If you were a kid in 1997, you probably remember the smell of a fresh PlayStation 1 manual and the specific, rhythmic thump-thump of a CRT television warming up. You definitely remember the first time you saw Neo Cortex’s giant, floating holographic head telling a confused orange marsupial to go collect some purple crystals. It was weird. It was colorful. And honestly? Crash Bandicoot 2: Cortex Strikes Back was the exact moment Naughty Dog proved they weren't just a one-hit wonder, but the kings of the 32-bit era.
The jump from the first game to the second wasn't just a minor tweak. It was a total overhaul. The original Crash Bandicoot was legendary, sure, but it was also notoriously stiff and punishingly difficult. If you missed a box, you didn't get the gem. Simple as that. You had to be perfect. But with Crash Bandicoot 2: Cortex Strikes Back, the developers at Naughty Dog—led by Andy Gavin and Jason Rubin—realized that players wanted to feel like they were on an adventure, not a grueling military drill. They introduced the slide. They added the body slam. They gave us the Warp Room.
Suddenly, the world felt open, even if it was still technically a "corridor" platformer.
Why the Warp Room Changed Everything
In the first game, you moved across a linear map of three islands. It was a literal progression from A to B. But Crash Bandicoot 2: Cortex Strikes Back dropped us into the Warp Room. This wasn't just a menu; it was a hub. You could choose the order you tackled the first five levels. Want to slip and slide through the ice in "Snow Go" before you deal with the river in "Hang 'Em High"? Go for it.
That sense of agency was massive back then. It made the game feel less like a gauntlet and more like a playground. Mark Cerny, who acted as a consultant and producer, helped push the design toward something more accessible. The result was a game that felt "bouncy." Everything was more fluid. The introduction of the slide-jump combo meant speedrunners and casual players alike could find their own rhythm.
The Secret Geometry of the Levels
Have you ever noticed how the levels in this game feel wider? They actually are. The engine was rewritten to allow for more complex environments. They weren't just pushing polygons; they were cheating the hardware in ways that shouldn't have worked on a console with only 2MB of RAM.
📖 Related: Smart Sort NYT Crossword Clue: Why This Simple Answer Trips Up Even Pro Solvers
Take "Un-Bearable," for example. You’re being chased by a massive polar bear. It’s chaotic. It’s loud. It’s terrifying for a seven-year-old. But the technical wizardry required to keep that frame rate stable while rendering those huge textures was nothing short of a miracle. Naughty Dog used a technique called "Variable Bit Rate" animation, which basically meant they could cram more movement into the game without crashing the system. It’s why Crash feels so much more expressive here than in the first title. His ears flop, his eyes bulge, and his death animations—like getting flattened into a pancake or turned into a pile of shoes—became iconic.
Is Neo Cortex Actually the Hero? (Spoiler: No)
The plot of Crash Bandicoot 2: Cortex Strikes Back is delightfully thin, yet somehow more engaging than most modern shooters. After falling from his airship in the first game, Cortex lands in a cavern and finds a "Master Crystal." He realizes he needs 25 more "Slave Crystals" to power his Cortex Vortex and save the world from an impending planetary alignment.
Except he’s lying. Obviously.
Coco Bandicoot, Crash’s sister, was introduced here to provide the tech-savvy skepticism that Crash lacks. She spends the whole game trying to warn him via flickering holographic messages that Cortex is playing him for a fool. It creates this funny tension. You, the player, know Cortex is the villain. Coco knows he's the villain. But Crash is just happy to be there, spinning into crates and eating Wumpa fruit.
- The game features 25 main levels.
- There are 42 gems to collect (25 clear, 17 colored).
- The soundtrack was composed by Josh Mancell and Mutato Muzika (Mark Mothersbaugh's company).
Honestly, the music alone carries so much weight. That bouncy, xylophone-heavy "Warp Room" theme lives rent-free in the head of anyone who owned a grey console in the late 90s.
The Secret Levels and That Infamous 100% Completion
If you just play through the game normally, it’s a fun, breezy weekend. But if you want that 102% completion? That's where Crash Bandicoot 2: Cortex Strikes Back gets real. The game is famous for its hidden secrets.
Remember the "Totally Bear" secret level? You had to backtrack in a completely different level ("Un-Bearable") and jump across a chasm to find a hidden portal. There was no hint. No map marker. You just had to be curious. Or you had to have a subscription to Game Informer. This era of gaming relied on schoolyard rumors and strategy guides, and this game utilized that perfectly.
The colored gems were the real challenge. To get the Red Gem, you had to follow a specific path in "Snow Go." To get the Green Gem, you had to find a hidden room in "The Eel Deal" behind a wall that looked solid. It rewarded exploration in a way few 3D games did at the time. It wasn't about "open worlds"; it was about "deep levels."
The Polar and Jetpack Levels
We have to talk about the polar bear. Riding the baby polar bear (simply named Polar) was a highlight, but the jetpack levels? Those are a bit more controversial. "Rock It" and "Pack Attack" changed the physics entirely. Suddenly, you’re in zero-G, navigating through narrow corridors filled with electric fields and scientists in space suits.
Some people hated these levels because the controls felt "floaty." But looking back, they were a necessary break from the platforming. They added variety. They showed that Naughty Dog wasn't afraid to experiment with the formula. And let's be real, the boss fight against N. Gin in his giant mech—where you have to throw Wumpa fruit at his missile launchers—is one of the most memorable encounters in the entire series.
A Legacy That Refuses to Die
When the N. Sane Trilogy dropped in 2017, it confirmed what we all suspected: Crash Bandicoot 2: Cortex Strikes Back had the best bones of the original three games. While Warped (the third game) added power-ups and vehicles, some felt it got too far away from the core platforming. The second game hit that "Goldilocks" zone. Not too hard, not too gimicky. Just right.
The game also marked a shift in how Western developers approached the mascot platformer. Before Crash, Mario and Sonic owned the space. But Crash brought a certain "Looney Tunes" energy that was uniquely Western. It was rude, it was loud, and it was technically superior to almost everything else on the market in 1997.
How to Master the Game Today
If you're jumping back into this via the remaster or an old-school emulator, there are a few things you should keep in mind to really "get" the experience.
- Master the Slide-Jump: Pressing the crouch button while moving and then immediately jumping gives you a massive height boost. It’s essential for reaching certain boxes and skipping difficult sections.
- The Hidden Death Routes: Some levels have platforms with a skull and crossbones. These only appear if you reach them without dying. They lead to some of the hardest platforming in the game but offer the biggest rewards.
- Abuse the Body Slam: The "Cortex Slam" (jumping and pressing crouch) isn't just for breaking reinforced boxes. It has a slight area-of-effect that can take out enemies you might otherwise miss.
- Don't Fear the Backtrack: Several gems require you to have a colored gem from a later level. If you see a transparent platform outline, you can't get that gem yet. Just move on and come back later.
Final Insights on the Crash Legacy
Crash Bandicoot 2: Cortex Strikes Back remains a masterclass in how to do a sequel. It didn't reinvent the wheel; it just made the wheel faster, shinier, and more fun to play with. It fixed the save system (thank god), improved the movement, and doubled down on the personality.
Whether you're dodging Nitro crates in the sewers or running from a giant boulder in the jungle, the game feels cohesive. It’s a testament to a time when games were focused on one thing: the "loop" of jumping, spinning, and winning. Even decades later, it doesn't feel like a relic. It feels like a challenge.
To get the most out of your next playthrough, try to find the "Secret Warp Room" by standing on the suspicious platform in the middle of the "Diggin' It" level. It’s one of those "how would I ever know that?" moments that makes the 90s era of gaming so special. Focus on perfecting the slide-spin move—hitting spin while mid-slide—to clear out groups of enemies while maintaining your momentum. This is the key to conquering the time trials in the newer versions and just feeling like a pro in the original.
Actionable Next Steps
- Check your hardware: If playing the original PS1 version, ensure you are using a controller with an actual D-pad, as the game was designed before the DualShock became standard.
- Gem Hunting: Start your run by focusing on the Green Gem in "The Eel Deal" first; it’s one of the easiest "hidden" gems to get and builds the momentum needed for the harder ones.
- Speedrunning Tactics: Watch a "No-Saves" speedrun of the game to see how pros use the slide-jump to bypass almost 30% of the game's obstacles.