![]() ![]() There is a lot more to find here, so hope you enjoy watching this road to advertising history. Japan also got its own commercials and this was major, as it was the introduction to the infamous Crash dance that we see in both this and future Crash titles. One of the most famous ads was one of Crash literally going in front of Nintendo of America’s building with a megaphone and telling them off with how great Crash 1 is. ![]() Well before Crash 1 released, Sony heavily marketed the game across Japan and Western markets. The team behind this game includes the following.Īrtists – Charles Zembillas, Erick Panglilinan, Bob Rafeiīefore we move on, I must address the marking push Crash had back then. High review scores and people calling it one of the stronger platforming titles of the year. The title released in Fall 1997 and was a hit on many levels. 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. Essentially, the game got a huge graphical overhaul and it lead to the game not only running better but looking better as well. 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 game’s engine was three times faster than the Crash 1’s engine, with it handling ten times the animation frames and twice the polygon count. One thing that Andy Gavin did to help the games development was create a game engine called ‘Game-Oriented Object LISP 2’, which allowed the game to get a massive upgrade over the original in many ways. ![]() This was incredibly interesting to hear, considering Tawna ditches Crash after the events in the first game, so Coco replacing her makes sense in a lot of respects. Character designer Charles Zembillas drew the first sketches of Coco on March 18, 1997. The character of Coco Bandicoot was created by Naughty Dog as a counterbalance to Tawna (Crash’s girlfriend in the first game) that would appease Sony Computer Entertainment Japan, who weren’t comfortable with a “super sexy” character being alongside Crash. Naughty Dog created the sewer levels as a way to work some “dirty” locations in the game.Ĭolour contrast was added to the levels to show depth and break up the monotony of sewer pipes. Sunlight and depth accentuation was experimented with for these levels. The jungle levels were originally going to feature ground fog, but this was abandoned when magazines and the public began to criticize other developers for using fog to hide polygon count. The concept art for the game’s environments was mainly created by Naughty Dog employees Bob Rafei, Eric Iwasaki, Erick Pangilinan, Charlotte Francis and Jason Rubin. Naughty Dog had a budget of 2 Million dollars and had 13 months to get the game out the door. The game started development not long after Crash 1 released October 1996. Nope, it ended up being on of the strongest games in the series and lets see how it compares to the original PS1 classic. With such a short development period, the game must of suffered, right? Crash 2 continues our run through the series history and this one came out only a year after the original came out.
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