Crash Bandicoot [scus-94900] Page

Developing for the PlayStation's 2MB of RAM required unconventional "hacker culture" techniques.

: Lead coder Andy Gavin developed a virtual memory swapping technique that divided levels into 64KB chunks . These chunks streamed off the slow CD-ROM into the system RAM only when needed, allowing for detail levels "20 to 30 times" higher than contemporary games. Crash Bandicoot [SCUS-94900]

: The team actually "hacked" the original PlayStation libraries, erasing unused portions of code to reclaim tiny amounts of extra memory for the game. Developing for the PlayStation's 2MB of RAM required

During a cross-country drive in 1994, the founders conceived the project as a . This internal nickname defined their biggest design challenge: how to make a 3D platformer where the player wasn't constantly just looking at the character's backside. Their solutions included: Making Crash Bandicoot – part 1 - All Things Andy Gavin : The team actually "hacked" the original PlayStation