Crash Bandicoot: The Wrath of Cortex
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A classic Crash structure with a new rival
Crash Bandicoot: The Wrath of Cortex brings the corridor-based platforming of the earlier Crash games to GameCube. Uka Uka, frustrated by Cortex’s repeated failures, forces the villains to reveal Crunch Bandicoot, a genetically engineered challenger powered by four Elemental Masks. Crash and Coco must gather crystals and shut those masks down before Crunch can finish the job. The plot is light and cartoon-driven, but it gives each section a theme: the warp rooms lead through varied climates and machinery, then end with a battle against Crunch using a different Elemental power.
Break boxes while reading a narrow route
Crash moves through stages that alternate between behind-the-character lanes and side-view passages. The basic platform actions include jumps, spins and belly-flops. They must be timed against enemies and the depth of the next gap, because a corridor camera can make distance harder to judge than it first appears. Boxes are more than decoration. Breaking every required crate can earn a gem, while fruit, lives and hazards make route awareness important even when the exit is easy to see. Some paths reward careful exploration, and some gem routes ask for stricter performance. The camera usually defines the direction of travel, so the game is less about freely roaming a large world than about reacting cleanly to obstacles, enemies and moving platforms placed along a designed course.
Use warp rooms as the campaign map
Warp rooms organize the adventure into groups of stages and a boss confrontation. Crystals provide the basic path through the story; finishing the required levels opens the next fight and advances the campaign. Gems form a more demanding completion track, often tied to crate destruction, hidden routes or special conditions. Time Trial relics turn cleared stages into races against the clock. Those layers let a younger or less experienced player reach the ending without perfecting every challenge, while completion-focused players can return for gem routes, faster times and the additional ending tied to deeper collection.
Learn a course before chasing its fastest time
A successful first visit is only the beginning of a stage’s possible challenges. Returning for a missing gem asks the player to inspect the route more thoroughly, while returning for a relic shifts attention toward speed and consistency. That gives the same obstacles different meanings on different visits: a safe pause can be sensible while learning a course, yet become costly when racing against the clock. Coco is playable in designated stages rather than as a freely selectable partner. Her sequences change the character under control, while the shared campaign still revolves around reaching exits and satisfying each stage’s collection goals.
Vehicle stages keep changing the rhythm
The platform stages are interrupted by specialized sequences. Crash can roll inside a large sphere, dive in a submarine, pilot airborne hardware or operate a mech suit, while other courses shift the scale and handling without abandoning the goal of reaching the end cleanly. These sections create variety, but they also mean a player must learn several control styles instead of relying on one platforming rhythm from start to finish. Bosses likewise use the Elemental themes to change the surrounding hazards and attack patterns. The result is a broad, sometimes uneven tour of platforming, racing and vehicle challenges held together by the warp-room structure.
GameCube-specific GBA transfer
The GameCube version supports a Game Boy Advance connection. Its Crash Blast shooting-gallery mini-game is transferred locally from the GameCube software to a connected Game Boy Advance, where Crash fires his Wumpa Fruit Bazooka at Cortex and hostile targets while avoiding Coco and other friendly characters. Early targets simply pop up; later targets move faster, so the challenge grows from recognizing the correct target to reacting quickly without shooting a friend. The handheld game is temporary software held in the Game Boy Advance’s memory: its scores disappear when the handheld loses power. A compatible Game Boy Advance and GameCube–Game Boy Advance cable are optional external hardware. That makes Crash Blast a separate local diversion to try during a console session, while the main campaign, collectibles and boss progression remain playable without the connection.
Bright cartoon presentation and solo play
Stages use colorful 3D scenery, expressive characters and familiar Crash sound effects, with environments ranging from ice and volcanic areas to laboratories and vehicle courses. Voice work carries the short villain scenes and keeps the tone comic even when the platforming becomes demanding. This GameCube edition has a one-player offline campaign. A GameCube controller is required, and an external memory card is used for saved progress. The North American disc release is rated E for Everyone for Mild Violence in its 2002 GameCube release. Traveller’s Tales developed this installment, with Universal Interactive publishing the GameCube release.
What to expect from this installment
The Wrath of Cortex is most satisfying when approached as a long collection of discrete obstacle courses. The basic ending asks for steady progress; gems and relics ask for cleaner, more complete runs. Crash veterans will recognize the crystals, crates, masks and time trials, while the vehicles and Crunch battles supply the installment’s main variations. Its narrow courses put the emphasis on a solo player’s route and execution. Its appeal comes from learning exact routes, improving execution and deciding how far beyond the basic campaign to pursue completion.
More game data: releases, identifiers & technical details
Regional release records and identifiers for Crash Bandicoot: The Wrath of Cortex | Nintendo GameCube.
Release and technical facts
| Fact | Value | Release / platform | Source |
|---|---|---|---|
| Published by | Universal Interactive Inc. | United States | MobyGames |
| Developed by | Traveller's Tales (UK) Ltd. | United States | MobyGames |
| Ported by | Eurocom Developments Ltd | United States | MobyGames |
| Music by | Swallow Studios | United States | MobyGames |
| Voice Production by | Womb Music | United States | MobyGames |
| Testing by | Absolute Quality, Inc. | United States | MobyGames |
| Contributions by | Axiom Interactive Design, SLC | United States | MobyGames |
| Contributions by | Vicarious Visions, Inc. | United States | MobyGames |
| Published by | Vivendi Universal Interactive Publishing International S.A. | France | MobyGames |
| Developed by | Traveller's Tales (UK) Ltd. | France | MobyGames |
| Ported by | Eurocom Developments Ltd | France | MobyGames |
| Distributed by | Vivendi Universal Games France | France | MobyGames |
| Music by | Swallow Studios | France | MobyGames |
| Voice Production by | Womb Music | France | MobyGames |
| Testing by | Absolute Quality, Inc. | France | MobyGames |
| Contributions by | Axiom Interactive Design, SLC | France | MobyGames |
| Contributions by | Vicarious Visions, Inc. | France | MobyGames |
| Published by | Vivendi Universal Interactive Publishing International S.A. | United Kingdom | MobyGames |
| Developed by | Traveller's Tales (UK) Ltd. | United Kingdom | MobyGames |
| Ported by | Eurocom Developments Ltd | United Kingdom | MobyGames |
| Distributed by | Vivendi Games (UK) Limited | United Kingdom | MobyGames |
| Music by | Swallow Studios | United Kingdom | MobyGames |
| Voice Production by | Womb Music | United Kingdom | MobyGames |
| Testing by | Absolute Quality, Inc. | United Kingdom | MobyGames |
| Contributions by | Axiom Interactive Design, SLC | United Kingdom | MobyGames |
| Contributions by | Vicarious Visions, Inc. | United Kingdom | MobyGames |
| Published by | Vivendi Universal Interactive Publishing International S.A. | Germany | MobyGames |
| Developed by | Traveller's Tales (UK) Ltd. | Germany | MobyGames |
| Ported by | Eurocom Developments Ltd | Germany | MobyGames |
| Distributed by | Vivendi Universal Games Deutschland GmbH | Germany | MobyGames |
| Music by | Swallow Studios | Germany | MobyGames |
| Voice Production by | Womb Music | Germany | MobyGames |
| Testing by | Absolute Quality, Inc. | Germany | MobyGames |
| Contributions by | Axiom Interactive Design, SLC | Germany | MobyGames |
| Contributions by | Vicarious Visions, Inc. | Germany | MobyGames |
| Published by | Konami Corporation | Japan | MobyGames |
| Published by | Universal Interactive Inc. | Japan | MobyGames |
| Developed by | Traveller's Tales (UK) Ltd. | Japan | MobyGames |
| Ported by | Eurocom Developments Ltd | Japan | MobyGames |
| Distributed by | Konami Corporation | Japan | MobyGames |
| Music by | Swallow Studios | Japan | MobyGames |
| Voice Production by | Womb Music | Japan | MobyGames |
| Testing by | Absolute Quality, Inc. | Japan | MobyGames |
| Contributions by | Axiom Interactive Design, SLC | Japan | MobyGames |
| Contributions by | Vicarious Visions, Inc. | Japan | MobyGames |
| Input Devices Required | Gamepad | GameCube | MobyGames |
| Input Devices Supported/Optional | Game Boy Advance Compatible | GameCube | MobyGames |
| Number of Offline Players | 1 Player | GameCube | MobyGames |
| Save Game Methods | Manual Save | GameCube | MobyGames |
| Save Game Methods | External Storage | GameCube | MobyGames |
| Original game disc count | 1 | North America | MobyGames |
| Genre | Platformer | North America | PriceCharting |
| Also compatible on | Wii | North America | PriceCharting |
| Developer | Traveller's Tales | North America | PriceCharting |
| Disc count (PriceCharting) | 1 game disc | North America | PriceCharting |
| ESRB rating | Everyone | North America | PriceCharting |
| Player count | 1 player | North America | PriceCharting |
| Publisher | Universal Interactive Studios | North America | PriceCharting |
| Also compatible on | PAL Wii | PAL | PriceCharting |
| Disc count (PriceCharting) | 1 game disc | PAL | PriceCharting |
| Genre | Action & Adventure | PAL | PriceCharting |
| Player count | 1 player | PAL | PriceCharting |
Regional releases
| Release date | Region / edition | Source |
|---|---|---|
| 2002-09-17 | United States | MobyGames |
| 2002-11 | France | MobyGames |
| 2002-11-01 | United Kingdom | MobyGames |
| 2002-11-01 | Germany | MobyGames |
| 2003-12-04 | Japan | MobyGames |
| 2002-09-17 | North America | PriceCharting |
| 2002-11-01 | PAL | PriceCharting |
| September 17, 2002 | North America | PriceCharting |
| November 1, 2002 | PAL | PriceCharting |
Catalog identifiers by release
| Identifier | Code | Region / edition | Source |
|---|---|---|---|
| UPC-A | 020626717519 | United States | MobyGames |
| Nintendo Media PN | DL-DOL-GCBE-USA | United States | MobyGames |
| ASIN | B00006966U | United States | MobyGames |
| eBay Product ID | 6247 | United States | MobyGames |
| EAN-13 | 3348542154834 | France | MobyGames |
| eBay Product ID | 1744371010 | United Kingdom | MobyGames |
| EAN-13 | 3348542154803 | United Kingdom | MobyGames |
| Nintendo Media PN | DL-DOL-GCBP-EUR | United Kingdom | MobyGames |
| EAN-13 | 3348542154872 | Germany | MobyGames |
| EAN-13 | 4988602095753 | Japan | MobyGames |
| Nintendo Media PN | DL-DOL-GCBJ-JPN | Japan | MobyGames |
| eBay Product ID | 702927089 | Japan | MobyGames |
| upc | 020626717519 | North America | PriceCharting |
| asin | B00006966U | North America | PriceCharting |
| epid | 6247 | North America | PriceCharting |
Data by MobyGames.com · Catalog data: PriceCharting