Crash Bandicoot [scus-94900] -

During a cross-country drive in 1994, the founders conceived the project as a . This internal nickname defined their biggest design challenge: how to make a 3D platformer where the player wasn't constantly just looking at the character's backside. Their solutions included: Making Crash Bandicoot – part 1 - All Things Andy Gavin

: The team actually "hacked" the original PlayStation libraries, erasing unused portions of code to reclaim tiny amounts of extra memory for the game. Crash Bandicoot [SCUS-94900]

Released in 1996, is far more than just a 3D platformer; it was the "crucible" that forged the philosophy of developer Naughty Dog . The game was designed to give Sony's new PlayStation a mascot capable of competing with Mario and Sonic. Technical "War Stories" During a cross-country drive in 1994, the founders

: Lead coder Andy Gavin developed a virtual memory swapping technique that divided levels into 64KB chunks . These chunks streamed off the slow CD-ROM into the system RAM only when needed, allowing for detail levels "20 to 30 times" higher than contemporary games. Released in 1996, is far more than just

: Naughty Dog created their own programming language, GOOL (Game Object-Oriented Language), specifically for the project. The "Sonic's Ass" Problem

Developing for the PlayStation's 2MB of RAM required unconventional "hacker culture" techniques.