After you collect all the stones, you will open a secret ending. By collecting all the boxes on the level and not losing a single life, you will be awarded a precious stone. In addition, boxes with an image of the letter "C" (English Checkpoint) may appear on the faces: if they are broken, then if life is lost, you can return to the place where the box was broken. In the boxes lie the fruits of the bag, which the hero can eat along the way, additional lives, and also protecting masks. The game presents a lot of types of opponents and boxes, each of which will need to search for a suitable key (for example, red boxes marked TNT should not be destroyed by their rotation). With his rotation (Tornado Spin), he can smash boxes placed along the way, and kill enemies. Finally, it’s a test of just how much a player wants to finish the game.Crash's attacks are reduced to just one button. It’s a test of just how many precise jumps one can make before their nerves give out and they choke. It’s a test of the player’s sense of timing and their knowledge of jump distances. It’s a test of the player’s ability to control Crash. Let’s not sugarcoat this: “The High Road” is, in every way, just one big test. What’s more, the N’ Sane Trilogy version actually made it all worse by making formerly flat collision boxes rounded! ROUNDED! So not only do you have to work hard to just to make the jumps like before, but now you also have to work hard to keep from falling off almost every platform! Really, if you let Crash linger on the edge of any of the many turtle shells in this stage, he’s going to slip off after one bounce! Add it all together and you get a stage capable of making even the calmest of players frustrated enough to tear several phone books in half! It mocks with narrow landing spaces, and it torments with barely-makeable jump after barely-makeable jump. It prods with enemies that can’t normally be defeated. It pokes with invisible steps and a hidden path at the start of the level. The entire level basically takes place over one big bottomless pit, and it pulls out every nasty trick it can think of that will make traversing that pit the most obnoxious thing you’ll ever do. See, “The High Road” takes the original Crash Bandicoot’s love of bottomless pits and turns it right on up to eleven. On top of that, it’s immediately followed by another incredibly hard level: “Slippery Climb” which you’ll also have to beat before you’re next allowed to save (unless you managed to get a gem or didn’t die in the bonus stage)! Thankfully, the N’Sane Trilogy has addressed this nasty saving issue, but that doesn’t mean they fixed everything. Instead, it meant getting sent back to beat the previous level first before getting to attempt it again. Back then, getting a game over on “The High Road” didn’t mean just having to retry the stage again with three lives. In fact, I think it was even worse thanks to the game’s clunky system of spacing out opportunities to save. The last time it took this much persistence to beat a level was probably waaay back when I first encountered this stage as a kid. You know what? I can’t remember the last time it took so many attempts to beat a single level. I truly, absolutely, wholeheartedly, and unabashedly hate “The High Road.” It requires much greater levels of precision and endurance than its successors, and there no level that typifies this more than “The High Road’. I love Crash but playing through the Crash Bandicoot N’ Sane Trilogy reminded me of just how infuriating the original game could be.
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