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:''You may be looking for the [[The Lab (On the Run!)|level]] named after this level from [[Crash Bandicoot: On the Run!]].''
 
{{Infobox Crash Bandicoot level
 
{{Infobox Crash Bandicoot level
 
|name = The Lab
 
|name = The Lab
 
|image = <gallery>tl1.png|Original
 
|image = <gallery>tl1.png|Original
crash-bandicoot-the-lab-01.jpg|N. Sane Trilogy</gallery>
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crash-bandicoot-the-lab-01.jpg|N. Sane Trilogy
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</gallery>
|number = 29
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|number = 26
|crates = 36 (12 in bonus)
 
  +
|crates = 24
 
|gem = {{icon|yellowgem}}
 
|gem = {{icon|yellowgem}}
 
|hint = Break every box without dying to earn a special gem.
 
|hint = Break every box without dying to earn a special gem.
|relictimes = {{icon|sapphire}}: 1:20.00<br>{{icon|gold}}: 0:56.22<br>{{icon|platinum}}: 0:44.92
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|relictimes = {{icon|sapphire}}: 1:20.00<br/>{{icon|gold}}: 0:56.22<br/>{{icon|platinum}}: 0:44.92
 
|developertime = 0:42.70 (Kevin E.)
 
|developertime = 0:42.70 (Kevin E.)
|bonus = Tawna
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|bonus = [[File:Tawna Bandicoot Token.png|25px|link=Tawna]]
|prev = [[Dr. Nitrus Brio (Boss Fights)|Dr. Nitrus Brio]]
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|prev = [[Nitrus Brio (Boss Fights)|Dr. Nitrus Brio]]
 
|next = [[The Great Hall]]
 
|next = [[The Great Hall]]
[[Stormy Ascent]] (''N. Sane Trilogy'')
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[[Stormy Ascent]] (''N. Sane Trilogy'')}}
 
'''The Lab''' is the twenty-ninth (including boss fights) and final full level and is the twelfth level of the third island in the [[Crash Bandicoot (game)|original ''Crash Bandicoot'' game]] and the ''[[Crash Bandicoot N. Sane Trilogy|N. Sane Trilogy]]'' remake of the first game. Fully clearing this stage by breaking all boxes without dying once rewards the player with the [[Colored gem|yellow gem]]. This is the only level in the game to use the mechanic of [[! Crate|! crates]] as switches to temporarily unlock doors; this, combined with the supercharged [[Lab Assistant|lab assistants]] and [[TNT Crate|TNT crates]] hidden in clusters of normal crates, provides for a challenging platform challenge. There are also no [[Aku Aku]] crates in this level, but [[Crash Bandicoot|Crash]] can have an Aku Aku mask if it is brought into the level.
}}''Be careful! It's the last, and one of the hardest, levels! [[Doctor Neo Cortex]] himself lies in wait! Keep going right and save [[Tawna]]!''<br />- Level description
 
 
'''The Lab''' (ビリビリ けんきゅういん lit. ''Ripping Researcher'' in Japanese) is the twenty-ninth (including boss fights) and final full level and is the twelfth level of the third island in the [[Crash Bandicoot (game)|original ''Crash Bandicoot'' game]] and the ''[[Crash Bandicoot N. Sane Trilogy|N. Sane Trilogy]]'' remaster of the first game. Fully clearing this stage by breaking all boxes without dying once rewards the player with the [[Yellow Gem|yellow gem]]. This is the only level in the game to use the mechanic of [[! Crate|! crates]] as switches to temporarily unlock doors; this, combined with the supercharged [[Lab Assistant|lab assistants]] and [[TNT Crate|TNT crates]] hidden in clusters of normal crates, provides for a challenging platform challenge. There are also no [[Aku Aku]] crates in this level, but [[Crash Bandicoot (character)|Crash]] can have an Aku Aku mask if it is brought into the level.
 
 
==Types of crates==
 
*[[Arrow Crate|Arrow Crate - wooden]] (only in the Tawna bonus round)
 
*[[Basic Crate]]
 
*[[Bounce Crate]](only in the Tawna bonus round)
 
*[[Checkpoint Crate]]
 
*[[Crash Crate]]
 
*[[! Crate]]
 
*[[Iron Crate]] (basic iron crates are only in the Tawna bonus round)
 
*[[? Crate]]
 
*[[Time Crate]] (1/2/3 seconds)
 
*[[TNT Crate]]
 
 
==Hazard Count==
 
*Electric Poles: 9
 
*[[Blob]]s: 3
 
*[[Electric Lab Assistant]]s: 2
 
*[[Beaker-Throwing Lab Assistant]]s: 1
 
 
==Stage parameters==
 
*Aku Aku Crates: None.
 
*TNT Crates: 8
 
*Other Crates: 16
 
*Tawna Bonus Round Crates: 12
 
*Brio Bonus Round Crates: None.
 
*Cortex Bonus Round Crates: None.
 
*'''Total Crates: 36'''
 
   
 
==Walkthrough==
 
==Walkthrough==
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Crash Bandicoot N. Sane Trilogy- The Lab (Time Trial - Platinum Relic)
 
Crash Bandicoot N. Sane Trilogy- The Lab (Time Trial - Platinum Relic)
 
</gallery>
 
</gallery>
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==Password==
 
==Password==
 
This corresponds to a save file at this level (87%, 0 keys, 21 gems).
 
This corresponds to a save file at this level (87%, 0 keys, 21 gems).
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tl7.png
 
tl7.png
 
tl8.png
 
tl8.png
The Lab TNT Crates.png|Remastered level.
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The Lab TNT Crates.png|''N. Sane Trilogy'' level
The Lab Remastered.png
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The Lab Remake.png
Lab.png|Icon from N. Sane Trilogy Save/Load Screen.
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Lab.png|Icon from the ''N. Sane Trilogy'' Save/Load Screen
Crash Bandicoot N. Sane Trilogy The Lab.png|Promotional artwork.
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Crash Bandicoot N. Sane Trilogy The Lab.png|Promotional artwork
 
The Lab Crash Bandicoot N. Sane Trilogy.png
 
The Lab Crash Bandicoot N. Sane Trilogy.png
 
</gallery>
 
</gallery>
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==Translation of Aku Aku Hints in the Japanese Version==
 
==Translation of Aku Aku Hints in the Japanese Version==
 
*This is Cortex's ripping happy lab. If you pass here, there's a [[The Great Hall|stage]] that seems to have nothing. Keep getting [[Clear Gem|perfect]], and the secret will be revealed.
 
*This is Cortex's ripping happy lab. If you pass here, there's a [[The Great Hall|stage]] that seems to have nothing. Keep getting [[Clear Gem|perfect]], and the secret will be revealed.
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  +
==Names in other languages==
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{{foreign names
  +
|Jap = ビリビリ けんきゅういん
  +
|JapR = Biribiri ken kyū in
  +
|JapM = Ripping Researcher}}
   
 
==Trivia==
 
==Trivia==
 
*There is a glitch in this level involving the cluster of TNT crates surrounding a [[! Crate|! crate]] (which activates a door). However, if Crash stands in the corner of the ! crate and [[spin]]s, the ! crate can be activated without setting off the TNT.
*This level's name is a pun on the fact that this is Dr. Cortex's professional science laboratory.
 
 
*This is the only level where ! crates remain as ! crates even when hit. In other levels, they turn into basic iron crates. Originally, all ! crates in the game were to remain such after being hit.
*There is a [[TNT Glitch|glitch]] in this level. There is a cluster of [[crate|crates]] containing an [[! Crate|! crate]] (which activates a door) surrounded by TNT crates, with a TNT crate on top, on the left side, on the right side, and in the front and back. However, if Crash stands in the corner of the ! crate and [[spin]]s, the ! crate can be activated without any of the TNT crates exploding, which should not be possible.
 
*This is the only level where ! crates remain as ! crates even when hit. In other levels, they turn into basic iron crates. However, originally all ! crates in the game were to remain such after being hit.
 
 
**Later games no longer use ! crates, but rather use switches to activate something temporarily ([[Tomb Wader]] is a very notable such example).
 
**Later games no longer use ! crates, but rather use switches to activate something temporarily ([[Tomb Wader]] is a very notable such example).
 
*In the prototype, the Electric Lab Assistants will hurt Crash if he defeats them while facing them.
*In the prototype, this level only contained two (breakable) crates, both [[Checkpoint Crate|checkpoints]]. Prior to the creation of gems, the only purpose of crates (aside from checkpoints, arrow crates, and TNT crates) were to collect items such as [[Wumpa Fruit|wumpa fruit]], lives, and Aku Aku masks. It may have been that the lack of crates was because the developers didn't want the player to be able to collect such items in the last level, making it harder. This might be the reason why even in the final version, it is one of the few levels not to contain an Aku Aku crate (excluding the Japanese version, which has one Aku Aku crate). If this level had stayed that way, it would have by far the fewest crates of any level in the series, with the exception of [[Eggipus Rex]] in ''[[Crash Bandicoot 3: Warped]]'', which has no crates at all.
 
  +
*In the prototype, the doors open more slowly than in the final product.
*In the prototype, the Electric Lab Assistants will hurt Crash if he defeats them while facing them. It is always recommended to make sure to be facing away from them. Why this happens is unknown, but it is most likely a glitch.
 
*In the prototype, some of the doors moved up very slowly, annoying many players. These doors were removed/changed in the final version.
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*In the prototype, the [[blob]]s that attack Crash don't always appear. Also, some of the electric fences aren't electrified.
*In the prototype, the [[blob|blobs]] that attack Crash don't always appear, making the level somewhat easier. Also, some of the electric fences don't have the electric balls shooting back and forth, also making the level a little easier.
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*In the prototype, the doors don't have the "N" on them. Instead, they have a brick wall pattern.
 
*One of David Siller's early level design documents for this level included failed genetic duplicates of [[Ripper Roo]] as minor enemies. These kangaroos, referred to as Ripper Clones, were planned to surprise-attack the player by suddenly jumping toward Crash from out of view.
*In the prototype, the doors don't have the "N" on them. Instead, they look like a brick wall.
 
*One of David Siller's early level design documents for this level included failed genetic duplicates of [[Ripper Roo]] as minor enemies. These kangaroos, referred to as Ripper Clones, were planned to surprise-attack the player by suddenly jumping toward Crash from out of view.
 
 
 
{{Crash Bandicoot Game}}
 
{{Crash Bandicoot Game}}
 
{{Crash Bandicoot N. Sane Trilogy}}
 
{{Crash Bandicoot N. Sane Trilogy}}
 
 
[[es:The Lab]]
 
[[es:The Lab]]
 
[[fr:The Lab]]
 
[[fr:The Lab]]

Latest revision as of 06:37, 22 March 2024

You may be looking for the level named after this level from Crash Bandicoot: On the Run!.

The Lab is the twenty-ninth (including boss fights) and final full level and is the twelfth level of the third island in the original Crash Bandicoot game and the N. Sane Trilogy remake of the first game. Fully clearing this stage by breaking all boxes without dying once rewards the player with the yellow gem. This is the only level in the game to use the mechanic of ! crates as switches to temporarily unlock doors; this, combined with the supercharged lab assistants and TNT crates hidden in clusters of normal crates, provides for a challenging platform challenge. There are also no Aku Aku crates in this level, but Crash can have an Aku Aku mask if it is brought into the level.

Walkthrough

Password

This corresponds to a save file at this level (87%, 0 keys, 21 gems).

TriangleTriangleTriangleSquareXXCircleXXSquareCircleXXXXCircleSquareTriangleSquareCircleCircleSquareSquareTriangle

Gallery

Translation of Aku Aku Hints in the Japanese Version

  • This is Cortex's ripping happy lab. If you pass here, there's a stage that seems to have nothing. Keep getting perfect, and the secret will be revealed.

Names in other languages

Language Name
Japanese ビリビリ けんきゅういん
Biribiri ken kyū in

Trivia

  • There is a glitch in this level involving the cluster of TNT crates surrounding a ! crate (which activates a door). However, if Crash stands in the corner of the ! crate and spins, the ! crate can be activated without setting off the TNT.
  • This is the only level where ! crates remain as ! crates even when hit. In other levels, they turn into basic iron crates. Originally, all ! crates in the game were to remain such after being hit.
    • Later games no longer use ! crates, but rather use switches to activate something temporarily (Tomb Wader is a very notable such example).
  • In the prototype, the Electric Lab Assistants will hurt Crash if he defeats them while facing them.
  • In the prototype, the doors open more slowly than in the final product.
  • In the prototype, the blobs that attack Crash don't always appear. Also, some of the electric fences aren't electrified.
  • In the prototype, the doors don't have the "N" on them. Instead, they have a brick wall pattern.
  • One of David Siller's early level design documents for this level included failed genetic duplicates of Ripper Roo as minor enemies. These kangaroos, referred to as Ripper Clones, were planned to surprise-attack the player by suddenly jumping toward Crash from out of view.