High Seas Hi-Jinks

High Seas Hi-Jinks is the sixth in Crash Twinsanity and the final level in the Iceberg Lab area.

Description
This level features two boss battles and a chase level that takes place between them. It is opened up once players complete Slip Slide Icecapades. Only Crash is played in this level (because Cortex goes to the Psychetron to get things prepared for the flight to Academy of Evil). In this level, Crash is entering N. Gin's battleship to get a much-needed crystal. It's a regular platforming section with many moving platforms and rocket springs. The crystal is at the end of the platforming section, inside a vent on the way to N. Gin's boss fight. Next there is a chase with Rusty Walrus, followed by another boss battle against N. Brio and N. Tropy.

Gems
Blue gem: When you enter the second room of the ship with all the swinging rhinos, immediately go left. Jump over to the bouncy crate, and you will be bounced up into the gem.

Green gem: After climbing up to where the barrel throwing rhino is, turn right and bounce over to the side of the room using the spring-loaded rockets. Follow the path across the room and you'll see the green gem above some bouncy crates.

Clear gem: At the end of the room with the spinning palettes. When you spin the second one, jump off early to land on the gem's platform.

Yellow gem: In the room with the large turning thing. You must activate several detonation crates throughout the room before you can jump over and get the gem.

Red gem: In the second large rocket room, platform upwards using the spring-loaded rockets, then cross the room on more rockets and platforms until you reach the gem, suspended in the air but reachable using the bouncy crate underneath.

Purple gem: The purple gem is found during the Rusty Walrus chase segment. It's pretty hard to miss given the linear nature of the sequence. It's on the right side of the path after two steam vents.

Mini Boss fight - N. Gin
N. Gin is standing on a crow's nest with a ring shaped platform around it. The nest is held up by three supports connected to the ring platform. Crash must run around the platform, avoiding rockets fired by N. Gin.

After firing a barrage of rockets, N. Gin will shake his fist at Crash and throw a TNT crate at him. Crash must be standing next to one of the supports when it lands to trick N. Gin into blowing them up.

After all three supports have been destroyed, the crow's nest will fall, along with N. Gin. The hovering mechanisms holding up the ring platform will fall as well, sending Crash into the next section, the Rusty Walrus chase segment.

Boss fight - Henchmania (N. Tropy and N. Brio)
The first phase of the boss consists of N. Brio in his frog monster form bouncing towards Crash on an iceberg. All Crash can do is run away and wait for the next phase. After a while, Brio will bounce off into the water.

N. Tropy will teleport in and shatter the iceberg into pieces, while also generating a red forcefield around himself. Crash must jump around on the different pieces of iceberg, as the pieces sink into the water if he stands still on one for too long. N. Tropy will swing his tuning fork at him while this happens.

After a few seconds, the forcefield will disappear and Tropy will kneel, holding his head as if he has a headache. This is Crash's chance to attack. Upon hitting N. Tropy, he will lose 1 hit point and teleport away. The iceberg will re-form and Brio will jump back out of the water.

This repeats for 3 hit points. When N. Tropy is defeated, it triggers a cutscene where Brio slams the side of the iceberg, tipping it and sending Crash flying back to the mainland.

Beta Elements
In an early build of the game from February 2004, the original was vastly different than the final version. Instead of having a mechanical battleship design, the level originally had a more traditional pirate ship design. Several of the enemies that were cut early on are present, but aren't programmed properly.

Almost all of the level was changed during development, save for a few sections. The level featured mechanics and gimmicks that were removed in the final game, including slippery tar, exploding barrel puzzles and valves that would make platforms rise.

The section where Rusty Walrus chases the player was initially before the boss against N. Gin and much shorter. It was also drastically different in design, and Rusty Walrus' AI wasn't programmed properly at the time.

The boss fight against N. Gin was also different. The original idea was that N. Gin would shoot rockets from a distance at Crash that could be spun back. After knocking back a specific missile, a larger rocket would be fired at Crash and launch him towards the fight against N. Brio and N. Tropy.

The N. Tropy and N. Brio boss fight was largely unchanged. However, a mechanic where the play would have to trigger and drop TNT's into N. Brio's mouth was removed. In the early build of the game, the boss ended after just 2 hits, thus ending the level.

Trivia

 * This and Totem Hokum are the only levels that use classical songs. In this level, the Walrus Chase uses an a capella cover of The Hebrides overture.

High Seas Hi-Jinks Bon grain marin