Crate Expectations: Difference between revisions

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== [[Platform Game]] ==
* All of the games in the ''[[Ratchet and Clank]]'' series had dozens of crates that were usually there to be broken for [[Global Currency|bolts]]. The game also featured red exploding crates, that counted down when Ratchet so much as touched them, and metal crates, which could only be broken by explosives. The third game introduced the multiplier crate, which for a short while doubled the amount of bolts Ratchet got from other crates, enemies, and the environment in general, and the Inferno crate, which turned Ratchet into an unstoppable dual-wrench-wielding engine of destruction.<br /><br />There's also the ammo crate, and in ''[[Ratchet and Clank|Ratchet and Clank Future: A Crack in Time]]'', the camo crate, which was almost invisible, and had more bolts than average crates. It should be noted that crates went through a huge graphical update during the transfer to HD, especially the rubble they leave around, so this is hardly due to laziness on the part of the graphic developers.
* ''[[Crash Bandicoot]]'' not only saw levels filled with crates, but destroying all of them in all levels are required to reach the full [[Hundred-Percent100% Completion]]. In fact, crashing through crates is one of the series' defining gameplay elements, as well as the origin of the protagonist's name.
* ''[[Super Mario Bros.|Super Mario]] [[Super Mario Galaxy|Galaxy]]'' has crates in several levels, which can be broken up with spin attacks.
* ''[[Super Mario Sunshine]]'' has a fair few crates. They can be broken with a ground pound. One of the game's 120 Shines requires the player to break an arrangement of crates within a time limit!