Crash Twinsanity

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Crash Twinsanity



They're working together, but they don't have to like it!
Genre: Platformer
Platforms: PlayStation 2
Release Date: NA: September 28, 2004
EU: October 8, 2004
Developer: Traveler's Tales
Publisher: Vivendi Universal Games
Franchise: Crash Bandicoot
Previous Game: Crash Bandicoot: The Wrath of Cortex
Next Game: Crash of the Titans

Crash Twinsanity is a platformer game, developed by Traveller's Tales and published by Vivendi Universal Games in North America and Europe and by Sierra Entertainment in Australasia, for the PlayStation 2 and the Xbox. It was released in North America on October 1, 2004, in Europe on October 8, 2004, and in Japan on November 9, 2004.


Three years after Cortex's latest failure, he returns and disguises badly as Coco to trick Crash into following him to a big trap. Crash (idiotically) falls for it and is ambushed by most of his enemies and Cortex's newest weapon, "Mecha Bandicoot". Crash defeats Cortex again but the two run into a new enemy, the Evil Twins, a pair of mutant parrots with reality warping powers, and so Crash and Cortex are forced to work together to defeat the Evil Twins.

Why It Rocks

  1. The game follows the PS1 Crash Bandicoot trilogy's trend of each game starting immediately where the previous one ended by showing Uka Uka and Cortex frozen in the title screen, which ties to the ending of Wrath of Cortex where those two were left stranded in the arctic.
  2. Detailed graphics and environments.
  3. Solid controls.
  4. Interesting story, that's different from most of other games in the series, it also acts as a parody of many platform games like the first Jak and Daxter.
  5. Cooperative gameplay between Crash and Dr. Cortex, a first time in the series.
  6. Gameplay is much different compared to the previous four instalments, instead of an area with five main worlds each with four levels and a boss fight, Crash Twinsanity is now a open-world platforming game, which is a nice change in pace.
  7. Cortex is fully playable for the first time. Cortex uses his plasma pistol to shoot enemies.
  8. Nina Cortex, Cortex's niece, debuts and is also playable. Nina uses her mechanical hands as grappling hooks.
  9. The levels are still completely linear like in a standard Crash Bandicoot game, but they're not literal hallways and have more secret areas that reward exploration. Levels also transition into each other without a hub world.
  10. Very funny and clever humor, an example being the cutscene before the Dingodile battle.
  11. The soundtrack is entirely acapella, giving it a very unique and memorable feel.
  12. Awesome boss battles, which features most villains from past installments. The final boss is faced with each of the playable characters.
  13. The Evil Twins make a great yet hilarious villains.
  14. Many collectibles (such as the classic gems) on every level.
  15. Crash can use Cortex as a hammer, perform a spin attack while holding on to him, throw him across gaps to activate switches, etc. Cortex can even be used as a skate called "HumiliSkate" in two snowboarding levels.
  16. Spyro the Dragon even makes a cameo appearance near the end of the game.
  17. Despite the different mechanics, the game still feels like Crash Bandicoot.
  18. If you 100 percent the NTSC version, you get a funny video with Crash and Cortex in a therapy session.
  19. Cortex admits in one scene: "Wrath of Cortex didn't do well as we hoped."

Bad Qualities

  1. Perhaps the biggest problem is that a TON of content was cut from the game, making the game very short. one of the cut levels was apparently fully complete, but was cut anyway for unknown reasons.
  2. Gems are no longer collected by breaking all boxes in a level, instead they are simply found in the level as regular collectibles, meaning there's little incentive to break boxes besides Wumpa Fruits.
  3. The game is infamous for having a TON of glitches, wether it be getting out of bounds, or even getting into (what remains of) the cut level: Lava Caves.
    • Despite being advertised as playable characters, Cortex and Nina only get 2 levels each, with the 2nd level being the final boss. This is a side effect of the cut content.
  4. If you miss a colored gem in a level, you have no choice but to do a massive amount of backtracking through previous levels until you get that gem.
  5. Aku Aku is almost useless compared to the first four Crash games, as he cannot protect the player from TNT or Nitro crates.
  6. If you go back to a place in the map, you are forced to rewatch a cutsense that appeared during that part of the game, which is bad enough, but what's worse is that cutscenses here are unskippable, to make things worse, in the demo version of the game you could skip the cutscenes.
  7. 100 percenting the PAL version is a waste of time, as the video you get for doing this in that version is just some animations of Crash doing things like swinging a sword.


Crash Twinsanity received mixed to positive reviews from critics upon release, but very poor sales, only selling about 700,000 copies. Play Magazine declared that "Traveller's Tales has delivered a 60 frame/s cartoon epic without sacrificing expanse, dwarfing boss encounters or vivid effects by skillfully balancing model and environment integrity with performance."

Brent Soboleski of TeamXbox crowned the game as "one of the best Crash titles to have been released since its earliest inception on home consoles, and its creative use of combining past enemies as partners is what gives Twinsanity a new lease on life".

IGN scored the game a 7/10.

Crash Twinsanity became a cult classic among fans of the franchise, over years more and more was leaked of just how much was missing from the final version. After the release of Crash Bandicoot N. Sane Trilogy the lead concept artist of Crash Twinsanity expressed interest in the possibility of a remastered version of Twinsanity that includes all the content that was cut from the original release.


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