Crash Bandicoot (PS1) - The Premiere Platformer on the PS1? - Saturday Afternoon Gaming
Does this classic platformer hold up after all these years?
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I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Normally I'm working my way through the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE in my Let's Play 1001 Games series. This is a great book with a ton of classic retro games but it doesn't have everything and it's even missing some of my favorite video games. Hence, in Saturday Afternoon Gaming, screw it, I'm just going to play whatever I want!
In this series I will be playing some of the best retro games that don't appear in the 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE book. So pull up a chair, slap on your headphones, and join me as babble aimlessly through some of my most favourite classic games! And hey, if you have ideas or suggestions feel free to leave them in the comments below. I'm always looking for more games to try! Today we play...
Crash Bandicoot
from https://en.wikipedia.org/wiki/Crash_Bandicoot_(video_game)
Crash Bandicoot is a platform video game developed by Naughty Dog and published by Sony Computer Entertainment for the PlayStation. The game was released in North America in September 1996, and in Europe in November 1996.
Crash Bandicoot is the first installment in the Crash Bandicoot series, chronicling the creation of the title character at the hands of series antagonist Doctor Neo Cortex and henchman Doctor Nitrus Brio. The story follows Crash as he aims to prevent Brio and Cortex's plans for world domination, and rescue his girlfriend Tawna, a female bandicoot also evolved by Brio and Cortex.
Crash Bandicoot received generally positive reviews from critics, who praised the game's graphics and unique visual style, but criticized its controls and lack of innovation as a platform game. The game went on to sell over 6 million units, making it the eighth best-selling PlayStation game of all time,[1] and the highest selling ranked on sales in the United States.[2] A remastered version, included in the Crash Bandicoot N. Sane Trilogy collection, was released for the PlayStation 4 in June 2017, and ported to other platforms in June 2018.
Before presenting Way of the Warrior to Mark Cerny of Universal Interactive Studios, Naughty Dog was signed on to the company for three additional games.[22] In August 1994, Jason Rubin and Andy Gavin began their move from Boston, Massachusetts to Los Angeles, California.[23] Before leaving, Gavin and Rubin hired Dave Baggett, their first employee and a friend of Gavin's from the Massachusetts Institute of Technology; Baggett would not start working full-time until January 1995. During the trip, Gavin and Rubin studied arcade games intensely and noticed that racing, fighting and shooting games had begun making a transition into full 3D rendering. Sensing opportunity, they turned to their favorite video game genre, the character-based action-platform game, and asked themselves what a three-dimensional version of such a game would be like.[24] Because the player would be forced to constantly look at the character's rear, the hypothetical game was jokingly called "Sonic's Ass Game".[22][24] The basic technology for the game and the Crash Bandicoot series as a whole was created somewhere near Gary, Indiana. The rough game theory was designed near Colorado. Soon afterward, Gavin and Rubin threw out their previous game design for Al O. Saurus and Dinestein, a side-scrolling video game based on time travel and scientists genetically merged with dinosaurs.[23]
In August 1994, Naughty Dog moved into their new Universal City, California offices and met with Mark Cerny.[22] The group unanimously liked the "Sonic's Ass Game" idea and debated on what video game system the game would be for. Deciding that the 3DO Interactive Multiplayer, Atari Jaguar, Sega 32X, and Sega Saturn were unsatisfactory options due to poor sales and "clunky" development units, the team chose to develop the game for Sony's PlayStation due to the console's "sexy" nature[24] and the company's lack of an existing competing mascot character.[25] After signing a developer agreement with Sony, Naughty Dog paid $35,000 for a PlayStation development unit and received the unit in September 1994.[23][24] A development budget of $1.7 million was set for the game,[26][27] and former Sunsoft director David Siller was hired to be the producer.