2016-08-16

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Revision as of 23:35, August 15, 2016

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[[File:VoiceSymbol.png|50px]][[File:Crash_Bandicoot_Theme_Song.ogg]]<sup>[[File:Speaker.png]] Crash Bandicoot Theme [[File:SpeakerReverse.png]]</sup>

[[File:VoiceSymbol.png|50px]][[File:Crash_Bandicoot_Theme_Song.ogg]]<sup>[[File:Speaker.png]] Crash Bandicoot Theme [[File:SpeakerReverse.png]]</sup>

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'''''Crash Bandicoot''''' (Japanese: '''''クラッシュ・バンディクー''''' ''Kurasshu Bandikuu'') is a platform game made by [[Naughty Dog]] in 1996 for the PlayStation, featuring the character by the same name. While playing, [[Crash Bandicoot (character)|Crash Bandicoot]] must fight [[Doctor Neo Cortex]] and his henchmen in order to save [[Tawna]], his beloved bandicoot girlfriend, from Cortex. This game was made when Naughty Dog had only ten employees. As well as being originally released on the PlayStation, it was also emulated on the PlayStation Network on December 4, 2006, through which it can be played on the PlayStation Portable,
Playstation
Vita and, as of Operating System update 1.70, on the PlayStation 3. It has sold 6.82 million copies globally. At Sony's E3 2016 Press Conference,
A
complete remaster of the game was announced for release in 2017.

+

'''''Crash Bandicoot''''' (Japanese: '''''クラッシュ・バンディクー''''' ''Kurasshu Bandikuu'') is a platform game made by [[Naughty Dog]] in 1996 for the PlayStation, featuring the character by the same name. While playing, [[Crash Bandicoot (character)|Crash Bandicoot]] must fight [[Doctor Neo Cortex]] and his henchmen in order to save [[Tawna]], his beloved bandicoot girlfriend, from Cortex. This game was made when Naughty Dog had only ten employees. As well as being originally released on the PlayStation, it was also emulated on the PlayStation Network on December 4, 2006, through which it can be played on the PlayStation Portable,
PlayStation
Vita and, as of Operating System update 1.70, on the PlayStation 3. It has sold 6.82 million copies globally. At Sony's E3 2016 Press Conference,
a
complete remaster of the game was announced for release in 2017.

==Gameplay==

==Gameplay==

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'''Papu Papu''': The fat leader of the tribesmen on N. Sanity Island. He is the only boss who was not working for Cortex. He only tried to kill Crash because he got woken up from his nap.

'''Papu Papu''': The fat leader of the tribesmen on N. Sanity Island. He is the only boss who was not working for Cortex. He only tried to kill Crash because he got woken up from his nap.



'''Koala Kong''': A mutated koala bear who has enough build on him to be a bodyguard. Despite how big he is,
he
is not the brightest mutant as shown in his boss fight where he is showing off his moves giving Crash time to spin a boulder at him.

+

'''Koala Kong''': A mutated koala bear who has enough build on him to be a bodyguard. Despite how big he is,
Koala Kong
is not the brightest mutant as shown in his boss fight where he is showing off his moves giving Crash time to spin a boulder at him.

==Prototypes==

==Prototypes==

===April 8, 1996===

===April 8, 1996===



The most well

known and earliest prototype of the game contains many differences, but most notable of all, is the five cut levels, one of which is inaccessible and is called the "Lava Cave". Other notable differences are an entirely different main menu, a changed level order and map, and N. Brio's boss fight being sometimes impossible to finish due to a glitch (which, while still present in future versions, was less common). Even when the "glitch" didn't occur, N. Brio required an extra six hits, which likely was never intended since there were not that many dots (used to represent hit points).

+

The most well
-
known and earliest prototype of the game contains many differences, but most notable of all, is the five cut levels, one of which is inaccessible and is called the "Lava Cave". Other notable differences are an entirely different main menu, a changed level order and map, and N. Brio's boss fight being sometimes impossible to finish due to a glitch (which, while still present in future versions, was less common). Even when the "glitch" didn't occur, N. Brio required an extra six hits, which likely was never intended since there were not that many dots (used to represent hit points).

===May 11, 1996===

===May 11, 1996===

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Papu Papu's starting animation can't be skipped, but Crash only gains control instead of skipping the animation. Crash has no celebration in all boss fights either. The gem paths in Boulder Dash and Lights Out (the latter of which is only accessible via hacking) have no crates, presumably because at one time, they were to contain the keys to Whole Hog and Fumbling in the Dark, instead of the Cortex bonus rounds, which would explain why even in the final version, these levels are shown as having the keys. Sunset Vista did not have a Cortex bonus round, Whole Hog's key was held in Jaws of Darkness instead. [[Stormy Ascent]] was going to contain the other Cortex bonus round, presumably for the key to unlock Fumbling in the Dark, and the tokens are included in the E3 version, but not the bonus round.

Papu Papu's starting animation can't be skipped, but Crash only gains control instead of skipping the animation. Crash has no celebration in all boss fights either. The gem paths in Boulder Dash and Lights Out (the latter of which is only accessible via hacking) have no crates, presumably because at one time, they were to contain the keys to Whole Hog and Fumbling in the Dark, instead of the Cortex bonus rounds, which would explain why even in the final version, these levels are shown as having the keys. Sunset Vista did not have a Cortex bonus round, Whole Hog's key was held in Jaws of Darkness instead. [[Stormy Ascent]] was going to contain the other Cortex bonus round, presumably for the key to unlock Fumbling in the Dark, and the tokens are included in the E3 version, but not the bonus round.



[[File:Psx.exe_31012015_122847_0569.png|thumb|300px|End of Jungle Rollers demo.]]
The Demo Mode is slightly different: The text "LOADING DEMO" appears while loading a demo, "PRESS START" when on-going and "LOADING MAIN MENU" when it ends, instead of the usual "LOADING" when starting and ending a demo and "DEMO" when on-going.

+

[[File:Psx.exe_31012015_122847_0569.png|thumb|300px|End of Jungle Rollers demo.]]

+

The Demo Mode is slightly different: The text "LOADING DEMO" appears while loading a demo, "PRESS START" when on-going and "LOADING MAIN MENU" when it ends, instead of the usual "LOADING" when starting and ending a demo and "DEMO" when on-going.

==Reception==

==Reception==



Crash Bandicoot received generally positive reviews from critics, who praised the game's graphics and unique visual style, but noted the game's lack of innovation as a platform game. The game would later go on to become one of the best-selling
Playstation
games of all time. The game sold about 700,000 units in Japan, becoming the first non-Japanese title and franchise to achieve commercial success in the country. As of November 2003, ''Crash Bandicoot'' has sold over 6.8 million units worldwide. The game's success resulted in its re-release for the Sony Greatest Hits line-up on September 15, 1997, for the Platinum Range on March 1998, for the Best For Family line-up on May 28, 1998 and for the
PSone
Books line-up on October 12, 2001.<u><sup> </sup></u>''Crash Bandicoot'' was the first non-Japanese game to receive a "Gold Prize" in Japan for sales of over 500,000 units. The game spent nearly two years on the NPD TRSTS top 20 PlayStation sales charts before finally dropping off on September 1998.

+

Crash Bandicoot received generally positive reviews from critics, who praised the game's graphics and unique visual style, but noted the game's lack of innovation as a platform game. The game would later go on to become one of the best-selling
PlayStation
games of all time. The game sold about 700,000 units in Japan, becoming the first non-Japanese title and franchise to achieve commercial success in the country. As of November 2003, ''Crash Bandicoot'' has sold over 6.8 million units worldwide. The game's success resulted in its re-release for the Sony Greatest Hits line-up on September 15, 1997, for the Platinum Range on March 1998, for the Best For Family line-up on May 28, 1998 and for the
PS one
Books line-up on October 12, 2001.<u><sup> </sup></u>''Crash Bandicoot'' was the first non-Japanese game to receive a "Gold Prize" in Japan for sales of over 500,000 units. The game spent nearly two years on the NPD TRSTS top 20 PlayStation sales charts before finally dropping off on September 1998.



+



The game's graphic's
recieved
positive comments. Dave Halverson of ''GameFan'' referred to the visuals as "the best graphics that exist in a game" and the design and animations of the titular character as "100% perfection". John Scalzo of Gaming Target described the environments as "colorful and detailed" and mentioned the snowy bridge and temple levels as his favorites. However, he noted that the boss characters appeared to be noticeably polygonal compared to the other characters due to their large size. Nevertheless, he added that this flaw was excusable because of the game's age and that the game's graphics were near perfect otherwise. A reviewer for Game Revolution singled out the scaling technology for praise and declared it to be "the new standard for
Playstation
action games the same way SGI did for 16-bitters after ''Donkey Kong Country''." Additionally, he described the texture-mapping precision as "awesome", the shading as "almost too well done" (the reviewer claimed it made the game more difficult by making the pits appear to be shadows and vice-versa), the polygon movements as "very smooth and fluid", the "quirky mannerisms" of the title character as "always refreshing" and the backgrounds as "breathtakingly beautiful (especially the waterfall stages)". However, the reviewer said that the ability to adjust the camera angle even slightly "would have been a definite plus (at times the ground itself is at 75 degree angle while Crash constantly moves at 90 degrees, putting a slight strain on the eyes)." Zach Meston of GameSpot, while comparing the game to ''Super Mario 64'', noted that the game "may not offer the graphical smoothness or versatility of Mario's vast new world, but its brilliantly colorful and complex jungle environments boast true diversity of shape and texture - kind of a tiki room ''Cabinet of Dr. Caligari''." A reviewer for IGN noted that "gorgeous backgrounds and silky smooth animation make this one of the best-looking titles available for the PlayStation.

+

The game's graphic's
received
positive comments. Dave Halverson of ''GameFan'' referred to the visuals as "the best graphics that exist in a game" and the design and animations of the titular character as "100% perfection". John Scalzo of Gaming Target described the environments as "colorful and detailed" and mentioned the snowy bridge and temple levels as his favorites. However, he noted that the boss characters appeared to be noticeably polygonal compared to the other characters due to their large size. Nevertheless, he added that this flaw was excusable because of the game's age and that the game's graphics were near perfect otherwise. A reviewer for Game Revolution singled out the scaling technology for praise and declared it to be "the new standard for
PlayStation
action games the same way SGI did for 16-bitters after ''Donkey Kong Country''." Additionally, he described the texture-mapping precision as "awesome", the shading as "almost too well done" (the reviewer claimed it made the game more difficult by making the pits appear to be shadows and vice-versa), the polygon movements as "very smooth and fluid", the "quirky mannerisms" of the title character as "always refreshing" and the backgrounds as "breathtakingly beautiful (especially the waterfall stages)". However, the reviewer said that the ability to adjust the camera angle even slightly "would have been a definite plus (at times the ground itself is at 75 degree angle while Crash constantly moves at 90 degrees, putting a slight strain on the eyes)." Zach Meston of GameSpot, while comparing the game to ''Super Mario 64'', noted that the game "may not offer the graphical smoothness or versatility of Mario's vast new world, but its brilliantly colorful and complex jungle environments boast true diversity of shape and texture - kind of a tiki room ''Cabinet of Dr. Caligari''." A reviewer for IGN noted that "gorgeous backgrounds and silky smooth animation make this one of the best-looking titles available for the PlayStation.

The gameplay received mixed responses. Both John Scalzo and the Game Revolution reviewer compared the gameplay to ''Donkey Kong Country'', with Scalzo describing the game as having a "familiar, yet unique" quality that he attributed to Naughty Dog's design, while the Game Revolution reviewer concluded that the game "fails to achieve anything really new or revolutionary" as a platform game. Zach Meston described the gameplay as "flat as roadkill on a four-lane highway" and noted that players may enjoy the game "purely as a test of jumping abilities". The IGN reviewer said that the game "isn't a revolution in platform game design. It's pretty much your standard platform game". However, he noted the game's "surprisingly deep" depth of field and use of different perspectives as exceptions to the platforming formula. Jim Sterling of Destructoid.com stated that the game has aged poorly since its initial release and cited the lack of DualShock thumbsticks, a poor camera as well as substandard jumping and spinning controls.

The gameplay received mixed responses. Both John Scalzo and the Game Revolution reviewer compared the gameplay to ''Donkey Kong Country'', with Scalzo describing the game as having a "familiar, yet unique" quality that he attributed to Naughty Dog's design, while the Game Revolution reviewer concluded that the game "fails to achieve anything really new or revolutionary" as a platform game. Zach Meston described the gameplay as "flat as roadkill on a four-lane highway" and noted that players may enjoy the game "purely as a test of jumping abilities". The IGN reviewer said that the game "isn't a revolution in platform game design. It's pretty much your standard platform game". However, he noted the game's "surprisingly deep" depth of field and use of different perspectives as exceptions to the platforming formula. Jim Sterling of Destructoid.com stated that the game has aged poorly since its initial release and cited the lack of DualShock thumbsticks, a poor camera as well as substandard jumping and spinning controls.

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** The orange gem.

** The orange gem.

** Bonus round tokens.

** Bonus round tokens.



* The
boxart
for both the PAL and NTSC-U regions of the game feature the prototype Jungle Rollers in the background.

+

* The
box art
for both the PAL and NTSC-U regions of the game feature the prototype Jungle Rollers in the background.

** Similarly, the back of the PAL box has a picture of Stormy Ascent on it, and also the prototype version of Temple Ruins. The background of the back of the box is also a picture of the prototype version of the first island.

** Similarly, the back of the PAL box has a picture of Stormy Ascent on it, and also the prototype version of Temple Ruins. The background of the back of the box is also a picture of the prototype version of the first island.

*[[Scrapped intro and ending of Crash Bandicoot|2D opening and ending cutscenes]] were animated for use in the game, but Sony rejected them because of the game's focus on 3D graphics.

*[[Scrapped intro and ending of Crash Bandicoot|2D opening and ending cutscenes]] were animated for use in the game, but Sony rejected them because of the game's focus on 3D graphics.

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