Crash Bandicoot: The Huge Adventure - Development

Development

On September 21, 2000, Konami and Universal Studios announced that they had entered an agreement that would enable Konami to publish a Crash Bandicoot game for next-generation game systems, with Universal Interactive handling the production of the games. The Game Boy Color was originally included alongside the Game Boy Advance in the deal. The agreement served to break the Crash Bandicoot franchise's exclusivity to Sony-produced consoles and effectively made Crash Bandicoot a mascot character for Universal rather than Sony. That December, Vicarious Visions approached Universal and showed off some of their technology on the Game Boy Advance. Fairly impressed with their work, Universal asked Vicarious Visions to submit a concept. Liking the submitted concept, Universal commissioned a prototype; the prototype resembled a handheld version of the PlayStation Crash Bandicoot games. Vicarious Visions was then given developmental duties for the Game Boy Advance Crash Bandicoot game.

The game was tentatively titled Crash Bandicoot Advance and went through the titles Crash Bandicoot X/S and Crash Bandicoot: The Big Adventure before arriving at its final name. The game was developed over the course of nine months from conception to completion. The team working on the game expanded to as much as seven programmers at the height of the game's development. The graphics and animation for the game were created in Maya. Some of the original animation and textures from Crash Bandicoot 3: Warped were repurposed and used as a basis for the Game Boy Advance game. The sprite for the Crash Bandicoot character features between 1000 and 1500 frames of animation. The audio for the game was supplied by Shin'en Multimedia, with Manfred Linzner creating the sound effects and Todd Masten composing the music. Shin'en Multimedia was assisted by Universal Sound Studios while creating the game's audio. The game uses a static random access memory battery, allowing the player to save their progress. The game was designed with battery saving in mind from the beginning of production, as keeping track of all the data would prove extremely cumbersome with a password system.

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