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Crash Bandicoot: An oral history

polygon.com

11–20 of 42 posts

Re: Crash Bandicoot: An oral history

#11
post #5

As someone who never played Crash Bandicoot, I immediately did a text search for "Baggett" to see if Dave Baggett mentions the bug that literally comes up in every online discussion about craziest debugging stories ever [0] and is the first thing I think about when I hear Crash Bandicoot mentioned. Surprisingly, it doesn't, but Baggett has a bunch of other interesting anecdotes about his work. CB doesn't look like my…

If you're into Naughty Dog games you should try Jak and Daxter at some point. It is, however, a platformer.

Re: Crash Bandicoot: An oral history

#13
post #5

As someone who never played Crash Bandicoot, I immediately did a text search for "Baggett" to see if Dave Baggett mentions the bug that literally comes up in every online discussion about craziest debugging stories ever [0] and is the first thing I think about when I hear Crash Bandicoot mentioned. Surprisingly, it doesn't, but Baggett has a bunch of other interesting anecdotes about his work. CB doesn't look like my…

On a related note, Dave Baggett is also the co-founder of ITA which sold to Google for a reported 700 million.

Yeah, everything I've read from him has been interesting/inspiring. I even joined Quora because that seems to be his social media platform of choice (or was, at the time):

https://www.quora.com/profile/Dave-Baggett

He's been on HN a few times in the past too:

https://news.ycombinator.com/user?id=dmbaggett

Re: Crash Bandicoot: An oral history

#14
post #4

Earlier quoted context omitted.

I was waiting for the first lisp-related comment. You win, lispm. The new remaster is a completely new engine apparently, so it's gone. https://www.reddit.com/r/Games/comments/6imvro/a_remaster_wi...

Had to be recreated without access to the original source code? How sad.

Most of the source would have been fairly useless for the project anyway, but it would have been neat to see them write a new GOOL interpreter or compiler and reuse a large part of the original game logic.

Re: Crash Bandicoot: An oral history

#15
I hated this god damned game. The sound effects. The characters. The tropical theme. The color palette. The absence of anything worth knowing about within the context of game play.

You played this game for 15 minutes, and you never had to play it again, because you had already explored everything the game had to offer.

My cousin had the original Sony Playstation and this game, and even to this day, the only game that the original Playstation had, worth owning or knowing about, was and is Metal Gear Solid.

Re: Crash Bandicoot: An oral history

#16

I hated this god damned game. The sound effects. The characters. The tropical theme. The color palette. The absence of anything worth knowing about within the context of game play. You played this game for 15 minutes, and you never had to play it again, because you had already explored everything the game had to offer. My cousin had the original Sony Playstation and this game, and even to this day, the only game that…

"because you had already explored everything the game had to offer"

The value of platformers comes from level design. Crash certainly had great level designs. What youre saying is basically like "super mario sucks because all you do is jump and run the whole game"

Re: Crash Bandicoot: An oral history

#17
>That was just Crash 1. Two was even worse! [Laughs] Three was pretty bad, too. For me, from August of '94 to December of '98 was one entire, giant crunch.

What a waste. I can't really think of any game or game series that would be worth four years of crunch.

Re: Crash Bandicoot: An oral history

#18

>That was just Crash 1. Two was even worse! [Laughs] Three was pretty bad, too. For me, from August of '94 to December of '98 was one entire, giant crunch. What a waste. I can't really think of any game or game series that would be worth four years of crunch.

Do you have a hobby? Would you consider time spent on a hobby a waste? Especially in this case, where Andy and Jason went from what's called now "indie" (the last game they've made before Crash was the Way of the Warrior[1]) straight into the big AAA. Most people in the games industry won't ever have a chance to do this.

1. https://www.youtube.com/watch?v=-_Ya4mSkDMI

Re: Crash Bandicoot: An oral history

#19
post #14
post #4

Earlier quoted context omitted.

Had to be recreated without access to the original source code? How sad.

Most of the source would have been fairly useless for the project anyway, but it would have been neat to see them write a new GOOL interpreter or compiler and reuse a large part of the original game logic.

I can't even begin to imagine the nightmare writing such a thing would be, and then trying make sure it worked correctly...
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