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Crash Bandicoot Developer Gets Candid on Navigating the Impact of Mario 64 on 3D Platformers

Crash Bandicoot Developer Gets Candid on Navigating the Impact of Mario 64 on 3D Platformers

In a recent interview with Retro Gamer 256, Dan Arey, a key figure in the development of the Crash Bandicoot series at Naughty Dog, shared insights into the challenges and decisions faced by the team in the wake of Super Mario 64's groundbreaking impact on 3D platformers.

Crash Bandicoot
(Photo : Vicarious Visions, Iron Galaxy / Screenshot taken from Steam.)

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The Mario 64's Impact

Reflecting on Mario 64's release while at Crystal Dynamics, Arey acknowledged the game's transformative effect on the industry's approach to 3D platforming. "When Mario 64 came out, it shifted everybody's thinking," he stated.

The game's open-ended levels with gently guided linear challenges contrasted sharply with Crash Bandicoot's more structured, level-based design. Arey emphasized that Crash ventured down 3D paths with occasional 2D elements while maintaining a focused approach to mechanics, influenced by Naughty Dog founders Andy Gavin and Jason Rubin.

Technical Marvels

Even before joining Naughty Dog, Arey marveled at Crash Bandicoot's technical achievements, particularly its polygon count on the PlayStation. The team achieved this by pre-calculating invisible polygons from the fixed-camera viewpoint, creating the illusion of a higher count. Arey's admiration for Crash's technical prowess persisted as he moved on to work on Crash Bandicoot 2 and 3, along with the Jak series.

Arey's journey with Naughty Dog continued with Crash Bandicoot 2 and 3, as well as the Jak series. Despite Naughty Dog's gradual shift towards the more open-ended structure of Mario 64, Arey's profound understanding of platformer design remained evident in subsequent projects.

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