Box Front
Box Back
Member Rating
83.5%
(31 votes)
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Console:
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Sony PlayStation
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Region: | |
Year:
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1996
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RFG ID #:
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U-061-S-02530-A
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Part #:
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SCUS-94900
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UPC:
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711719490029
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Developer:
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Naughty Dog
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Publisher:
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Sony
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Rating:
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| (ESRB) |
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Genre:
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Action/Adventure
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Sub-genre:
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3D Platformer
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Players:
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1
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Controller:
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Standard Controller
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Media Format:
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CD-ROM
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Collection Stats:
- 215 of 7617 collectors (2.8%) have this game in their collection
- 35 of 7617 collectors (0.4%) have this game in their wishlist.
- 0 of 7617 collectors (0%) have this game for sale or trade.
Review:
Many remember Crash Bandicoot being an unofficial Playstation mascot after his release until the launch of the Playstation 2. The first trilogy of his games are fondly remembered as early 3D platformers done right. The series was created by Andy Gavin and Jason Rubin of Naughty Dog, who went on to develop it for Universal Interactive Studios. Sony Computer Entertainment joined for publishing and marketing after the game's E3 showing in 1996, making these early games exclusive to the Playstation. One of the reasons why Crash was chosen as an international mascot by Sony was due to its success. At the time it released Crash Bandicoot became the most successful Western developed game in Japan, mix that with the overwhelming sales in the Western markets and Sony had a killer app on its hands.
What about the game helped it become such a success though? Crash was instilled with tight art and design philosophies. While it can be said to be a 3D platformer it is not a full roaming 3D platformer like its peers at the time Super Mario 64 and Croc. Those games and many other games using the 3D perspective up to this day would suffer from camera issues. Crash avoided this by having linear paths to follow, while also mixing up the gameplay with areas based on 2D platformers, with side scrolling action. This helped keep the game from having a crippling camera that could quite literally be your lifeline. How many of us remember making leaps of faith because the camera sucked? Crash avoids this by keeping the path straight and keeping the camera in front of, behind, or beside our bandicoot hero.
The controls in this game feel a bit stiff. The game controls quite well overall, but there is a bit of a pause in starting the running, as well as jumping control. Just holding the button down while you're jumping feels fine, but having to make precise, short jumps can be rather annoying at times. There are a few levels which are almost sadistically designed to exploit this issue with the controls. Most of the levels are quite tight, and there is variety between the themes and worlds on top of the perspective. The game is anything but boring and predictible for your first playthrough. Boss battles are easy. They are spread throughout the worlds though, so the big boss fight is not always at the end of a land.
The music fits the game quite well. Crash is set in a chain of Pacific islands, so the Tiki styled theme is quite strong with it. The music and the levels fit in with this design quite well. The final world is mostly machine based though, and that has to do with Dr. Neo Cortex and him being a mad scientist and all that jazz.
Its quite easy to see why Crash would be the sensation it was, and why the once wombat, now bandicoot became the face of a system. Naughty Dog would develop two more Crash platformers, and a racing game, before moving onto another series for the Playstation 2, Jak. These three early Crash games are still considered the best in the series, and after playing the first one now and with nostalgic memories of Crash Bandicoot: Warped, I do remember why this is beloved.
SirPsycho's Review
Extra Media:
Inside case art Official Guide Complete guide from Issue #1 of MegaFan, 1996, front cover Registration Card
Variations:
Related Games:
Game Trivia:
- Additional technical specifications:
- Memory Card 1 block or password
FAQ's/External Links:
Instructions:
D Padk |
Move Crash, steer animal
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Triangle |
Display information
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Circle / Square |
Spin attack
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X |
Jump
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Game Credits:
Naughty Dog, Inc.
- Lead Design: David Baggett, Andrew M. Gavin, Dan Kollmorgen, Taylor Kurosaki, Justin Monast, Charlotte Francis Morgan, Bob Rafei, Jason Rubin
- Character / Art Design: Joe Pearson, Charles Zembillas
- Music: Josh Mancell, Mark Mothersbaugh, Mutato Muzika
- Sound: Michael Gollom, Ron Horwitz, Kevin Spears
- Special Thanks To: Peter Dille, Andrew House, Howard Liebeskind, Skip Paul, Bernard Stolar
Sony Computer Entertainment Europe
- Producer: John Roberts
- QA Manager: Tony Bourne
- Assistant QA Managers: Steve Archer, Phil Gaskell
- QA Supervisors: David Cleaveley, Dave Bennett, Mark Pittam
- Lead Tester: John Corcoran
- Testers: Mark Christy, John Cassidy, Ste Chainey, Matthew Chainey, Dominic Berzins, Phil Green, Bradley Davey, Russel Power, Neil Morse, Neil Smith, Mark Young, Gillian Shaw, Paul McCartan, John McLaughlin, Dave McMahon, Matt Ng, Lee Travers
- QA Administration: Paul Jones, Russell Coburn
Page Credits:
Michael Collins: |
Page design, HTML code.
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Dennis Gruchala: |
screenshots, extra media.
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Eddie Herrmann: |
Perl script.
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Anthony Terzi: |
scans
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ApolloBoy: |
Year, Developer, Players
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eaglebeak99: |
Part #, UPC, Subgenre, Media Format, Rating
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Tondog: |
Related Games
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Matt Rideout: |
Related Games, Credits, Links, Instructions
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Sirgin: |
Misc
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Zagnorch: |
Scans, Photos
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Graham Prothro: |
Review
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josulli3: |
Photos
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Svengini: |
Photos
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Last Updated: 2022-10-27 07:33:13 |
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