
1997 · Naughty Dog · platformer · Sony
Why this one is in the canon, and how to start it well.
Cheat-device adoption exploded around Crash 2 because the gem requirements were brutal. Breaking every crate in a level without dying once pushed casual players toward GameShark codes for infinite lives, invincibility, and level-select warps. Action Replay and CodeBreaker releases for PS1 shipped with Crash 2 codes prominently featured on the packaging. The game also had legitimate debug leftovers—holding specific button combinations at the Warp Room unlocked all levels or toggled percentage counters—which blurred the line between “cheat” and “developer tool” in a way that fascinated the GameFAQs and IGN Cheats communities. Crash 2’s combination of mainstream appeal and secret-hunting depth made it one of the most code-boosted titles of the PS1 library, right alongside Final Fantasy VII and Metal Gear Solid.
Spin-jump off crates for extra height. Hit Circle to spin, then X at the apex — you bounce higher than a normal jump. Essential for reaching high platforms and hidden gem paths.
Slide-jump everywhere. Hold ↓ + X to slide, then tap X again mid-slide. You carry momentum and cover ground ~30% faster than running. Core movement tech for the entire game.
Break every crate. Each level has a gem that unlocks only if you smash all crates in one run. Miss one and you replay the whole stage. Check behind the camera, above pits, and after the exit platform.
Die five times in a row to spawn Aku Aku masks. The game’s mercy system kicks in. Collect three masks for temporary invincibility — useful for learning boss patterns or surviving the jet-ski stages.
Ignore the colored gems initially. Death Routes (skull platforms) and colored-gem paths require gems earned in other levels first. Focus on crystals in your first pass through each Warp Room.
Belly-flop to break metal crates. Jump, then press ↓ + Circle in midair. Regular spins won’t work. You’ll see these starting in Warp Room 2.
Save after every crystal. The Warp Room auto-saves when you collect a crystal, but exiting mid-level loses progress. Finish the stage or pause and quit to keep your crate count.
Slide-spin-jump is the movement chain that separates casual clears from platinum relics. Slide (↓ while running), spin (□) immediately, then jump (✕) at the tail of the spin to carry momentum forward. Faster than running, mandatory for time trial platinum relics and several gem routes.
Death routes unlock from secret exits in the base level — the game never explains this. Colored gem platforms in Warp Rooms lead to death routes (no-checkpoint gauntlets). You must find the hidden exit in the corresponding normal level first — usually a concealed platform or alternate path near the end.
Crates shatter from below if you’re standing on them. Belly-flop (jump, then ↓+✕ in midair) to break crates beneath you. Essential for 100% clears — many crates are stacked or perched on narrow platforms where a spin sends you off the edge.
The body-slam grants i-frames on startup. Brief invincibility during the initial slam animation lets you phase through nitro crates or tank an unavoidable hit. Doesn’t save you from pits.
Colored gems from other levels unlock backtracking paths. Clear gem routes are gated by colored platforms — blue gem from Turtle Woods, red from Air Crash, etc. The game doesn’t map this for you; expect to revisit levels multiple times once you’ve collected the prerequisite gems.
Aku Aku masks stack to three for temporary invincibility. Golden flashing mask state grants ~20 seconds of immunity and auto-kills most enemies on contact. Burn through mask protection intentionally in safe zones before hard sections — you can’t bank them between levels.
Bonus rounds don’t count toward box totals. Miss every crate in a bonus platform and the gem is still yours. The gem requires 100% of crates in the main level path only.
The walls players actually hit, and the way through each.
The Eel Deal (Warp Room 2) — Players drown in the underwater chase because they don’t realize Crash outswims the eel by holding X continuously. The eel lunges on a fixed rhythm; swim in short bursts (tap-tap-hold) instead of mashing. The crystal platform at the end requires a last-second dive under the wooden barrier — surface-swim into it and you die. Drop to the ocean floor before the final stretch.
Bear It (Warp Room 3) — The polar bear cub chase reverses the usual control scheme and players instinctively steer away from obstacles, which slams them into TNT. You’re controlling the cub, not Crash — steer into the safe path, not away from danger. The left-right input is hypersensitive; use the D-pad and make small corrections. Hit a single TNT early and restart immediately — the time penalty makes the crystal unreachable.
Road to Ruin (Warp Room 4) — The rolling-boulder autoscroller kills players who don’t understand the depth-plane rules. Crash has three distinct lanes (left, center, right) but the visual perspective obscures which lane you occupy. The boulder always follows the center lane — if you’re getting crushed, you didn’t fully commit to a side lane. Hold left or right on the D-pad for a full second after each dodge; don’t tap. The TNT crates in the final stretch are lane-locked — memorize which lane is clear (it’s always right-center-right in the last 10 seconds).
Piston It Away (Warp Room 4) — The rising-piston jumps demand a rhythm most players don’t naturally find. Each piston has a 2-second cycle (down 1 second, up 1 second). Jump as the piston starts to descend, not when it’s fully lowered — Crash’s arc needs the platform still rising slightly. The crystal room’s triple-piston sequence requires you to jump from piston 1 → 2 → 3 without touching ground; hesitate on piston 2 and you’re too late for 3. Spin-jump (X + ◻) gives more air time.
Cold Hard Crash (Warp Room 5) — The ice physics don’t stop when you stop pressing forward — Crash slides an additional half-body-length. Every jump must be input earlier than your brain wants. The vanishing platforms over the chasm require you to jump before you see the next platform materialize; they spawn on a timer, not on proximity. Count “one-Mississippi” between jumps.
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