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Crash Bandicoot
File:CrashBandicootLogo.png
The original Crash Bandicoot logo
Genre(s)Platform game
Action game
Racing game
Party game
Developer(s)Naughty Dog (1996-1999)
Eurocom (2000)
Traveller's Tales (2001, 2004)
Vicarious Visions (2002-2004)
Dimps (2006)
Radical Entertainment (2005-2008)
Publisher(s)Universal Interactive Studios (1996-2004)
Sony Computer Entertainment (1996-2000)
Konami (2001-2006) (Japanese marketing)
Vivendi Universal Games (2003-2004)
Sierra Entertainment (2005-2008)
Activision (2008-present)
Creator(s)Andy Gavin
Jason Rubin
Artist(s)Charles Zembillas (characters, 1996-1999, 2003)
Joe Pearson (environments, 1996-1999, 2003)
Composer(s)Mutato Muzika (1997-2001)
Steve Duckworth (2002-2003)
Swallow Studios (2001)
Spiralmouth (2004-2005)
Marc Baril (2007-2008)

Crash Bandicoot is a series of platform video games published by Activision after first being developed by Naughty Dog and distributed by Sony Computer Entertainment. Initially created by Andy Gavin and Jason Rubin, the series was developed for its first four years by the video game company Naughty Dog. Since then, the series has been given to numerous developers. The series spans 18 games as of 2010.

The games are mostly set in the fictitious Wumpa Island (formerly known as N. Sanity Island), an archipelago situated to the south of Australia, although other locations are common. The main games in the series are largely platformers, but several are spin-offs in different genres. The protagonist of the series is an Eastern Barred Bandicoot named Crash, whose quiet life on the Wumpa Islands is often interrupted by the games' main antagonist, Doctor Neo Cortex, who created Crash and now wants nothing more than his demise. It's usually up to Crash to defeat Cortex and foil any world domination plans he might have.

The Crash Bandicoot series has been a commercial success, selling approximately 50 million units worldwide.

History

Naughty Dog

After presenting Way of the Warrior to Mark Cerny of Universal Interactive Studios, Naughty Dog was signed on to the company for three additional games.[1] On August 1994, Jason Rubin and Andy Gavin began their move from Boston, Massachusetts to Los Angeles, California.[2] During the trip, Gavin and Rubin decided to create a 3D action-platform game. Because the player would be forced to constantly look at the character's rear, the game was jokingly codenamed "Sonic's Ass Game".[1] 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 by 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. After moving into the Universal Interactive Studios backlot, Gavin and Rubin met with Mark Cerny, discussed the design of the game and made an agreement to go into production.[1] On September 1994, Gavin and Rubin decided to develop their new game for the PlayStation, after which Rubin began character design.[2] On November 1994, Naughty Dog hired Dave Baggett, their first employee and a friend of Gavin's from the Massachusetts Institute of Technology.[1][2] Together, Gavin and Baggett created the development tool "Game Oriented Object LISP" (GOOL), which would be used to create the characters and gameplay of the game.[1] On January 1995, Rubin became concerned about the programmer-to-artist ratio and hired Bob Rafei and Taylor Kurosaki as additional artists.[1][2]

Needing a lead character for the game, Naughty Dog recruited American Exitus artists Charles Zembillas and Joe Pearson and met with them weekly to create the characters and environments of the game,[1][2] eventually creating a character named "Willy the Wombat".[3] The marketing director of Universal Interactive Studios insisted that the character be named "Wez", "Wuzzles" or "Wizzy the Wombat".[4] On creating the levels for the game, Zembillas and Pearson first sketched each environment, designing and creating additional individual elements later. They aimed for an organic, overgrown look to the game and worked to completely avoid straight lines and 90-degree corners. A Naughty Dog artist sketched every single background object in the game before it was modeled. The artists were tasked with making the best use of textures and reducing the amount of geometry. Dark and light elements were juxtaposed to create visual interest and separate geometry. The Naughty Dog artists would squint when sketching, texturing and playing the levels to make sure they could be played by light value alone. Correct use of color was an important goal for Naughty Dog's artists; for example, mutually accentuating colors were chosen as the theme for the "Lost City" and "Sunset Vista" levels. The interior of Doctor Neo Cortex's castle was designed to reflect Cortex's twisted mind.[5]

After the main character's creation, the team went into three months of developing the game. The game first became functional on April 1995 and became playable on June 1995. The first three levels in the game were completed by August 1995. However, they were judged to be too difficult to appear so early in the game and were moved to the game's power plant area. Artist Charlotte Francis joined Naughty Dog at around this time.[2] On September 1995, a videotape of Crash Bandicoot was shown to Sony Computer Entertainment behind closed doors.[1][2] While playing the game during development, Rubin realized that there were many empty areas in the game due to the PlayStation's inability to process numerous on-screen enemy characters at the same time. Additionally, players were solving the game's puzzles too fast. Rubin soon came up with the idea of a box and putting various symbols on the sides to create puzzles. Breaking these boxes would serve to fill in the boring parts of the levels and give the player additional puzzles.[4] The first "crate" was placed in the game on January 1996, and would become the primary gameplay element of the series.[2] Willy the Wombat's destruction of the crates would eventually lead him to be renamed "Crash Bandicoot".[2][4] On March 1996, Sony agreed to publish Crash Bandicoot, which went into the alpha stage on April 1996. Crash Bandicoot was first shown at the Electronic Entertainment Expo on May 1996 and was met with enthusiastic reactions.[1][2]

Development of Crash Bandicoot 2: Cortex Strikes Back began in October 1996. For the game, Andy Gavin perfected a new engine named "Game Oriented Object LISP 2" (GOOL 2) that was three times faster than the previous game's engine, could handle ten times the animation frames and twice the polygon count.[1][2] The jungle levels were originally to have featured ground fog, but this was abandoned when magazines and the public began to brutalize other developers for using fog to hide polygon count. Sunlight and depth accentuation was experimented with for these levels. Wanting to have some "dirty" locations in the game, Naughty Dog worked in the sewer levels and added color contrast to the levels to show depth and break up the repetitive monotony of the endless sewer pipes.[5] A flat plane z-buffer was created for the game; because the water surfaces and mud in the jungle had to be a flat plane and be exactly flat on the Y-axis, there could be no waves and the subdividing plane could not be at an odd angle. The effect only worked on objects in the foreground and was only used on Crash, some enemies and a few boxes at the same time.[1] The soundtrack of Crash Bandicoot 2: Cortex Strikes Back was provided by Mutato Muzika (consisting of Mark Mothersbaugh and Josh Mancell), while the sound effects were created by Universal Sound Studios (consisting of Mike Gollom, Ron Horwitz and Kevin Spears). The characters were designed by Charles Zembillas of American Exitus, Incorporated. Clancy Brown provided the voice of Doctor Neo Cortex, while Brendan O'Brien voiced the dual role of Doctor N. Gin and Doctor Nitrus Brio and Vicki Winters voiced Coco Bandicoot.[6] The game was unveiled at the Electronic Entertainment Expo in Atlanta, Georgia on June 1997 to a positive response from the game industry. The game went into the alpha stage on August 1997. Around that time, Dan Arey, the lead designer of Gex: Enter the Gecko, joined Naughty Dog and streamlined the level design.[2]

Like the first one, the second game was also critically acclaimed green-lighting a third game. Production of Crash Bandicoot 3: Warped began on January 1998, with Naughty Dog given only 10½ months to complete the game.[1][2] Programmers Andy Gavin, Stephen White and Greg Omi created three new gameplay engines for the game. Two of the three new engines were three-dimensional in nature and were created for the airplane and jet-ski levels; the third new engine was created for the motorcycle levels in the style of a driving simulator. The new engines combined make up a third of the game, while the other two-thirds of the game consist of the same engine used in the previous games. Jason Rubin explained that the "classic" engine and game style was preserved due to the success of the previous two games and went on to say that "were we to abandon that style of gameplay, that would mean that we would be abandoning a significant proportion of gamers out there." An arbitrary plane z-buffer was created for the jet-ski and flooded Egyptian hallway levels of the game.[1] To create a completely fluid feel for the water on these levels, an environment map that reflects the sky was fitted onto the surface of the water. A real shadow was given to the Crash character at the request of the Sony Computer Entertainment America producers, who were "sick of that little discus that's following him around." To create an "arcade" experience in the airplane levels and to differentiate them from flight simulators, the enemy planes were programmed to come out in front of the player and give the player ample time to shoot them before they turn around and shoot the player rather than come up behind the player and hit them from behind. The Relic system was introduced to give players a reason to return to the game after it has been completed.[7]

While initially Naughty Dog was only signed on to make three games, Crash Team Racing was a possible Crash 3 as it started out in production after Crash 2 and the game which was finished first in production would be released first. However, Naughty Dog had already gotten far into the project and decided to finish it and release it. David Baggett produced the game's soundtrack, with Mark Mothersbaugh and Josh Mancell of Mutato Muzika composing the music. Sound effects were created by Mike Gollum, Ron Horwitz and Kevin Spears of Universal Sound Studios.[8] This marked the end of Naughty Dog's Crash Bandicoot games.

Traveller's Tales

Although Naughty Dog was no longer developing the Crash Bandicoot series, it still continued. The series remained with the same publisher and was given to Traveller's Tales to develop.

Crash Bandicoot: The Wrath of Cortex was originally intended to be designed by Mark Cerny (who designed all the games in the series thus far) and published by Sony Computer Entertainment. After a falling-out between Vivendi Universal and the two entities, Traveller's Tales was forced to alter the game from a free-roaming title to a standard Crash title. Traveller's Tales had to begin development of the game from scratch and were given only twelve months to complete the game.[9] The game received mixed reviews but nevertheless made the Greatest Hits lineup. Despite the rights of Crash Bandicoot going to Vivendi Universal, Sony still retained the rights for the distribution and porting of the original Crash Bandicoot game series.

Vivendi had already changed Crash from a Playstation exclusive series with the release of Wrath of Cortex and decided to make a handheld series of games. The first game, Crash Bandicoot: The Huge Adventure was developed by Vicarious Visions and released to critical acclaim, it managed to spawn a sequel, Crash Bandicoot 2: N-Tranced. Vicarious was set to develop a third and final game in the series, however this was scrapped in favor for Crash Bandicoot: Purple, a crossover video game between Crash Bandicoot and Spyro the Dragon, this game was released to fairly positive reviews.

Traveller's Tales on the other hand was developing two Crash Bandicoot video games through its Oxford Studios. One was called Crash Nitro Kart and the other was called Crash Bandicoot Evolution. Nina Cortex, a character in Crash Twinsanity was originally created for Crash Nitro Kart, however, due to the development of Nitro Kart being given to Vicarious Visions, she was scrapped out of the game. The reviews for Nitro Kart were generally positive to mixed. Crash Bandicoot Evolution was an extremely large game that contained all the material found in Crash Twinsanity in it with many more added on materials. The game would have created what can be called a Platformer/RPG. However, this game was canceled and the only things pulled from Evolution into Twinsanity was the villians, a group known as Antz and the idea of Crash and Cortex working together.

Crash Twinsanity was developed by a now-defunct subsidiary of Traveller's Tales, named Traveller's Tales Oxford. The full motion videos of Crash Twinsanity were created by Red Eye Studios, who previously created the full motion videos for Crash Nitro Kart. The soundtrack of Crash Twinsanity was composed performed, arranged and produced by a cappella band Spiralmouth, while Gabriel Mann recorded and mixed the soundtrack at Asylum Recording Studios in Los Angeles. Crash Twinsanity marked the debut of Lex Lang as the voice of series antagonist Doctor Neo Cortex. When Lang was called in for an audition to replace previous voice actor Clancy Brown, the voice director described Doctor Cortex to him and had him listen to signature samples of Brown's performances. When Lang was given the freedom to develop the character with the director, they eventually created a depiction of Cortex that was "master evil with a bit of a childish feminine side that leaks out in his tirades" that had everyone laughing at the lines and the character. As a result, that depiction of Cortex stuck.[10] Other voice roles include Mel Winkler as Aku Aku and a tribesman, Michael Ensign as Doctor Nefarious Tropy and a tribesman, Susan Silo as Madame Amberley and Nina Cortex, Debi Derryberry as Coco Bandicoot and Neo Cortex as an eight-years-old, Alex Fernandez as Uka Uka and Farmer Ernest, Dwight Schultz as Dingodile, Rusty Walrus, a tribesman and Papu Papu and Quinton Flynn as Doctor N. Gin, Victor, Moritz and a penguin.

Traveller's Tales Oxford was originally scheduled to develop Crash Nitro Kart and a Cortex-focused spin-off named Cortex Chaos, but for unknown reasons, Nitro Kart was appropriated by Vicarious Visions], respectively, and Cortex Chaos remained in fetal stage until its official cancellation due to the studio's closing.

Radical Entertainment

After finishing Crash Twinsanity and having Cortex Chaos get canceled, Traveller's Tales was commissioned to develop one more Crash Bandicoot game, a racing game. This game was called Crash Clash Racing, it picked up the story of Crash Twinsanity and brought back its characters, such as Evil Crash. It used a unique new idea in which two cars merged to create a "mega-car". The game would have focused on Crash's family traveling into Crash's brain in order to remove Cortex.

However, to save money on the project, it was indefinitely halted and given to one of Vivendi's interior studio's, Radical Entertainment. Radical changed the project into an entirely new project, keeping two core ideas, clashing and fusion. The game marked Radical's first game in the series, the first game published by Sierra Entertainment and the first game to use Radical's Titanium Engine.

Development on Crash of the Titans, Radical's second title, began after the completion of Crash Tag Team Racing.[11] The graphics of the Wii version of the game was one of Radical Entertainment's main focuses in the game's development,[12] with Radical stating that the Wii has "a lot of horsepower under the hood" and expressing their desire to make full use of it.[13] They also considered implementing a feature to connect the Wii to DS during gameplay, but stopped due to technical issues and time.[14] The Xbox 360 version got a few extra months of development time to improve its graphics before setting a final release date.[15]

While the game was being developed, the title's main character, Crash Bandicoot, became the new mascot of the Leukemia & Lymphoma Society's "School and Youth" programs in an effort to promote the battle against blood cancer.[16] In a bid to further promote the game, a Hummer (with a Wii inside) was painted with imagery from the game and displayed at the Annual Balloon Fiesta in Bristol, United Kingdom.[17] A "Monster Edition" of the game was released exclusively in Europe on October 12, 2007 for the PlayStation 2. This special edition of the game features "Making-of" videos, water-on tattoos, game hints, a cheat code list, and the game's E3 and theatrical trailers in multiple languages. Due to its "mild cartoon violence and language", the game received a PG rating from the BBFC.[18]

Development on Crash: Mind over Mutant, Radica's third and latest Crash title, began immediately after the completion of Crash of the Titans. This was the last game to be published by Sierra Entertainment due to Vivendi's merger with Activision, however, due to the merger, Activision ended up publishing a fair amount of copies. The idea of preserving a Titan for later use came from the play testing sessions of Crash of the Titans, in which the testers were found to be reluctant to leave the Titans behind after an epic battle was won. Fans of the series were also a source of inspiration for Crash: Mind over Mutant, having such wishes as a free-roaming environment, Coco Bandicoot being a playable character and the return of the character Doctor Nitrus Brio. Full camera control was considered for the game, but was rejected for graphical reasons and to avoid having to insert a split-screen view in the cooperation mode.[19] Online gameplay was also considered as a feature in the finished game,[20] but was omitted due to the brief development schedule.[21] Coco Bandicoot as a playable character was omitted from the PlayStation 2 version of the game due to her distinct animations taking up much of the console's memory.[21] The Wii version of Crash: Mind over Mutant was created first, with the graphics scaled up for the Xbox 360, and scaled down for the PlayStation 2.[22] A PlayStation 3 version of the game was rumored,[22] but was promptly debunked by Radical Entertainment as a mistake on many press sites' behalf.[23]

There was an open call for fan art of Crash Bandicoot to be submitted as part of a contest. The contest was hosted at Kidzworld as part of a preview page and was aimed at fans under the age of 18. Selected artwork is included in the final build of the game either inside of a comic book in Crash's house or on a wall in the school attended by Nina Cortex.[24] In addition, winners had their names appear in the game's credits and received a free copy of the game when it was released.[25]

Common gameplay elements

Crash Bandicoot is primarily a platforming series. The goal of each level is to guide Crash from the beginning to the end, travelling either into the screen, towards the player or left and right in a side-scrolling manner. Several levels place Crash in unique situations which require the use of motorbikes, jet skis, submarines and various wild animals to reach the level's end.

In the original Crash Bandicoot, Crash's moveset is rather limited; he can run, jump and spin his way through treacherous environments and hostile creatures. Cortex Strikes Back introduces several new moves for Crash to utilise, including a high jump, body slam and slide attack. Warped expands on this by awarding the player with new abilities after each boss is defeated, which is also used in The Wrath of Cortex.

Collectibles

The most common collectible in the series is Wumpa Fruit, which is found on the main path of most levels, as well as inside most crates. Collecting 100 Wumpa Fruits will award the player an extra life. Wumpa Fruit takes on other uses in most spin-off titles, such as restoring health in certain Crash Bash levels and increasing weapon power in Crash Team Racing. In recent titles, Wumpa Fruit is used to replenish Crash's health, with Mojo effectively replacing it as the new main collectible item.

The other major recurring valuables Crash finds on his adventures include Gems and Crystals. Most Gems in the series are won by breaking open every crate in a level. Starting with Cortex Strikes Back, an additional five coloured Gems can be obtained by completing special tasks or finding hidden areas. Crash Twinsanity contains six colored Gems per level, most of which are earned by solving a small puzzle. Crystals play a key role in the plot of most Crash games, and are always found in plain sight (they must be collected in order to complete the level).

Less common collectibles of note are Trophies, which are the reward for completing a stage in Crash Team Racing, Crash Bash and Crash Nitro Kart, and Relics. Relics appear in Warped and Wrath of Cortex as the prize for beating a level's Time Trial mode. This mode is unlocked by re-entering a level after having completed it once.

Crates

Crates come in several varieties and can be found in abundance across Crash's world. Most crates will assist the player's journey through the game, providing Wumpa Fruit, additional hit points in the form of Aku Aku masks and extra lives. In most games, players will be awarded a gem if they break all the crates in a level.

TNT and Nitro Crates are the only boxes that can damage Crash. TNT Crates have a three second fuse when jumped on, but Nitro Crates will explode instantly upon any contact with Crash or anything else that runs into them. Switch Boxes (distinguished by an exclamation mark) are used to make previously invisible crates appear. A green Switch Box will detonate all Nitro Crates in the level.

Crates marked with a "C" are checkpoints that Crash will return to if he is killed during play. Steel Crates are protected by a metal casing that can only be destroyed with Crash's body slam move, while Spring Crates allow him to reach high up areas by bouncing on them. Slot Boxes rapidly switch between multiple types of crates, and if they are not broken in time, will become metallic and indestructible. Time Boxes are a special crate found exclusively in Time Trial mode. They will freeze the clock for the number of seconds displayed on the box, increasing the player's chance of beating the time trial.

Music

Numerous composers have contributed music to the Crash Bandicoot series. Mutato Muzika was responsible for the music of the first four games.

Games

Consoles

Title Details

1996 – PlayStation, PlayStation Network
Notes:
  • Developed by Naughty Dog.

1997 – PlayStation, PlayStation Network
Notes:
  • Developed by Naughty Dog.

1998 – PlayStation, PlayStation Network
Notes:
  • Developed by Naughty Dog.

1999 – PlayStation, PlayStation Network
Notes:
  • Developed by Naughty Dog.

2000 – PlayStation, PlayStation Network
Notes:
  • Developed by Eurocom, Cerny Games.

2001 – PlayStation 2, Xbox, Gamecube
Notes:
  • Developed by Traveller's Tales.

2003 – PlayStation 2, Xbox
Notes:
  • Developed by Vicarious Visions.

2004 – PlayStation 2, Xbox
Notes:
  • Developed by Traveller's Tales.

2005 – PlayStation 2, Gamecube, Xbox, PlayStation Portable
Notes:
  • Developed by Radical Entertainment.

2007 – PlayStation 2, PlayStation Portable, Xbox 360, Wii, Nintendo DS, Gameboy Advance
Notes:
  • Developed by Radical Entertainment.

2008 – PlayStation 2, PlayStation Portable, Xbox 360, Wii, Nintendo DS
Notes:
  • Developed by Radical Entertainment.

Handheld

Title Details

2002 – Game Boy Advance
Notes:
  • Developed by Vicarious Visions.

2003 – Game Boy Advance
Notes:
  • Developed by Vicarious Visions.

2004 – Game Boy Advance
Notes:
  • Developed by Vicarious Visions.

2006 – Nintendo DS
Notes:
  • Developed by Dimps.

Publishers and developers

The first four Crash Bandicoot games were developed by Naughty Dog. Crash Bash was developed by Eurocom. Crash Bandicoot: The Wrath of Cortex and Crash Twinsanity were developed by Traveller's Tales and its division Traveller's Tales Oxford, respectively. Crash Bandicoot: The Huge Adventure (Crash Bandicoot XS in Europe), Crash Bandicoot 2: N-Tranced, Crash Nitro Kart and Crash Bandicoot Purple: Ripto's Rampage (Crash Bandicoot Fusion in Europe) have all been developed by Vicarious Visions. Crash Tag Team Racing, Crash of the Titans and Crash: Mind Over Mutant were developed by Radical Entertainment and Crash Boom Bang! was developed by Dimps. The first five Crash titles were published by Sony Computer Entertainment as well as the games being produced by Universal Interactive Studios. Wrath of Cortex was published by Konami and Universal Interactive Studios. All of the other Crash titles were published by Universal Interactive Studios (now the defunct Vivendi Games). Konami also published and distributed some Japanese-released Crash Bandicoot games for the Japanese Market.

The first five Crash Bandicoot games were exclusives to the Sony PlayStation. Since then, multiple developers have worked with the property and games have been released for Nintendo and Microsoft consoles, in addition to Sony. Although first exclusive to Sony consoles, no Crash Bandicoot game has been released on the PlayStation 3 beyond the re-release of the digital copies of the original five Crash Bandicoot games on the PlayStation Network as of 2011.

Reception and legacy

Aggregate review scores
As of January 4, 2011.
Game GameRankings Metacritic
Crash Bandicoot (PS1) 80.40%[26] -
Crash Bandicoot 2: Cortex Strikes Back (PS1) 88.54%[27] -
Crash Bandicoot 3: Warped (PS1) 89.07%[28] (PS1) 91[29]
Crash Bandicoot: The Wrath of Cortex (Xbox) 70.48%[30]
(PS2) 70.12%[31]
(GC) 63.01%[32]
(Xbox) 70[33]
(PS2) 66[34]
(GC) 62[35]
Crash Twinsanity (Mobile) 74.33%[36]
(Xbox) 68.84%[37]
(PS2) 66.38%[38]
(Xbox) 66[39]
(PS2) 64[40]
Crash of the Titans (NDS) 72.00%[41]
(PS2) 71.86%[42]
(Wii) 71.03%[43]
(PSP) 70.00%[44]
(X360) 64.68%[45]
(NDS) 73[46]
(PS2) 70[47]
(Wii) 69[48]
(X360) 65[49]
Crash: Mind over Mutant (PS2) 74.60%[50]
(Wii) 71.79%[51]
(X360) 61.86%[52]
(PSP) 54.75%[53]
(NDS) 48.55%[54]
(PS2) 73[55]
(Wii) 70[56]
(X360) 60[57]
(NDS) 45[58]

The Crash Bandicoot series has been a commercial success. As of 2007, the series altogether has sold over 40 million units worldwide.[59] According to Gamasutra, the first Crash Bandicoot game has sold 6.8 million units as of November 2003,[60] making it the seventh best-selling PlayStation game of all time. Cortex Strikes Back sold 3.87 million units in the U.S.,[61] while Warped sold 3.76 million.[61] The last two games on the PlayStation console, Crash Team Racing and Crash Bash, sold 1.9 million and 1.6 million units in the U.S. respectively.[61] The only individual non-PlayStation Crash game to break the one-million mark in sales is the PlayStation 2 version of Crash Bandicoot: The Wrath of Cortex, which sold 1.95 million units in the U.S.[61]

The Crash Bandicoot series is one of the few Western video game series to find blockbuster success in Japan. Cortex Strikes Back and Warped sold 1.3 and 1.4 million units in the country respectively,[62] while the PlayStation 2 version of Wrath of Cortex sold 203,000 units.[63]

See also

References

  1. ^ a b c d e f g h i j k l m "From Rags to Riches: Way of the Warrior to Crash 3". Game Informer. 66 (October 1998): 18–19. 1998. Cite error: The named reference "Rags" was defined multiple times with different content (see the help page).
  2. ^ a b c d e f g h i j k l m "[ Crash Bandicoot - Time Line ]". Naughty Dog. Archived from the original on July 29, 2008. Retrieved March 8, 2010. Cite error: The named reference "Timeline" was defined multiple times with different content (see the help page).
  3. ^ "Interview with Charles Zembillas". Crash Mania. May 17, 2009. Retrieved March 8, 2010.
  4. ^ a b c "Interview with Jason Rubin". Crash Mania. August 16, 2008. Retrieved March 8, 2010.
  5. ^ a b "[ Crash Gallery - Background Studies - Crash 1 ]". Naughty Dog. Archived from the original on July 28, 2008. Retrieved March 8, 2010. Cite error: The named reference "Backgrounds" was defined multiple times with different content (see the help page).
  6. ^ Universal, pp. 14-15
  7. ^ "Crash Bandicoot 3: Warped". Naughty Dog. Retrieved April 4, 2010.
  8. ^ Instruction Booklet, p. 26.
  9. ^ Alistair Wallis (November 9, 2006). "Gamasutra - News - Playing Catch Up: Traveller's Tales' Jon Burton". Gamasutra. Retrieved May 25, 2011. This became even more clear in 2001, when the company worked with Universal Interactive for Crash Bandicoot: The Wrath of Cortex. "[It] was meant to be designed by Mark Cerny, who designed all the others, and published by Sony," says Burton. "Vivendi/Universal fell out with them and we had to go from a free roaming game to a standard Crash game with a reduced time-line - 12 months - and having to design the game ourselves from scratch."
  10. ^ "Interview with Lex Lang". Crash Mania. March 10, 2009. Retrieved September 1, 2010.
  11. ^ JumpButton (2007-04-24). "Crash Mania official interview with Radical Entertainment". Crash Mania. Retrieved 2007-07-13.
  12. ^ Harris, Craig (2007-04-19). "IGN: Crash of the Titans Preview". IGN. Retrieved 2008-07-08.
  13. ^ "Wii has a lot of Horsepower says Radical". Codename Revolution. 2007-03-02. Retrieved 2007-07-13. The Wii has a lot of horsepower under the hood and we're making full use of it. We've overhauled our graphics engine to get the most out of the console by updating the shaders responsible for rendering the environment, vehicle, and characters. In many ways Scarface looks sharper on the Wii than it does on the PS2 and Xbox.
  14. ^ JumpButton (2007-07-12). "Crash Mania official interview with Amaze Entertainment". Crash Mania. Retrieved 2007-07-13.
  15. ^ Reed, Kristan (2007-04-26). "Eurogamer's preview of Crash of the Titans". Eurogamer. Retrieved 2007-07-13.
  16. ^ "Video Game Hero Crash Bandicoot Urges Kids to Join the Fight Against Leukemia". GoNintendo. 2007-08-06. Retrieved 2007-08-19. The Leukemia & Lymphoma Society and Vivendi Games today announced that Crash Bandicoot, the valiant, action hero of the highly popular video game series, is the new national champion for the Societyfs School & Youth programs. {{cite web}}: C1 control character in |quote= at position 199 (help)
  17. ^ De Marco, Flynn (2007-08-12). "Crash of the Titans: The Hummer". Kotaku. Retrieved 2007-08-19. Has spinners, the works. All with a Wii on the inside that people can play.
  18. ^ "Crash of the Titans: Monster Edition rated PG by the BBFC". British Board of Film Classification. 2007-07-31. Retrieved 2007-09-13.
  19. ^ "Crash Mania - Interview with Radical (Mind Over Mutant)". Crash Mania. August 5, 2008. Retrieved November 14, 2008. {{cite web}}: Unknown parameter |month= ignored (help)
  20. ^ De Marco, Flynn (April 28, 2008). "Crash Bandicoot: Mind Over Mutant Impressions". Kotaku. Retrieved April 28, 2008.
  21. ^ a b "Overview: Crash: Mind Over Mutant Q&A". Gamer's Hell. Retrieved July 7, 2008.
  22. ^ a b Stern, Zack (April 28, 2008). "Joystiq impressions: Crash Bandicoot: Mind over Mutant (Wii)". Joystiq. Retrieved April 28, 2008.
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External links

Official websites (in gaming order)
General resources