Hangin' Out

Hangin' Out (ぶらさがりん ちかどう lit. Hanging in the Underpass in Japanese) is the sixteenth level and is the first level in the fourth warp room in Crash Bandicoot 2: Cortex Strikes Back and the Crash Bandicoot N. Sane Trilogy remaster of the second game. It is the third and final sewer-themed level in the game. Unlike its predecessors, it predominantly focuses on forcing Crash to navigate wire meshes suspended above red-hot pipes and generally avoid Doctor Nitrus Brio's steam-powered hover-spike-o-trons. If the player turns around and heads backward after the second drop, he will find a hole in the ground, containing a short mesh path through lava-flooded ruins. Speedy versions of the hover-spike-o-trons patrol this area, but by pulling his feet up (using the button), he can avoid them and pick up a few extra lives, and even find a secret warp to the secret sixth warp room, unlocking Totally Fly.

Types of crates

 * Aku Aku Crate
 * Arrow Crate - iron (bonus round only)
 * Basic Crate
 * Bounce Crate
 * Checkpoint Crate
 * Crash Crate
 * Iron Crate
 * Locked Crate (bonus round only)
 * Nitro Crate
 * Nitro Switch Crate
 * ? Crate
 * Time Crate (1/2/3 seconds)
 * TNT Crate

Hazard Count

 * Scrubbing Bubbletrons: 3
 * Sewer Worker Lab Assistants: 1
 * Electric Eels: 2
 * Toxic Waste Barrels: 6
 * Steam-Powered Hover-Spike-O-Trons: 25
 * Rats: 7

Translation of Aku Aku Hints in the Japanese Version

 * In the very end of White Bear Big Jump, try to step on the small islands floating on the water.

Trivia

 * This level's name is a reference to the common phrase "hanging out". The "hangin'" part refers to the many hanging sections in this level.
 * This level has a secret path leading to a warp to the sixth warp room, but the music in that section does not change as one would expect in a secret area.
 * The secret path in this level is the only instance in the entire series where pulling your legs up whilst hanging on the wire mesh is necessary, to avoid the fast-moving robots.
 * This level went through many changes since it was first showcased at the 1997 E3, including:
 * The hanging section was far more extensive and the path would split into two at the end of it, and the path to the right would split again, but it was eventually changed. It also featured meshes going up and down through the doorways. There were also platforms beneath parts of the mesh with crates on them.
 * The grey bobbing mechs hovering over the floor going back and forward, which is a trait the rats from the level have.