Crash Bandicoot, was released in the United States in 1996. The game was looked upon in a positive light due to its innovations such as a large number of level themes, the three different types of bonus levels rather than just one, and a number of gameplay elements that do not appear to belong to an integrated whole, such as the awkward face icons. This experimental appearance may have been because the game was a pioneer of a new series, and the developers may have been testing several ideas to see if they would work well in future Crash games.
Crash Bandicoot 2: Cortex Strikes Back, was released in the Halloween of 1997, and departed from some of the concepts of the first game, the most notable being the exchange of the Super Mario Bros. 3-esque map screen for a group of hub rooms called warp rooms with each containing five levels, which follow the same straightforward layout of the first game, and one boss. It introduced the concept of gathering crystals, which became a staple for later games. It has overall been better received than its predecessor, in part because it allowed the user to save game progress any time while in the central area (warp room). In the first game, this was only possible after successful completion of a bonus level.
Exactly one year later, Crash Bandicoot 3: Warped introduced more new concepts, including a time trial mode, being able to play as Coco, and new moves that can be obtained after a boss is defeated. The game was also the first in the series to use the then-new DualShock controller, with the rumble effect being used frequently in the game. The game is still considered the pinnacle of the series today, being named one of the best platformers of all time.
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