Conflict Tales: How Crash Bandicoot hacked the unique PlayStation

Shot by Sean Dacanay, edited by Jeremy Smolik. Click on right here for transcript.

Once you hear the title Crash Bandicoot, you most likely consider it as Sony’s platformy, mascoty reply to Mario and Sonic. Earlier than getting the total Sony advertising remedy, although, the sport was developer Naughty Canine’s first try at programming a 3D platform recreation for Sony’s brand-new PlayStation. And creating the sport in 1994 and 1995—nicely earlier than the discharge of Tremendous Mario 64—concerned some actual technical and recreation design challenges.

In our newest Conflict Tales video, coder Andy Gavin walks us by numerous the tips he used to beat a few of these challenges. These embody a sophisticated digital reminiscence swapping method that divided large (for the time) ranges into 64KB chunks. These chunks may very well be loaded independently from the sluggish (however high-capacity) CD drive into the scant 2MB of quick system RAM solely after they have been wanted for Crash’s rapid, on-screen setting.

The outcome allowed for “20 to 30 occasions” the extent of element of a up to date recreation like Tomb Raider, which actually reveals while you take a look at the sport’s environments. Related dynamic reminiscence administration strategies at the moment are fairly normal in open-world video video games, they usually all owe a debt of gratitude to Gavin’s work on Crash Bandicoot as a proof of idea.

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