Crash Boom Bang!

The game was met with largely negative reviews for having unoriginal, dull gameplay and poor controls.

Depending on the type of square that the player lands on, Wumpa Fruit (which is used as points during the race) can be won or lost, an item can be obtained, a special event might be triggered, or a mini-game might commence.

[2] While developing a resort in Tasmania, the Viscount finds a map of an ancient city containing the fabled Super Big Power Crystal.

In the resort, the Viscount decides to gather up the world's cleverest and strongest bunch of characters and con them into finding the Crystal for him.

Cortex sends his loyal Lab Assistants to find the pieces of the map scattered throughout the big City and bring them to him.

As the explorer sailed back to his homeland to recollect his thoughts, his ship crashed into an iceberg and sank, taking the Viscount's grandfather to a watery grave.

The Viscount tells them to dive to the sunken ship and retrieve the Final Key, much to their shock, considering the near-freezing temperatures.

With all the pieces of the puzzle at hand, the Viscount victoriously enters the Tower, where the Super Big Power Crystal awaits its owner.

Crash Boom Bang was developed by Dimps under the creative direction of Takeshi Narita, and with Shinji Yoshikawa of Vivendi Universal Games serving as producer.

The voice cast includes Makoto Ishii in the dual role of Crash and Fake Crash, Risa Tsubaki as Coco, Yōsuke Akimoto as Cortex, Asuka Tanii as Pura, Takahiro Yoshino as Pinstripe, Akiko Toda as Tawna, and Shinya Fukumatsu as Crunch.

Not wanting to make "another multiplayer game where the players just pass the phone to each other" and hoping to attract both old and new fans of the series, the development team decided to integrate the mobile phone itself into the minigames, creating such minigame gimmicks as playing with one hand behind the back, with one eye closed, playing with the chin, etc.

The biggest challenge for the team was keeping the minigames inside the phone's memory, which was deemed slightly inferior to the first PlayStation console.

[21] Andy Myers of Nintendo Power was surprised by the title's perceived staleness in comparison to Dimps' "stellar" work on Sonic Rush.

[26] Lesley Smith of Eurogamer remarked that the game "slipped through the cracks in terms of quality control", and suggested it only as a means to "destroy a child's love of videogames".

[25] The collection of minigames was deemed to be dull and simplistic, with Anthony Dickens of Nintendo Life surmising that they were aimed toward younger players.

[23][26] Jon Jordan of Pocket Gamer found the opponents' artificial intelligence to be capricious, which rendered most of the minigames unrewarding.

[29] Dickens deemed the game's use of the touch screen to be a gimmick,[27] and Luke Van Leuveren of PALGN proposed that some of the minigames would have been better served with controls via the d-pad or shoulder buttons.

[22][24] Smith dismissed the betting mechanic as only briefly entertaining, and Harris lambasted the off-screen competition between computer-controlled opponents as "absolutely ridiculous and unacceptable".

An example of a minigame in Crash Boom Bang!
Crash Bandicoot's model was altered for the non-Japanese releases