32 Bits is a series where I play and review the most popular games of the past – the games that sold well in their day, not what we look back on fondly now. Why were they popular, what did their success mean, and do they hold up today? Some are loved, others loathed, and many more forgotten.
Information on what games will be reviewed can be found here; my reviews of 1995’s games are archived on this page, while links to reviews from the current season – and a list of those to come – can be found here.
New posts are made every Sunday, while Sega Saturn reviews are posted on some Saturdays.
Playstation Review #40:
Crash Bandicoot
Developer |
Publisher |
Release Date |
Best-Seller in |
Naughty Dog |
SCEA |
August 31 1996 (North America)
November 1996 (Japan)
December 6 1996 (Europe) |
North America (Greatest Hits)
Japan (the Best for Family/PSOne Books)
Europe (Platinum) |
6 million copies sold. Pizza Hut ad campaigns and sitcom jokes. The mascot of the era’s most popular console. For a time, a goofy bandicoot was the face of gaming.
Western gamers love Japanese games, but the Japanese rarely play Western games. Crash Bandicoot is one of the few games to cross over – with the help of some retooling to Crash’s appearance and the addition of tutorials.
A global phenomenon, from 1996 to 2000 each year saw a new Crash game. Three platformers, a kart racer, a minigame collection: everywhere Nintendo took Mario, Crash Bandicoot soon followed.
Fame’s fleeting. After the departure of original developer Naughty Dog (who were acquired by Sony in 2001), Crash Bandicoot went multiplatform – and faltered on all of them. Did you know there’s a Crash game on the Xbox 360? Did you know it still, after all these years, apes the basic formula? Do you care?
As Naughty Dog rose in prominence as one of the premiere Playstation 3 developers their original creation faded away in the hands of others.
Last week in my review of Nights I said I hadn’t played any of these games before. Eighty games in and I finally hit one I’ve played before. I owned four Crash games; they’re one of a handful of Playstation games I played before this series. Around 1999-2000, when I briefly owned a Playstation before moving on to its successor. I enjoyed them when I was nine, especially the third and Crash Team Racing.
While some of the games I played when I was young baffle me – why the hell was I so into Gex? – I can understand Crash Bandicoot. Among the most graphically accomplished games of their day, they’re constructed perfectly and are kid-friendly.
But replaying Crash’s debut I discovered, not fond memories, but instead a game that’s deathly dull and profoundly uninspired.
A level where you ride on a hog – animal stages are a common level in the series.
A contemporary of Super Mario 64, Crash Bandicoot takes inspiration from gaming past. It’s not a radical reinvention of the platformer, just a transposition of 2D platformer standards to a 3D era. The game alternates between purely 2D sidescrolling segments, 3D sections that follow behind the player character and a few gimmick stages.
Crash himself is a typical animal with attitude, though thankfully a voiceless one. He rescues the obligatory damsel in distress captured by a mad scientist. The damsel is Tawna, who disappeared from the series afterward – probably due to being a sexualized female anthropomorphic bandicoot. I’d ask why someone would conceive of such a thing, but searching for the character on Google autocompletes with “Tawna Bandicoot hot”, so Naughty Dog must have reached some kind of audience.
He hops through tropical locales. Unique among the Crash games and fifth-generation platformers in general, the first Crash game features – not a central hub warping you around – but a linear map that takes the player from a beach, across jungles and temples, and up a mountain dotted with labs and castles.
Crash games recycle level themes. A lot. This isn’t a problem usually, as palette swaps and reused assets are endemic and understandable. Except the levels are hardly distinguishable from one another: once you’ve seen one river level, you’ve seen ‘em all.
You won’t find any bizarre one-offs like Yoshi’s Island’s classic “Touch Fuzzy Get Dizzy” or Spyro the Dragon’s unexpectedly difficult “Tree Tops”, or Super Mario Bros. 3’s World 5-3, with its unique Kuribo’s Shoe. If a level type is hard, well, at least you’ll have skills for when you have to cross that invisible bridge again.
Temporary invincibility after finding three masks.
Crash Bandicoot can jump and he can spin. One hit kills him, unless he has an Aku mask. Three Aku Masks makes Crash temporarily invulnerable. Collect every fruit you see – 100 fruit confers an extra life. The mechanics of Crash Bandicoot stick rigidly to platformer standards.
Crash’s only true diversion from convention is crates. Added to fill in empty space, they became oddly vital. Crates contain fruit, lives, checkpoints, bonus round symbols and deadly TNT. Jumping on them doesn’t just give you items, but acts as a method of jumping across gaps crate to crate. The bonus rounds especially pivot around complex assortments of crates the player must jump over carefully.
Sidescrolling segments hold up well, though they’re unremarkable. You always know what’s going to kill you, you’re never left confused. You know what you did wrong and know that next time you leap over those pillars, you’ll wait for the lizard to pass.
Sidescrolling levels make use of vertical space: sections involve platforms Crash must spin to create, and take the player up high. Others bounce the player high into the sky to catch fruit or lives on the way down.
The game’s strongest levels, the machine-themed levels late in the game, are wholly decent 2D platforming that uses vertical space in the form of certain bouncing metal pads that shoot Crash up high.
Other sidescrolling levels just go on and on and on. A pair of levels on the outside of a temple throw an endless array of obstacles at you: lizards, bats, pushing walls, fire, long falls. Facing the same challenges again and again makes a game challenging, but it also makes it a slog.
Abetting this feeling: timing. You always have to wait for a flame to go out or an enemy to jump away. Unlike many 2D platformers, there’s no time limit in Crash Bandicoot – and no incentive to build up any momentum or not just take your time.
Behind-scrolling segments work best the less platforming they have. Early stages where the player must jump past giant rolling stones work well with 3D space and perspective, as you have to judge the distance.
My favorite behind scrolling stages are a pair of dark levels, where the only light is provided by Aku masks. The goal is to reach the next one before it goes out and you’re left platforming in the dark. These stages have a momentum to them lacking in the rest of the game.
Levels with precision platforming, like a series of temple levels with fields of quickly collapsing pillars, don’t work in 3D. Possibly because, well, they’re precision platforming in 3D: Nintendo and others largely abandoned precision platforming in a 3D era. But Crash attempts 2D gameplay in a 3D world to varying results.
Of the “gimmick” stages, the most famous are the front-scrolling levels where you outrun a boulder while avoiding obstacles you can’t see. These Indiana Jones-inspired stages became a hallmark of the series. Their gameplay is simple memory: know which way to go or Crash will crash into an obstacle, slowing him just enough for the boulder to hit him. Trial and error. At least they’re quick.
Breaking every crate in a level gives the player a gem. Most gems are clear, but a few are colored. Color gems open up new paths in old levels. These range from a path in the clouds above one level to a crystalline cavern beneath another. My favorite: the last machine level’s gem path is right next to the start and whisks the player to a hallway of extra lives – right above the exit so the player can skip the whole level!
Later Crash games feature secret levels with entry points of the obscure “hit this sign in a motorcycle level to be warped to another world” variety. The original is light on secrets: two keys found via bonus stages unlock additional hog and dark stages.
Crash Bandicoot’s developers sought to create a 2D mascot platformer for the era of 3D. They succeeded at that goal. Was that a worthwhile goal?
3D demanded significant reinvention. Crash didn’t offer that. Nor should it have. There is room for a SNES-type platformer with 3D graphics. Indeed, there are many good, even great 2D platformers in the 32 bit era – 1998’s Klonoa, for example.
But Crash is generic. There’s nothing special about how the game plays beyond the crates; it just faithfully copies the conventions of the genre without doing anything special with them. It’s constructed well – I was never left confused, but I was also rarely engaged. After spinning away so many spiders and jumping over the same flame traps, I just turned my brain off and continued hopping and spinning. Some levels dragged on while others were over in a blink. None of them were particularly memorable. Though Naughty Dog worked around the system’s limitations and created some of the system’s best full-3D graphics, the tropical theme is colorful and appealing enough but nothing especially memorable compared to the art of sterling 2D contemporaries Rayman and Astal. Even the best 3D graphics on the Playstation can’t match up to the sophistication of that generation’s few 2D games.
I understand why people flocked to Crash Bandicoot in 1996. It was the best-looking Playstation game yet (and the environmental graphics at least don’t look too bad today), platformers were popular, it’s appealing to kids and was a Playstation rival to Super Mario 64. Consider also the time it was released: it’s hard to remember sometimes that my week-by-week reviews that I’ve covered eight months of 1996. And during that time there was a grand two major games everyone had to own in 1996 – Resident Evil and Tekken 2. Crash Bandicoot may not have been a great game, but it was the best game of its type on its system, and it marked the end of a fallow period and the entrance into the lucrative holiday season. A month before the launch of the Nintendo 64, Sony was making the case for owning a Playstation.
No one today cites it as a great game, except maybe for people who didn’t outgrow their childhood tastes. On lists of the best Playstation games the third game usually sneaks in, outpaced by the still-popular likes of Metal Gear Solid, Final Fantasy and Tony Hawk’s Pro Skater. While Super Mario 64 is well-loved and Nights attracted a fervent cult, Crash Bandicoot is remembered simply as a game everyone played, back in the day.
This is not to say Crash Bandicoot is a bad game. It’s not. It’s just aggressively mediocre, good enough to catch on in its day but not particularly innovative or special. If you removed the 3D elements from Crash Bandicoot and released it on the SNES, you’d have a polished but unremarkable mascot platformer, lost among the crowd. But its status as the premiere platformer for the Playstation, as a competitor to Nintendo’s Mario games, and its association with the 3D revolution causes it to loom larger in the mind.
It should just be an object of nostalgia and a footnote in the history of its prestigious developer. A game that occasionally comes to life – ironically, in its most last-generation stages – Crash Bandicoot is no classic.
notes
- I’ll be playing a Crash game every season from here on out: 1997’s Crash Bandicoot 2, 1998’s Crash Bandicoot: Warped, 1999’s Crash Team Racing and 2000’s Crash Bash. If I choose to go on and cover the PS2/Xbox/Gamecube era, I’ll also play multiplatform debut Crash Bandicoot: The Wrath of Cortex. Warped is the apex of the series but I remember Crash 2 being fairly weak.
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Next Time:
- On Saturday – Lemmings 3D, Virtua Fighter Kids, World Heroes Perfect.
- On Sunday – Die Hard Trilogy, Mortal Kombat Trilogy
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