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Crash Bandicoot: The Wrath of Cortex | Nintendo GameCube

Crash Bandicoot: The Wrath of Cortex | Nintendo GameCube

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Crash Bandicoot: The Wrath of Cortex

GameCube

Crash Bandicoot: The Wrath of Cortex

Important: Game may not include original DLC, bonus-content, online-pass, season-pass, or other digital redemption codes. Any included codes may have already been redeemed or expired.

Preorder and launch bonuses, promotional or bonus inserts, and bundled bonus-game downloads are not guaranteed. Content supplied on the game disc or cartridge is unaffected.

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

⭐ Condition Explanations

Brand New/Sealed: Brand new, unopened, factory-sealed.

Complete in Box: Pre-owned game with original manual and original box/case. Other original inserts may not be included.

Game Disc/Cartridge Only: Game only, with no manual or case.

Game & Case: Game with case and original artwork. A damaged or missing original case may be replaced with a new aftermarket case.

Custom Case with Game: Original game with a new case and professionally reprinted cover art.

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