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Making Crash Bandicoot

As one of the co-creators of Crash Bandicoot, I have been (slowly) writing a long series of posts on the making of everyone’s favorite orange marsupial. You can find them all below, so enjoy.

If you are on mobile and cannot see the grid of posts, click here.



The Crash Bandicoot in game model

Making Crash Bandicoot – part 1

February 2, 2011
314

In the summer of 1994 Naughty Dog, Inc. was still a two-man company, myself and my longtime partner Jason Rubin. Over the preceding eight years, we had published six games as a lean and mean duo, but the time had come to expand. In…

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The first real Crash

Making Crash Bandicoot – part 2

February 3, 2011
83

So what was it that Sega and Nintendo had in 1994, but Sony didn’t?
An existing competing mascot character. Sega had Sonic and Nintendo had Mario, but Sony product slate was blank.
So we set about creating a mascot on the theory that maybe, just maybe, we might be able to slide into that opening. I’m still surprised it worked.

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This was not easy in 1995!

Making Crash Bandicoot – part 3

February 4, 2011
69

While all this art design was going on, I, and then in January 1995, Dave, struggled to build an engine and tool pipeline that would make it possible to render these grandiose cartoon worlds we had envisioned on paper. Since during fall of 1994 Jason was also the only artist, he frantically generated all the source material and banged on my head to make sure it would look incredible.

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crashingthruthejungle

Making Crash Bandicoot – part 4

February 5, 2011
98

We were forging new gameplay ground, causing a lot of growing pains. The control of the main character is the single most important thing in a CAG. I did all the programming, but Mark helped whip me along. For example saying, “he doesn’t stop fast enough,” or “he needs to be able to jump for a frame or two AFTER he’s run off a cliff or it will be frustrating.” Criticism is essential, and as a programmer who wrote dozens of world class control schemes in the years between 1994 and 2004, I rewrote every one at least five or six times. Iteration is king.

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A Bandicoot, his beach, and his crates

Making Crash Bandicoot – part 5

February 6, 2011
82

But once the core gameplay worked, these cool levels were missing something. We’d spent so many polygons on our detailed backgrounds and “realistic” cartoon characters that the enemies weren’t that dense, so everything felt a bit empty.

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Jason (right) and I (left) at E3 1996

Making Crash Bandicoot – part 6

February 7, 2011
375

Not only did we need to finish our E3 demo, but we needed a real name for the game — Willie the Wombat wasn’t going to cut it. Now, in the Naughty Dog office proper we knew he was a Bandicoot. In fact, we liked the idea of using an action name for him, like Crash, Dash, Smash, and Bash — fallout from the visceral reaction to smashing so many boxes.

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Andy and Japanese Crash in the NDI offices

Crash Bandicoot as a Startup (part 7)

February 10, 2011
56

Dave Baggett, Naughty Dog employee #1 (after Jason and I) throws his own thoughts on Crash Bandicoot into the ring.

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Detailed and Colorful - but most important fun

Crash Bandicoot – An Outsider’s Perspective (part 8)

February 16, 2011
28

After Naughty Dog Jason and I joined forces with another game industry veteran, Jason Kay (collectively Jason R & K are known as “the Jasons”). He was at Activision at the time of the Crash launch and offers his outside perspective.

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crashlaunchposter

Making Crash Bandicoot – GOOL – part 9

March 12, 2011
122

I’m always being asked for more information on the LISP based languages I designed for the Crash and Jak games. This post is about GOOL, the LISP language used in Crash 1, Crash 2, and Crash 3. GOOL was my second custom language. GOOL was mostly interpreted, although by Crash 2 basic expressions were compiled into machine code.

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Crash-Bandicoot-Cover1

Crash Bandicoot – Teaching an Old Dog New Bits – part 1

March 26, 2011
21

Below is another journal article I wrote on making Crash in 1999. This was co-written with Naughty Dog uber-programmer Stephen White, who was my co-lead on Crash 2, Crash 3, Jak & Daxter, and Jak 2. It’s long, so I’m breaking it into three parts.

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Crash_Bandicoot_cover_2

Crash Bandicoot – Teaching an Old Dog New Bits – part 2

March 27, 2011
6

Part 2 of a detailed journal article I wrote on making Crash in 1999.

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Crash_Bandicoot_cover_Warped

Crash Bandicoot – Teaching an Old Dog New Bits – part 3

March 28, 2011
165

Part 3 of a journal article I wrote on making Crash in 1999.

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crashlaunchposter

Crash Memories

September 9, 2011
118

In honor of Crash’s 15th Anniversary I wanted to make a post whose primary purpose is to serve as a repository for comments from you — the fans — about your first and favorite Crash Bandicoot impressions. Please make them…

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crashbirthday

Crash Launch Commercials

September 15, 2011
17

In honor of the recent 15th Anniversary of my baby Crash Bandicoot, I present collected together the original suite of American TV Ads which premiered in September of 1996. It’s the suit that helped make the Bandicoot what he was. Thanks to…

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3515904_a6ad_625x1000-1

Parlez vous Crash

January 6, 2012
45

At Naughty Dog, we pioneered the idea of simultaneous international release. It took a little while to perfect, but by Crash 2 and Crash 3 the same exact code ran all the worldwide versions. Both the games themselves and the marketing was highly localized and targeted. This attention after finishing the game to really polishing it up for the world really paid off in international sales.

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jhint

Crash goes to Japan – part 1

January 11, 2012
96

It’s probably hard for younger gamers to recognize the position in gaming that Japan occupied from the mid eighties to the late 90s. First of all, after video games rose like a phoenix from the “great crash of ’82″ (in which the classic…

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Andy Gavin

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Co-creator of Crash Bandicoot and author of The Darkening Dream and Untimed

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