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This video shows my best runs in Crash Bandicoot 4: N. Hanced Edition. It's a mod for Crash 4 that completely overhauls the gameplay, including the addition of Master Time Relics, replacing the purple Toys For Bob Time Relics. These are an even harder challenge for those who love the time trials and want to perfect each level.
All 4 relic tiers have new times in the mod to account for the changed level designs and time trial mechanics (including the new hyperspin move).
You can download the mod yourself here:
gamebanana.com...
www.nexusmods....
An explanation for some of mechanics that were used in these runs:
- The Hyperspin is an upgraded version of the triple spin, which allows you to keep the max speed as long as you keeping spinning, instead of having the speed reset after the third spin. This allows the player to go much faster, because the max speed is double that of simply walking. As a result, the player can cross large gaps, or skip jumping on certain platforms.
- The slide-spin is another speed technique. It can be chained just like a normal spin ("hyper-slidespin"), and you can also alternate spinning and slide-spinning depending on the situation. Hyper-slidespin is faster than hyperspin, so it's preferable to slidespin whenever possible (on the ground), and spinning when it's not (in the air). However, to keep the slide spin chain, you shouldn't slide until the current spin has finished, otherwise the slide will cancel the spin, and therefore the chain.
The slide-spin is also very useful for crossing over gaps without losing speed, because unlike the slide-jump, which nullifies momentum, the slide-spin keeps your speed. You can slide-spin off the edges of platforms and you can still use the double jump, provided you don't time it too late. Crash will noticably slow down and lose a bit of height some time after the slide-spin is executed, you can only double jump if you do the first jump before that happens.
- Akano has a trick that allows you to go at really fast speeds. If you do a fast spin (the second or third in the triple-spin sequence), and you activate Akano while Crash/Coco is still spinning, Akano will keep the momentum of the faster speed, until you either pull back, or land on the ground and slow down naturally. The closer you activate Akano to the beginning of the spin, the faster speed you will have. This trick can also be done while airborne, however, after a double jump, there's a slight waiting period, as the double jump completely nullifies Crash's momentum, and needs a little time to go back to normal pace.
- With Dingo's vacuum, if you keep jumping while holding the vacuum button, you can suck up crates without slowing down (as he usually does when you're vacuuming while on the ground).
TIMESTAMPS:
00:00 Rude Awakening
01:34 N. Sanity Peak
03:02 A Real Grind
04:52 Crash Compactor
06:05 Hit The Road
08:51 Truck Stopped
09:53 Booty Calls
11:44 Thar He Blows!
12:24 Hook, Line and Sinker
14:11 Jetboard Jetty
16:23 Give It a Spin
17:47 Potion Commotion
18:43 Draggin' On
20:19 Off-Balance
22:07 Off Beat
25:00 Home Cookin'
27:40 Run It Bayou
30:37 No Dillo Dallying
32:10 Snow Way Out
33:50 Ship Happens
34:36 Stay Frosty
35:59 Bears Repeating
38:26 Building Bridges
39:30 Blast to the Past
41:22 Fossil Fueled
43:01 Dino Dash
45:14 Rock Blocked
47:13 Out For Launch
49:31 Shipping Error
50:48 Stowing Away
52:24 Crash Landed
55:40 Food Run
57:33 Traffic Jam
59:47 On The Rails
1:02:43 The Crate Escape
1:04:42 Nitro Processing
1:07:00 Toxic Tunnels
1:09:23 Cortex Castle
1:10:58 Seeing Double