Why Crash Bandicoot 2 Cortex Strikes Back Is Still the Best Platformer Ever Made

Why Crash Bandicoot 2 Cortex Strikes Back Is Still the Best Platformer Ever Made

If you grew up in the late nineties, you remember the sound. That specific, hollow thwack of a wooden crate breaking. For a lot of us, Crash Bandicoot 2 Cortex Strikes Back wasn't just another game on the shelf; it was the moment the PlayStation actually felt like it had arrived. It was loud. It was colorful. It was frustratingly difficult in all the right ways.

Looking back, it’s wild how much Naughty Dog changed between 1996 and 1997. The first game was a bit of a slog, honestly. It had those brutal save requirements and a movement system that felt like you were walking on ice. But then the sequel dropped, and suddenly, everything clicked. Crash had a slide. He had a body slam. He had a crawl. The game went from a rigid hallway simulator to a fluid, momentum-based playground.

The Warp Room Revolution

Most sequels just give you more of the same. Crash 2 didn't do that. It threw out the linear island map and gave us the Warp Rooms.

This changed the vibe completely. You weren't just progressing through a story; you were choosing your own path through five different biomes at a time. It felt open, even though the levels themselves were still tight, focused corridors. Each room was a hub of possibilities. You could tackle the ice levels first if you wanted to get the slide-jump physics down, or you could dive into the jungle levels to warm up.

Basically, it respected the player's time. If you got stuck on a specific Crystal, you could just hop into a different portal and try something else. That was a massive deal in 1997. Most games back then were happy to let you bang your head against a wall until you quit.

Breaking the "Corridor" Myth

People call these "corridor platformers" like it's a bad thing. But Naughty Dog used that perspective to pull off some incredible visual tricks. Because the camera was mostly fixed, they could cram an insane amount of detail into every frame. Think about the sewer levels—the way the light reflected off the stagnant water, or the way the steam hissed from the pipes. On a technical level, they were pushing the PlayStation hardware way past its supposed limits.

Andy Gavin and Jason Rubin, the founders of Naughty Dog, have talked extensively about "hacking" the PS1. They wrote their own assembly code to bypass the standard libraries because the standard stuff was too slow for what they wanted to do. They were literally squeezing every bit of RAM out of that grey box to make sure Crash’s fur looked right and the animations were fluid.

Why the Physics Still Feel Better Than Modern Games

Have you played a modern 3D platformer lately? A lot of them feel floaty. You jump, and there’s this weird delay, or the gravity feels like you’re on the moon.

Crash Bandicoot 2 Cortex Strikes Back feels heavy. In a good way.

When you jump, you know exactly where you’re going to land. The addition of the slide-jump was a masterstroke. By sliding and then immediately jumping, you could clear massive gaps and move at twice the normal speed. It turned the game into a proto-speedrunner’s dream. Even today, if you pick up the N. Sane Trilogy remake, you can tell the developers at Vicarious Visions struggled to perfectly replicate that exact arc. The original 1997 physics are still the gold standard for precision.

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It's about the feedback loop. Spin. Break box. Collect Wumpa. Jump. The rhythm is hypnotic.

The Secret History of those "Secret" Levels

We need to talk about the secrets. Not just the "hidden behind a wall" secrets, but the stuff that felt like playground myths.

Remember the level "Un-Bearable"? The one where the giant polar bear chases you? If you finish the level and then jump back across the pit to the small bear sitting there, you get ten free lives. Who found that? How did we all know about it before the internet was a daily thing?

Then there were the colored gems. These weren't just for completionists; they were essential for seeing the "real" ending. To get the Blue Gem in "Turtle Woods," you had to finish the entire level without breaking a single box. It was a complete subversion of the game’s core mechanic. It forced you to look at the environment differently. You had to carefully navigate around crates that you’d spent the last three hours trying to smash. That’s brilliant game design. It didn’t require new assets or extra coding—just a change in the rules.

That Weirdly Complex Story

N. Brio and Cortex. The dynamic here was actually pretty nuanced for a game about a mutant marsupial. In the first game, they were partners. In Crash Bandicoot 2 Cortex Strikes Back, Brio is the "good guy" (sort of) who wants you to collect Gems to blow up Cortex’s space station. Meanwhile, Cortex is gaslighting you through holographic messages, pretending he’s trying to save the world from an impending cosmic disaster.

It gave the game a sense of mystery. You knew Cortex was lying, but you didn't know exactly what the Crystals were for. The voice acting by Clancy Brown (Cortex) and Maurice LaMarche (Brio) sold the whole thing. It felt like a Saturday morning cartoon with a slightly darker, more cynical edge.

Dealing With the "Backtrack" Problem

If there’s one valid criticism people lob at this game, it’s the backtracking. To get certain Gems, you have to enter a level, realize you’re missing a colored gem from a later Warp Room, leave, find that gem, and come back.

Honestly? It's kinda annoying.

But it also added a layer of "Metroidvania" logic to a 3D platformer. It made the world feel interconnected. You weren't just playing 25 isolated stages; you were navigating a web of secrets. If you wanted that 100% completion (which eventually became 101% or 102% in later games), you had to be a detective. You had to pay attention to the platforms that were just faint outlines, mocking you until you found the right key.

Technical Wizardry: The GOOL Engine

Most people don't know that the Crash games were built on a custom language called GOOL (Game Orientated Object Lisp). It was written by Andy Gavin. Most developers were using C or C++ at the time, but Naughty Dog wanted something more flexible.

This allowed them to handle hundreds of objects on screen without the frame rate tanking. When you see a bunch of Nitro crates exploding simultaneously, that’s GOOL handling the memory management in the background. It’s the reason the game looks so much better than almost anything else released in '97. Compare Crash 2 to something like Bubsy 3D or even the early Tomb Raider games. The gap in visual fidelity is staggering.

Is the Remake Better?

The N. Sane Trilogy brought the game to a new generation, and it looks beautiful. But there’s a catch.

In the original Crash Bandicoot 2 Cortex Strikes Back, Crash had a slightly different hitbox. It was more rectangular. In the remake, they used a "pill-shaped" hitbox for all three games. This means that if you land on the very edge of a platform, you might "slip" off in the remake, whereas you would have stuck the landing in the 1997 original.

For purists, this is a huge deal. The original version feels "stickier" and more deliberate. If you have the means to play the original PS1 disc on a CRT television, do it. The colors pop differently, and the input lag is non-existent. There is a certain grit to the original textures that the clean, HD remake loses.


How to Master the Game Today

If you’re diving back in, whether it’s on an emulator or original hardware, here is the real way to play:

  • Learn the Slide-Spin-Jump: This is the pro move. Slide, hit the spin button, and then immediately jump. You’ll get a massive height boost that lets you bypass entire sections of levels like "Cold Hard Crash."
  • The "No Box" Run: Try getting the Blue Gem early. It changes how you perceive the physics of the game. It forces you to be precise rather than destructive.
  • Ignore the Clock (at first): Don't worry about the relics or speedrunning until you’ve cleared the main 25 Crystals. The game is meant to be explored before it's conquered.
  • Watch the background: Naughty Dog hid little details in the vistas. The space levels in particular have some of the coolest skybox art of the 32-bit era.

Crash Bandicoot 2 Cortex Strikes Back remains a masterclass in how to do a sequel. It didn't reinvent the wheel; it just took the wheel, polished it, added turbo boosters, and made it look effortless. It's a snapshot of a time when developers were still figuring out 3D, and Naughty Dog was miles ahead of everyone else.

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If you want to understand why Naughty Dog is the powerhouse it is today—the studio behind The Last of Us and Uncharted—you have to look at this game. The DNA of their perfectionism is all over these jungle paths and icy tunnels. Go find an old controller, sit too close to the TV, and remember why we loved these games in the first place.