- Not to be confused with Chokkan♪ Crash Bandicoot.
Crash Boom Bang! is a Java-based party game that was released in early 2007[1] for multiple mobile devices, including those by Nokia, Samsung, LG, Motorola, Panasonic, and Sony Ericsson. It is based on the version of Crash Boom Bang! released for the Nintendo DS. It is made up of 14 different minigames.
Generalities[]
It's a collection of simple minigames that are easy to learn and the first game with multiplayer support for a single mobile phone. It's heavily based on Crash Boom Bang!. Most games are timing-based.
If you're playing alone, you have two choices: Minigames (play a minigame of your choice) and Challenge (play through every single player minigame in random order to try to get a high score). If you're playing with a friend, you can choose Loopy mode (play all the minigames) or Cool mode (play the turn-based minigames).
Minigames[]
Crash Boom Bang! contains fourteen minigames in total. Twelve can be played in either single player or multiplayer mode, while two are exclusive to multiplayer.
Crazy Mallet[]
Every few seconds, one of four characters, Crash Bandicoot, Coco Bandicoot, Neo Cortex, or Nina Cortex, will pop their heads up from out of a hole. A mallet then lowers to strike them. Pressing the action key activates an electric gate that protects the character. Fifty points are awarded whenever the mallet strikes Neo or Nina Cortex, and 100 points are lost whenever it strikes Crash or Coco. The player must protect the correct characters by pressing the action key at the right moment. The mallet moves faster and faster as the game progresses. Any character may sometimes appear with a mask that resembles a Lab Assistant disguising their face.
Cow Shoot[]
The screen is divided from top to bottom into rows. Each round, a cow crosses one of these rows towards the center of the screen. Crash aims a bazooka at the center of the screen and fires every five seconds. The goal is for him to hit as many cows as possible, with each one being worth 50 points. The bazooka's reticle must be positioned over the correct row in order to hit the cow. The reticle falls on its own and can be raised by tapping the action key repeatedly. With each round successfully completed, the reticle drops faster and thus becomes harder to lift. The game ends when Crash misses a cow three times.
Balloon Burst[]
Crash stands at the bottom of the screen holding a balloon. One black bird and a number of yellow birds fly back and forth above him. Pressing the action key makes Crash let go of the balloon, and it floats straight up. The goal is for the balloon to hit the black bird at the top of the screen, and to avoid the yellow birds underneath, which will pop it on contact. Each time the black bird is hit, one point is added to the hit counter, and the yellow birds fly incrementally faster. The balloon can touch any part of the black bird to score a point, but can pass through a yellow bird's body as long as it doesn't touch its head. Hitting a yellow bird three times ends the game. The total number of points awarded equals , where is the value of the hit counter at the game's end.
Because different versions of this game were made for devices of varying screen sizes, the number of yellow birds on the screen varies depending on the version. Smaller screens show two yellow birds, while larger screens show three.
The Survivor[]
A bomb is passed around between each of the four player characters with its fuse slowly burning until it explodes. The player's goal is to protect Crash and Coco, and to eliminate Neo and Nina Cortex by letting the bomb explode in their possession. The player can press the action key to force the bomb away from Crash or Coco immediately, though this costs 25 points each time. The key is to time inputs and only spend points if the bomb is just about to explode. 150 points are awarded each time one of the Cortexes is eliminated. The game ends whenever either Crash or Coco are eliminated, or after four successful rounds.
Mobile Phone Thief[]
A gift box shakes for a random length of time before opening. Once it opens, a points counter begins to rapidly tick down. The sooner the player presses the action key after it opens, the more points they earn. No points are awarded if the player presses the key before the box opens, or waits for the point counter to tick all the way down to zero.
Dropping[]
Each round, three planes will fly over a target on the ground. Pressing the action key drops a package onto the target below. A flag with a number above it on the left side of the screen indicates the current wind speed and direction, which affect the movement of the package when dropped. Points are awarded based on how close to the center of the target the package landed: a bullseye is worth 50 points, the next furthest ring 25 points, then 10 points, and any further from that is worth zero points. In order to pass the round and proceed to the next one, the sum of the three packages' scores must equal or surpass the goal score shown at the bottom of the screen. The game ends whenever the player fails to meet a goal, or once they beat the final goal of 150 points, the maximum possible score.
Infernal Tower[]
Crash moves back and forth across the top of the screen carrying a crate, while Crunch Bandicoot moves across the bottom holding a tray. Pressing the action key makes Crash drop his crate. The goal is to stack nine crates on top of each other on Crunch's tray. A dropped crate must touch Crunch's tray if it is the first in the stack, or the topmost crate in the stack for subsequent crates, in order to be added. Otherwise, it will miss and fall to the floor. A points counter starting at 750 ticks down as the game progresses, thus more points are awarded the more quickly the stack is completed. The game ends with no points awarded if three crates are missed, or if the points counter ticks down to zero before the stack is complete.
I'm The Strongest![]
Crunch is attempting to lift weights. As he does so, a ten-second timer begins to tick down, and a pointer slides up and down along a gauge on the right side of the screen. The player must hit the action key when the gauge's pointer is over the red zone in order to help Crunch lift the weight. Missing the red zone causes Crunch to drop the weight slightly. The position of the red zone changes after each successful hit. When Crunch is halfway finished lifting the weight, his expression changes. After an expression change, the timer resets back to ten seconds, the gauge's red zone shrinks and the pointer moves faster. A round ends when Crunch has completely lifted the weight over his head. More points are awarded the faster a round is completed. The game ends whenever the timer reaches zero.
Crash Baseball[]
Crash and Neo Cortex stand on a baseball field. Crash is the batter and Cortex pitches to him. Crash has one chance to swing per pitch, so the player must carefully time when they press the action key in order to hit the ball. The movement of the baseball is determined by three factors: speed, height, and effect. Speed determines how fast the ball moves. Height determines how high up off the screen it will go before arcing back down. Effect determines whether the ball will float around from side-to-side for a while, and for how long, before it reaches the bat. In the single player modes, these values are not shown to the player. Generally, the higher they are, the more difficult the ball will be to hit. The more difficult the pitch, the more points awarded for a successful hit. The game ends after three pitches.
Whozzat?[]
A grid of crates fall off one by one to reveal a character's sprite underneath, standing in one of four poses. Pressing the action key clears the screen, then prompts the player to select which pose was the correct one. They have fifteen seconds to make a decision. As it is more difficult to guess the correct pose with less of the sprite revealed, more points are awarded the sooner the player first pressed the action key, up to a maximum of 880. No points are awarded for an incorrect choice, if all of the crates fall off the grid, or if the fifteen-second selection timer runs out.
Good Sight[]
Dragons of four different colors, red, yellow, green, and blue, fly across the screen. Afterwards, the player has ten seconds to guess how many dragons of one of the colors was shown. The closer their guess is to the correct number, the more points are awarded. An exact right count is worth 750 points, a count off by one is worth 500 points, and one off by two is worth 250. No points are awarded for counts off by three or more, or if the ten-second timer runs out.
Fatal Opening[]
Crash and Crunch stand on opposite sides of a button. The player controls Crash with the action key, and the computer controls Crunch. A cage holding a dragon is suspended above their heads. Crash and Crunch each take turns hitting the button with mallets. A gauge on the right side of the screen determines the strength of their hit. The closer the gauge's pointer is to the top, the more the cage door will open, with a strike in the red zone opening the cage the most and the green zone opening it the least. Each side's goal is not to fully open the cage door on their own turn. Whoever does lets the dragon out and is implied to be eaten. A counter starting at 500 points ticks down as the game goes on and stops once the cage is fully opened, thus more points are awarded the sooner the game is completed. No points are awarded if Crash is the one to let the dragon out, or if the points counter ticks down all the way to zero.
The Last Dynamite[]
This game is exclusive to the multiplayer mode. The game begins with a random number of dynamite sticks in the center of the screen. Players take turns removing the dynamite from this pile. Before each player's turn, a number between two and five is shown. Each player can take as few as one, or as many as the shown number, of dynamite sticks by pressing the action key the desired number of times. A player that takes no action will automatically take as much dynamite as possible after five seconds. The goal of the game is not to take the last dynamite stick; whoever does is eliminated. If two or more players remain, a new round is played between them with the pile of dynamite replenished. The game ends when all but one character has been eliminated.
Running Is Useless[]
This game is exclusive to the multiplayer mode. At the start of the game, a weight is passed around randomly from one player character to another. Each player may assign a weight to any character, including their own, by pressing the action key, or else it is assigned automatically after five seconds. If there are fewer than four human players, the weights controlled by CPU players are assigned randomly and without being shown. Once all weights have been assigned, the player characters automatically run a race. At the beginning of the race, some characters will naturally perform better than others. Which ones do better seems to be random. The more weights a character was given at the start, the more they'll be hindered as the race goes on. More weights do not guarantee a loss, however; a racer can still outperform another that's carrying equal or less weight if they did well at the start.
Gallery[]
Trailer[]
Crash Bandicoot Party Games - Trailer
References[]
- ↑ 1.0 1.1 Vivendi Mobile Line-Up. IGN. Archived from the original on February 19, 2007



