole were coded by John Hodskinson.
[32]
The game's music is composed by Andy Blythe and Marten Joustra of Swallow Studios. A rearranged version of the original
Crash Bandicoot
theme by
Mutato Muzika
's
Josh Mancell
also appears in the game. The game's sound effects were created by Ron Horwitz, Tom Jaeger, John Robinson, and Harry Woolway of Universal Sound Studios. The game's voice actors were cast and directed by Margaret Tang with dialog editing from
Rik Schaffer
.
Clancy Brown
voices the dual role of Doctor Neo Cortex and Uka Uka, while
Mel Winkler
provides the voice of Aku Aku, and
Debi Derryberry
provides the voice of Coco Bandicoot.
Corey Burton
voices the returning villains Doctor N. Gin and Doctor Nefarious Tropy.
Kevin Michael Richardson
provides the voice of new character Crunch Bandicoot, while the Elementals, consisting of Rok-Ko, Wa-Wa, Py-Ro, and Lo-Lo, are voiced by
Thomas F. Wilson
,
R. Lee Ermey
,
Mark Hamill
, and
Jess Harnell
respectively.
[28]
Release
[
edit
]
The Wrath of Cortex
was released onto the PlayStation 2 on October 30, 2001.
[1]
The Xbox version of the game was announced by Universal Interactive on January 31, 2002, and features reduced loading times and improved graphics.
[33]
It was released in North America on April 16, 2002.
[2]
On May 7, 2002, the company announced a GameCube version of the game,
[34]
which was later confirmed to have connectivity to the
Game Boy Advance
.
[35]
The GameCube version was released on September 17, 2002, initially in North America.
[4]
Commercially, the PlayStation 2 version sold over 1.56 million units in North America,
[36]
and around 170,000 copies in 2001 in Japan.
[37]
The PlayStation 2 version also received a "Double Platinum" sales award from the
Entertainment and Leisure Software Publishers Association
(ELSPA),
[38]
indicating sales of at least 600,000 copies in the United Kingdom.
[39]
As a result, the game was re-released for the
Platinum Range
on October 11, 2002, for the
Sony Greatest Hits
line-up on October 15, 2002, and for the
Best
line-up on October 17, 2002.
[1]
The "Greatest Hits" version of the game features quicker load times than those of the original version.
[40]
The Xbox version was re-released for the
Xbox Classics
line-up on April 11, 2003,
[2]
and the GameCube version was re-released for the
Player's Choice
line-up in Europe on October 22, 2004.
[4]
Reception
[
edit
]
The Wrath of Cortex
received "mixed or average" reviews, according to
review aggregator
Metacritic
.
[43]
[42]
[41]
Reviewers felt that the game was a non-challenging repetition of the formula set by the previous games, with Ben Kosmina of Nintendo World Report summarizing the game's structure as "a carbon copy of
Crash 3
".
[c]
Louis Bedigian of GameZone, however, declared
Wrath of Cortex
to be better than the preceding games, as well as the hardest game in the series, and welcomed the new levels, abilities and vehicles.
[57]
The Atlasphere levels were positively received and commonly compared to
Marble Madness
, with Bedigian remarking that "Traveller's Tales could develop a whole game based on the sphere levels alone".
[d]
The game's fixed camera angles and limited perspectives were said to result in frustrating trial-and-error gameplay.
[e]
Bedigian and Mike Sabine of
PlanetXbox
found the controls to be sluggish.
[55]
[57]
Sabine and Kosmina criticized Coco Bandicoot as an unnecessary inclusion that was harder to control than Crash.
[55]
[63]
Hilary Goldstein of IGN went into further detail, dismissing Coco as "a less powerful and less enjoyable playable character" and saying "She's just not fun the way Crash is. Crash is a silly creature to look at. He's almost absurd, which works great with his various animations. Coco isn't really silly at all. The game isn't called
Crash and Coco
so why must I be forced to play her? Rather than add variety, Coco detracts from the only real selling point of the game -- Crash Bandicoot".
[61]
Star Dingo of
GamePro
called the underwater levels "insidious" and suggested they be "used as an example in classes on how not to make a 2D shooter".
[50]
Kosmina appreciated the GameCube version's
GameCube ? Game Boy Advance link cable
support through the Crash Blast minigame.
[63]
The long loading times in the PS2 version were widely criticized, and their reduction in the Xbox and GameCube versions was welcomed.
[f]
The graphics were positively received for their rich colour palette and increased definition and special effects from the previous games, but were generally seen as less impressive than those of competing games on their respective systems.
[g]
The Xbox version was noted to have enhanced fur, lighting and particle effects compared to the PS2 version.
[46]
[47]
[55]
[58]
Star Dingo also commented on the Xbox version's improved visuals, but considered the fur effects to be "creepy".
[50]
Bedigian, while impressed by the graphics and effects, acknowledged that the visual style was conservative.
[57]
Lafferty pointed out that the environments were less defined and detailed than other GameCube titles.
[56]
Casamassina said that the presentation was sterile, elaborating that the environments lacked roundness and that the architecture felt empty.
[59]
Goldstein was relieved by the reduction of slowdown and stuttering in the Xbox version and lauded the visuals as having the best use of colour on the system, but dismissed the enemy design as bland.
[61]
Shane Satterfield of
GameSpot
singled out the game's underwater scenes as impressive.
[52]
[53]
Matthew Gallant, also of GameSpot, and Andrei Alupului of
PlanetPS2
deemed the graphics to be average, and Gallant was particularly disappointed with the opening sequence, which "has Crash water-skiing across a flat blue-and-white surface that approximates water much the same way "3" approximates pi".
[51]
[54]
Randy Nelson of
PlayStation: The Official Magazine
considered the game to be "one of the best-looking titles on PS2 at the moment", but found the levels to be sparsely populated as a result of their increased width.
[64]
The GameCube version was observed to suffer from framerate drops.
[48]
[51]
[59]
[63]
Sabine complimented the game's "quirky and playful" music as "fresh and lively".
[55]
Bedigian was annoyed by Crash's voice, and considered "less than half" of the game's soundtrack to be worth listening to.
[57]
Kosmina commended the audio as well done, and singled out the voice-acting for Cortex as "great", but criticized the poor looping of the music.
[63]
Perry summed up the audio as familiar "thumping
conga
" music and "cartoony" sound effects.
[60]
Lafferty described the audio as "fun, with a solid soundtrack and over-acted vocal characterizations".
[56]
McElfish felt that the music was "consistently fresh and memorable" and the voice-overs were believable, but the sound effects were bland.
[58]
Casamassina described the music as "well composed and catchy, with enough variation to keep you tapping your feet without realizing it", but criticized the voice-acting, which he felt was overdone and made some of the characters come off as annoying, and lamented the GameCube version's lack of
Dolby Pro Logic
support.
[59]
Goldstein, while saying the audio was good in its own right, derided the Xbox version's surround sound mixing as sloppy.
[61]
Gallant also criticized the sound mixing, and complained of a "loud, unidentifiable thunking noise" throughout the first vehicle-based level in the GameCube version.
[51]
Alupului dismissed the music as "cheesy standard-fare cartoon stuff that sounds like it's done in primitive MIDI", and considered the voice-acting to be poor.
[54]
Star Dingo described the music as "cool" and "rhythm-happy" and the celebrity voice-overs for the villains as "droll", but said the sound effects were uninspired.
[49]
[50]
Kilo Watt, also of
GamePro
, said that the game's "bouncy" soundtrack was pleasant, but nothing new for the series.
[48]
Mark Hamill
's presence in the voice cast was noticed, with Alupului, despite not being a
Star Wars
fan, feeling sorrow for Hamill having been "relegated to doing voice work for mediocre video games".
[49]
[54]
[58]
Notes
[
edit
]
References
[
edit
]
- ^
a
b
c
I. G. N. Staff (October 31, 2001).
"Now Shipping For PS2"
.
IGN
. Retrieved
April 9,
2023
.
- ^
a
b
c
"Crash Bandicoot shipped! - XboxAddict News"
.
xboxaddict.com
. Retrieved
April 9,
2023
.
- ^
"What's New?"
.
Eurogamer.net
. November 1, 2002
. Retrieved
April 9,
2023
.
- ^
a
b
c
"Crash Bandicoot: The Wrath of Cortex - GameCube - GameSpy"
.
cube.gamespy.com
. Retrieved
April 9,
2023
.
- ^
a
b
Instruction Booklet, p. 9.
- ^
a
b
c
d
Instruction Booklet, p. 10.
- ^
a
b
c
d
Instruction Booklet, p. 15.
- ^
Instruction Booklet, p. 13.
- ^
Instruction Booklet, p. 16.
- ^
a
b
Instruction Booklet, p. 17.
- ^
Instruction Booklet, p. 18.
- ^
Traveller's Tales
(October 29, 2001).
Crash Bandicoot: The Wrath of Cortex
(Multiplatform).
Universal Interactive
. Level/area: Opening cinematic.
Uka Uka:
Imbeciles! Fools! Nincompoops! Can't you idiots do anything right?! According to this, your track record for spreading evil is pathetic!
Doctor Neo Cortex:
Uka Uka, it's not our fault! That wretched bandicoot is to blame!
- ^
Traveller's Tales
(October 29, 2001).
Crash Bandicoot: The Wrath of Cortex
(Multiplatform).
Universal Interactive
. Level/area: Opening cinematic.
Uka Uka:
I will not let anything stand in the way of evil... especially not a brainless orange marsupial! Crash must be eliminated! /
Doctor N. Gin:
Uh... Uka Uka. Need I remind you that Crash always finds a way to defeat us? Maybe he's just too good for us. /
Uka Uka:
Enough excuses! You five idiots need to come up with one good plan, or else...
- ^
Traveller's Tales
(October 29, 2001).
Crash Bandicoot: The Wrath of Cortex
(Multiplatform).
Universal Interactive
. Level/area: Opening cinematic.
Doctor Neo Cortex:
Well, in my scientific endeavors, I've been able to create a genetically enhanced superweapon of unbelievable strength. But the power source... is the final missing crucial element.
- ^
Instruction Booklet, pp. 6-7.
- ^
Traveller's Tales
(October 29, 2001).
Crash Bandicoot: The Wrath of Cortex
(Multiplatform).
Universal Interactive
. Level/area: Opening cinematic.
Uka Uka:
Elements... elements... Yes! The Elementals! /
Doctor Neo Cortex:
Right! The Elementals, that's it! If we unleashed their destructive energy, we could create enough power to bring my secret weapon to life. We'd have a weapon capable of crushing mountains, demolishing entire cities...! /
Uka Uka:
...and wipe Crash Bandicoot off the face of the Earth forever! /
Doctor Neo Cortex:
Get ready to face my wrath, Crash Bandicoot!
(laughs evily)
- ^
Traveller's Tales
(October 29, 2001).
Crash Bandicoot: The Wrath of Cortex
(Multiplatform).
Universal Interactive
. Level/area: Opening cinematic.
Aku Aku:
Crash, Coco, it is just as I feared; Uka Uka and Doctor Cortex have unleashed a group of destructive masks known as the Elementals. We must find a way to stop them before they destroy the Earth and all of its inhabitants. The only way to stop the Elementals' destructive nature is to imprison them with the use of ancient Crystals. Each Elemental can be returned back to their hibernation state with a total of five Crystals.
- ^
Traveller's Tales
(October 29, 2001).
Crash Bandicoot: The Wrath of Cortex
(Multiplatform).
Universal Interactive
. Level/area: Fifth Virtual Reality Hub.
Crunch Bandicoot:
Don't worry, Doctor Cortex. Now that my elemental powers have reached maximum capacity, this little geek is gonna wish he was never created.
- ^
Traveller's Tales
(October 29, 2001).
Crash Bandicoot: The Wrath of Cortex
(Multiplatform).
Universal Interactive
. Level/area: Ending cinematic 2.
Crunch Bandicoot:
Wait a second... That annoying scientist doesn't have control over me anymore! Where is that pathetic twerp? /
Aku Aku:
There's no time for that now, Crunch.
- ^
Traveller's Tales
(October 29, 2001).
Crash Bandicoot: The Wrath of Cortex
(Multiplatform).
Universal Interactive
. Level/area: Ending cinematic 2.
Computer voice:
Danger. Critical power overload in evil space station. Run for your lives. /
Doctor Neo Cortex:
I think your energy volt caused a slight chain reaction. It might be wise if we made our way to the escape pods. /
Uka Uka:
This is all your fault! If you hadn't ducked out of the way, none of this would've happened!
- ^
Traveller's Tales
(October 29, 2001).
Crash Bandicoot: The Wrath of Cortex
(Multiplatform).
Universal Interactive
. Level/area: Ending cinematic 2.
Uka Uka:
Idiot, Fool, Nincompoop! You've landed us in the middle of nowhere! /
Doctor Neo Cortex:
No wait, I can explain! I'll get my revenge, Crash Bandicoot, just you wait!
- ^
a
b
Alistair Wallis (November 9, 2006).
"Gamasutra - News - Playing Catch Up: Traveller's Tales' Jon Burton"
. Gamasutra
. Retrieved
May 25,
2011
.
This became even more clear in 2001, when the company worked with Universal Interactive for Crash Bandicoot: The Wrath of Cortex. "[It] was meant to be designed by Mark Cerny, who designed all the others, and published by Sony," says Burton. "Vivendi/Universal fell out with them and we had to go from a free roaming game to a standard Crash game with a reduced time-line - 12 months - and having to design the game ourselves from scratch."
- ^
Mooney, p. 128.
- ^
Crispin Boyer (2001). "Crash Landing".
Electronic Gaming Monthly
. Vol. 142, no. Crash Bandicoot PS2. Ziff Davis. p. 85.
- ^
a
b
Mooney, p. 133.
- ^
"Crash Bandicoot - unseen concept art! Alternative villain and game name!"
. GameHut. September 2, 2017.
Archived
from the original on December 21, 2021
. Retrieved
January 5,
2018
.
- ^
IGN Staff (September 21, 2000).
"Konami's Triple Punch:
Crash
,
The Thing
, and
Jurassic Park III
"
. IGN
. Retrieved
December 28,
2012
.
- ^
a
b
Instruction Booklet, p. 23.
- ^
Mooney, p. 130.
- ^
Mooney, p. 143.
- ^
Mooney, p. 129.
- ^
Mooney, p. 132.
- ^
Varanini, Giancarlo (January 31, 2002).
"Crash comes to the Xbox"
.
GameSpot
. Retrieved
December 30,
2012
.
- ^
"Insider:
Crash Bandicoot: The Wrath of Cortex
"
.
IGN
. May 7, 2002. Archived from
the original
on March 16, 2006
. Retrieved
July 17,
2022
.
- ^
Harris, Craig (May 28, 2002).
"Game Boy:
Crash
Connects"
.
IGN
. Archived from
the original
on June 9, 2003
. Retrieved
July 17,
2022
.
- ^
"The Magic Box - US Platinum Chart Games"
. The Magic Box. Archived from
the original
on April 21, 2007
. Retrieved
December 23,
2018
.
- ^
"The Magic Box - 2001 Top 100 Best Selling Japanese Console Games"
. The Magic Box. December 27, 2007
. Retrieved
December 23,
2018
.
- ^
"ELSPA Sales Awards: Double Platinum"
.
Entertainment and Leisure Software Publishers Association
. Archived from
the original
on May 20, 2009.
- ^
Caoili, Eric (November 26, 2008).
"ELSPA:
Wii Fit
,
Mario Kart
Reach Diamond Status In UK"
.
Gamasutra
. Archived from
the original
on September 18, 2017.
- ^
IGN Staff (October 15, 2002).
"Greatest Hits Inducts
Crash
"
. IGN
. Retrieved
December 28,
2012
.
- ^
a
b
"
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