To begin with, the game is much less linear than the first. Each level is comprised of several sub-levels, all accessible from one common starting point. All sub-levels must be completed to move up to the next tier, but thankfully you can now save after any run. The bonus levels are more intuitive, set at specific points in the game. If you die in a bonus level, you won't be penalized, but they are set up to teach you how to use Crash's new moves (more on these later). This is a sure sign of a well-designed game, with a learning curve that goes steadily uphill, but not punishingly so.
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