It was the mid-90s, and the PlayStation was just picking up steam.
Kids like myself were putting down their Sega Genesis controllers in favor of crisp, 32-bit
graphics, full of vivid color and classy animation.
Leading the charge were games like Duke Nukem 3D and 2Xtreme, but there is one game in particular
that stands out in a fuzzy orange package.
A platformer with visually tantalizing graphics and a soundtrack that sounds like its played
by a band of tribal musicians.
It's Crash Bandicoot, the mutated marsupial from the Wumpa archipelago southeast of Australia,
and he's on mission to stop the evil Doctor Neo Cortex, the owner of the islands, and
his henchman Doctor Nitrus Brio from performing Mengele-like experimentation on Crash's sweetheart.
Conceived during a cross-country trip from Boston to LA, co-creators Andy Gavin and Jason
Rubin decided they'd set their sights on their favorite gaming genre, platformers.
The times were a-changing, and 3D rendering was the name of the game.
Realizing that instead of a profile of the character centered on the screen the entire
time, they would have to instead transition to a behind-the-back approach that would be
their 3D platformer.
Thus, the humorous codename was applied: Sonic's Ass Game.
Dorky names like Willie Wombat were being thrown around, but thankfully, the species
and name changed to Crash Bandicoot, and the name stuck forever in PlayStation lore.
Crash sets out on his journey through lush jungles, lost cities, and exhaust-choked factories,
spinning away at enemies a la Tasmanian Devil in his polygonal, multi-tiered adventure developed
by Naughty Dog and released by Sony Computer Entertainment.
The title was so popular and visually and aurally brilliant that it gained success all
across the world, and especially in Japan, where Crash became the first Western-concieved
game to become commercially successful, selling over 500,000 units.
It's a result of Andy Gavin doing his homework first, exposing himself to Japanese manga
and anime and also to platformer heroes from Japan that proved to be fan favorites.
Crash Bandicoot uses the graphical capacity of the PlayStation to astounding new heights.
Jungle levels are living and breathing, full of rushing streams and quote unquote soft
lily pads that give way to Crash's weight, swaying plants, enemies that remind you of
3D Mario monster flowers and Koopa Troopas, and tribal themes that make you feel as if
you were on a distant island nation off the Pacific Rim.
I feel like Crash Bandicoot really turned me on to video game music as well.
Composed by none other than Mutato Muzika, the brainchild of Devo headman Mark Mothersbaugh,
the score consists of electronic and tribal rhythms combined with a dash of sound effects
appropriate for each level.
Crash Bandicoot is one hell of a challenge, especially if you are trying to clear each
level with their respective gems.
Nonetheless, even if you are failing to reach clean sheet status, you'll still have a blast
with Crash Bandicoot's variety of stages.
Apart from the typical platform stages, you'll also run from rogue boulders like Indiana
Jones while dodging obstacles and avoiding bottomless pits.
On a more comical note, the stage Hog Wild will begin with a mischievous look from our
spiky-haired hero, followed by a romp through the jungle upon piggyback.
The success of the first Crash Bandicoot gave way to myriad sequels, including Crash Team
Racing.
I am of the opinion that each sequel, however, never matched the fun I've had in the past
with the first Crash Bandicoot.
The fact that such a game could be made this way after a lifetime with 8 and 16 bit was
such a surprise to me.
It's like they say, you never forget your first, and in the case of 3D platformers,
Crash Bandicoot fits the bill for this phrase entirely.