because many of the techniques he used still isn't used today and probably has had these things picked at by even modern game developers today, trying to fit huge levels into small RAM spaces, like Minecraft still has issues with not letting go of some of the levels with it's cache, they treat it always as "just in case they come back this way" this game basically NEEDED the disk and he used API that he created, he created framework that Playstation never bothered to make
@tim conway Well now Mr. Subway, aren't you a prime example of a man who believes that he is a cat and therefore hides behind such image? If I drop you from great heights, will you land on your paws ? Do you lick yourself from head to toe? For a tamed animal, you have the bite of a venomous wild snake ! Identity crisis maybe? I know, why not use the photo of a snake from now on, it would suit you better!
Right?! All the little tricks used to eke out every drop of performance, and the ridiculous testing that went into ensuring nothing shipped broken… modern games are such a different product.
@@RogueBagel ya cause the programmers and engineers aren't the most paid, they aren't the focus, they aren't the reason games are successful. Marketing is. But you know what happens when a marketing team designs games? Lootboxes and Skins. Thats just the way it is now. Hope things change.
Make no mistake: this man is a genius. He wrote dialects of the programming language Lisp, he got his bachelor's and PhD in fields unrelated to video game creation/programming, he's written novels ... this man is brimming with ideas.
He WAS NOT awarded a PhD. Why does everybody keep saying this? It's on his Wikipedia page and his personal Bio. He did some post-grad work but never completed his PhD. It's not a secret. Stop lying.
2nd time viewing this video an yeah he is totally in love with the magic of al sorts of tech for sure and yeah I feel as if even viwing this video agian i'm stil learning stuff i did not pick up on first time around. The Oddworld video is also an 11/10 video btw.
This game is a true mater piece of the PS1. It wasn't blocky had fluid motions was fast and overall a great game. He is probably immensely proud of it and all the work it took to make it.
The comparison between the graphics in this game and Tomb Raider really shows that the efforts in level design and graphics optimization paid out really well. It was a game that was half a generation ahead of the rest.
@@StriderVM 3DO still responsible for the biggest tech deal in the history of gaming. The technology was good just too advanced for gaming at the time. A
This dude is a true representation of someone who not only loves their craft, but has ultimately mastered it, from the explanations, to the execution. Remarkable.
This whole video is the best example of what "Computer Science as a career means" I have ever seen. Should be shown to every perspective game designer / CS major in HS.
I'm so sick of the word "innovation" because it has become almost meaningless in the corporate software world (where I work). _This_ guy was a *true* innovator.
Not only that he was a innovater, he spoke like a true artist there at the end. Making a point on how u should force your technical skills by expanding on your imagination. Its quiet beautiful.
its really insane what he talks about. I learned his technologies at the university, and it´s even more impressive that he came up along with this ideas by himself without stackoverflow
@@xa4169 That's the whole theory behind Pico-8, the "fantasy console" that is a virtual machine with no physical counterpart (like an *emulator* for a console that never existed). It's also why the Raspberry Pi has become attractive to so many people who are *already proficient in programming* even though the system was designed to be for *learning* how to program.
He's very good at translating what they did into layman's terms, as well as being a good storyteller. I've never played a Crash game but I could listen to him for hours.
@@Holtermarvin I've basically grown out of this stuff. This is a 20 year old game after all. I worked on the xbox project for a bit, now I can't stand video games. The interesting bit of technological improvement, was the massive improvements we had year over year. Today, a computer from 2010 is hardly any different than a computer of today and there's really not much place to go with what we currently have other than lower power. Today, computers (tablets, phones, etc) are PROGRAMMED to slow down to entice you to buy a new one. There's really no significant technological improvement.
I remember hearing a story about Crash's first appearance at a video game expo and people were convinced there was a bank of computers behind the Crash display. People didn't believe the visuals were actually being produced by just a PlayStation
Fascinating. Seems this guy also has a talent in simplifying and communicating the essence of their programming problems. Bravo on pushing the boundaries!
Unfortunately they didn't know mario 64 existed while creating this. Seems they were trying to be the first but got beat by nintendo months and even years earlier
And it still looks waaay better than blocky mario 64 and its wishy washy controlls. I looove platforming games but most early 3d once are for me unplayable, most games are to enpty like galvin mentioned 3d opens way more empty space. M64 is for me an to empty boring world with way to slow and indirect controlles. I love mario but get rid of m64, never liked it a bit. Crash does soo much better.
Tobi Esto Crash used a D-pad in a 3d platformer, your entire argument is invalid. Also you're right, what's the point of exploring a 3d environment? To enjoy it? Yawn. I'd rather whip rocks at passing trains. Maybe if my aim is good I can ricochet one directly back into my eyesocket so I don't have to read your anecdotal ill-informed opinion ever again.
@@dandiaz19934 You are correct, but people will always be most fascinated by the rare genius who can make the very most of all the extensive labour and progress available at a given time. In some sense, the work of the majority amounts to enabling such figures. After all, is it not the pinnacle of creations in any given genre, that we live to be inspired by?
Time is a dimension, I'm surprised this is news to y'all. And he took most of it out, but not all just enough to make it intense and interesting. They're decision making was genius given what was available .
The dimension is always there they just hid it from you. Unable to perceive its passing because it doesn't matter there's a boulder coming after you. Run run run. P.s. I'm high too. Lol
When you hear about how game developers subvert and bypass the Sony API and even overwrite parts of the memory it uses, you realise why backwards compatibility between console generations is tricky
@@chinossynthesizer705 slim ps3s can also play ps2 games through the ps2 classics emulator, not only games released as ps2 classics, there is a compatibility list of games and you can download ps2 roms and make them work
That's what I was just thinking. Imagine being a developer of that Tomb Raider game and seeing all the extra detail they managed to get in Crash Bandicoot. Stunned is the right word.
Andy mentioned some patents and I hope they paid off for him and Naughty Dog, it sounded like they earned it. Learning about the trials and solutions make Crash Bandicoot sound like a technical marvel.
that was incredible. none of this shallow buzzwords and 2 minute banter, as someone that does extreme low level embedded hardware engineering this was super satisfying to learn about much respect to these legends
Embedded programming is a lot of fun, I really enjoy working around hardware limitations and finding creative solutions. You really notice the difference in programming style when you get to talking with web developers lol
Hell yeah! Not embedded programing, but I worked with an old 2011 Dell laptop for years and it could handle stuff like video editing pretty well despite its aging limitations. I made that thing work dammit!
@@casperes0912 It has nothing to do with web dev on its own tho. Depending on what you want your web page to do, you can run into the same issues and have to approach solving them in a similar way these Crash devs had to.
I think if it were feasible with modern games it'd be done. But with how complicated modern hardware is it's nigh impossible to squeeze every frame like you could back then
PS5: "Let's add a superfast SSD so you can rapidly load in high resolution assets, without using too much memory" So... this is the guy that started it all, trying to surpass 2MB levels.
at least for games yeah this guy was undeniably a pioneer. also he had to figure out how to make it work, so he built his game around it. the ps5 they learned that was their clear bottleneck, so Sony fixed it themselves so game devs wont have to. kind of like having a better game engine at the hardware level. if only windows would figure that out
In my country, until like mid 2000s there was a tv show where ppl called and played through their phone, even in today's money one minute was so expensive!🤣
The Jaguar wasn't really that bad, on paper, it just needed some really clever coder to figure out how to harness it's raw power. Which never happened.
@@MickeyD2012 You could say that about the Saturn or the Playstation 3. Sure, you COULD take the time to get the most out the system... OR make your game on a skew that wasn't designed by a sociopath and make a lazy port for the over complicated POS, if you could even be bothered.
@@nachobroryan8824 You joke about that, but there was a machine that did _something_ for dentists that was made with the same mold. It even had a cartridge jammed in the slot.
This was the game that really sold me and my Dad on a Playstation in mid '96. We would stay up all night on the weekends beating it level by level and writing down the passwords excited about what the next stage would be. There was nothing like this before
SNES cartridges had cpu chips inside them for certain games, to enhance performance. The one I remember is called Super FX. There were a number of other chips as well. I just don't know what they were called.
My absolute favorite interview on this platform. Please do one with Andy on Jak & Daxter and the incredible engineering that went into making a PS2 game with zero loading screens!
They created all jak games using a custom language called GOAL which directly interfaced with the hardware so imagine a very fast interpreted language similar to python
Andy, your work blew my mind as a kid and gave my paraplegic grandfather and I something to bond over. He's now confined to a bed and your work still boosts his spirits. Thank you so much.
And I’m sure he helped to shape the direction the industry was going. Much of the stuff he just throws out there, off the cuff, are firsts in the industry, new ways of thinking about 3d at the time, and an intellectual property that helped to turn the PlayStation into a destination platform when it was new. Very impressive. He was able to take many different ideas, and synthesize them into finished products using a difficult medium.
1996: we can take full advantage of this 2MB with clever optimization to only load what we need. 2020: this spreadsheet app is 300MB. That custom vertex position compression sounds insane. The values weren't fixed bit widths? Must have been a ton of work to design and code that.
I figured it did something like temporal framing, where every frame a new value is used for a given vertex position, but if that frame in the data isn't specified, it assumes that it should use the previous value.
Like first thing that comes to my mind is you can halve the resolution of the dimension - i.e. there is no real difference if a vertice moves 1 or 2 small units between frames if the animation is very expressive, so that saves you 1b per dimension per vertex already. Then I guess you could estimate (or actually check) what is your max value that you'll need and adjust the size of cell to that. And maybe some bit compression if it actually pays off and presto
Jupiter Wilky May you can see it can’t you? Naughty Dog games get THE MOST out of the PlayStation hardware possible, and it all started way back here.. looking for just that (literally) “1 byte” extra memory. Amazing!
@@desfefe I heard that many studios never bothered to utilize the full range of the PS3 cell architecture because it was so tricky programming for it, and not enough programmers were up to snuff on how to do it. Those who did however made the best games, or I should say the games that ran the best!
@@soulextracter I mean the jury is out really. Most ps3 ports ran terribly because developers could not be bothered to learn how to code for it effectively. By the end though, you could see ps3 titles looking generally better than the xbox counter parts. Naughty Dog will always be known as the studio that will be innovative and try to push the hardware to its limits. Just look at Uncharted 4!
I bought a PS4 (never had a PS3), and the first game I played was The Last of Us Remastered. I was blown away. Next I played Horizon Zero Dawn, a game a generation younger than TLoU, and it just didn't look as good. Yes, TLoU was remastered, but its basis is still PS3-era hardware, and it looked better than a game designed for PS4 hardware.
I remember buying the first Playstation and honestly the game I played the most was Crash Bandicoot. There was just no comparison to any other game at the time. It was mind-blowing.
I played Crash 3 to death when I was very little to the point the disc got really scratched and my controller broke! It was so good I've played Mario 64 and that doesn't even come close.
Not just his ideas, but pulling them off in an era where programming and computer technology was much more complex than it is now. From the user/software development side, I mean. This would be trivial now, but back then? Earth-shattering!
@@williammino3534 The guy has a PhD from MIT and worked on the mars rover. I believe he was introduced to LISP early on and that seemed to make a big difference here.
Just wow, how they managed to squeeze every last bit of resource out of the machine. And he's so passionate about it, still. Meanwhile today, my Android Studio running out of RAM on a 32 GB machine, or a calculator app needs to download 120 MB of questionable libraries.
Different programming techniques, but most importantly back then every byte counted since the hardware was very expensive, while today it's much more affordable.
@Someone Junior This as nothing to do with greed. In a competitive environnement, innovation naturally emerge. Because smart people always finds a better way to do things. The greeds come from investor which want to make lots of bucks. Not from the innovator, which just find smarter way of doing things
This game is part of my childhood, this is something I remember as an awesome game. Now seeing what went into it, just how far they went to create this masterpiece almost makes me tear up. Most of the games made today are junk sloppily thrown together in bloated general purpose game engines made to run on machines with a ton of resources to compensate for the flaws. It's released half finished and rely on the players to quality test the game. The games made today just doesn't have this level of passion baked into them.
I feel like todays devs still have this amount of passion but the higher ups sap it all away. In this case, he was the developer AND the owner so his passion, and the passion of his team, were really shown in every way possible at the time.
There's quite a bit indie game market these days and they can get a pretty wide release just on marketplaces like Steam, Play store, etc depending. I think it's easier than ever for small time game devs, though more competition than ever
There's a series of articles by Andy Gavin called "Making Crash Bandicoot" (which I coincidentally just read again immediately before this video was uploaded), which goes into more detail on a lot of the topics addressed in this video, and more. One humorous excerpt relevant to your comment is as follows: Andy had given [Sony employee] Kelly a rough idea of how we were getting so much detail through the system: spooling. Kelly asked Andy if he understood correctly that any move forward or backward in a level entailed loading in new data, a CD “hit.” Andy proudly stated that indeed it did. Kelly asked how many of these CD hits Andy thought a gamer that finished Crash would have. Andy did some thinking and off the top of his head said “Roughly 120,000.” Kelly became very silent for a moment and then quietly mumbled “the PlayStation CD drive is ‘rated’ for 70,000.” Kelly thought some more and said “let’s not mention that to anyone” and went back to get Sony on board with Crash.
Andy has a fantastic energy. Dude never stops smiling for a single second. Every word out of his mouth is said with passion and enthusiasm for his work. I often come back to this video from time to time because of entertaining he is to watch.
Devs back in the day: "how much content can we cram into this disc to make a good game?" Devs today: "how much content can we remove from this disc to make a good profit?"
@Max Martins I understand the sentiment,i fondly remember the 90s, too, but I am an artist in the video games industry and i can not afford to give my art away for free, i have to sustain my family, too. Also, it's often not th developers who come up with these schemes.
This dude had no internet, no joker libraries and surely enough, no example (to follow of) of what he wanted to do. Maybe it had to be this way for it to happen but anyways, this is Legend levels of passion, hard work and determination, not random luck. I have just one word for you sir : RESPECT...
The internet existed in 1994, so he definitely had access to that. He just had to figure out how the software/hardware worked on a brand new device, so that's not really relevant.
@@jakecarlin9402 The internet in those times are the equivalent of iron in the neolithic. It was there but the real use came after, when a lot of generous people started sharing nice (and scary ) things. I'm Engineer myself and having access to internet changed a LOT of things like getting the right datasheet for your components and stuff.
Seeing Andy Gavin talk, I'm getting some _heavy_ Steve Wozniak vibes: brilliant in his respective field, has a clear passion talking about his field of expertise, & is brilliant enough to explain it in a manner that anyone could understand.
This is a story I've heard many times, but never in such extraordinary detail exploring the technical aspects. Crash Bandicoot is a marvelous video game franchise and an even better development story!
@@privateagent it was still interesting cause I loved the game and realize the guy is genius cause he did SO much more with the hardware then others at the time
@@gamegeekx Game "design"? Technical prowess, and software solutions, sure. CRASH Bandicoot is no case study in teaching "videogame design". Unless you want more mundane and rudimentary games. Oh wait, we already have those.
I love watching experts talk about their craft. They're often so passionate and watching geniuses in the field at work is so invigorating. What a time to be alive.
Wow, I heard of Naughty Dog but never knew its creator. Andy has an incredible passion you can just see through the whole video and is definitely a genius! This is what I think gaming needs more of. Incredible!
This is Angus Guschwan, I posted this on their blog all-things-andy-gavin.com/2011/02/02/making-crash-bandicoot-part-1/#disqus_thread At first, access to hardware diagrams and libraries WAS prohibited for developers. I was the main US technical support engineer. So then I intervened and access to libraries and hardware was official policy after that. Other developers could get access to it if they needed it but most were not at the sophisticated level that ND was at. Here is the rest of the story of how it became official policy to go around the libraries: Just to add to the history and respond to this: "Hitting the hardware directly was against the rules. But by the time Sony saw the results they needed a Mario killer. It was too late for them to complain" I was working as software engineer for Sony USA and had come from Apple computer having worked on QuickTime and graphics. At Apple in 1992, I wrote an article (vintageapple.org/develop/pdf/develop-11_9208_August_1992.pdf ) with Brigham Stevens about how to go around the operating system to hit the hardware. Apple was resistant but I compromised by writing 3 pages of don't do it and 3 pages of here's how to do it. So when I came to Sony I knew that was the way (of the warrior, so to speak). When Playstation was coming up to launch at E3, I was frustrated with Sony's same resistant attitude. So, in a sort of protest, I worked on a ROM embedded music visual simulator with Burt Sloane. Kutaragi-san found out and was pissed at me because I was working with Burt instead of with developers. So I wrote him an email titled "E3 won't be ruined by Angus and the Blue Clouds." "Blue Clouds" was the project name and "Angus" was my Apple christened nickname. I outlined how Kutaragi-san had screwed up and made a list of demands: 1) access to source code 2) access to hardware 3) access to Japanese engineers 4) access to lsi logic engineers. I poetically and anaphorically ended each demand with "E3 won't be ruined by Angus and the Blue Clouds". Instead of getting fired, Kutaragi-san agreed to all of them, except for LSI Logic ( perhaps because it was such a hardware secret advantage at the time). So I got the source code and hardware diagrams and went to Naughty Dog (part of the reason I joined Sony was because I worked with ND at 3DO). All Andy and Dave said was "yup, it just confirms what we already figured out." After the success of launch I asked to work in Tokyo and surely did. My career there was more like "Lost in Translation" almost verbatim but when I did leave after a year, I saw my email pinned up in Kutaragi-san's booth as a blueprint. Certainly, Naughty Dog reversed engineered the PS1 but there were other Allied forces for the right way to make games working inside to validate them. In that I had fought the same fight at Apple to go around the OS, Apple influenced the launch of the PS1.
Bill Guschwan Holy crap, really interesting! Thanks for the insight! If possible, maybe you could make a UA-cam series about any more interesting stories you remember!
Sony had rules but needed a Mario killer. They let ND bend the rules, got what they wanted, and ultimately brought them into the Sony fold. Meanwhile Nintendo had Rare flip them the Bird (and Bear) and **** their hardware right in the *** and couldn't take it, so let Microsoft pick up Rare. Kappa.
@@billguschwan4112 When I worked on Time Commando (also released in 1996) we had similar discussions with Sony (SCEE), and the same "you should not hit the hardware directly" with the reason being that "it could change, and then your code would not work anymore". We pointed out that would have made sense if the Sony libraries were actually in the console ROM instead of being linked in the executable on the CD, but that basically what we were doing was exactly replicating the actual hardware access, just bypassing the external API... and that if what we did was about to fail on new revisions, then the original Sony libraries would have failed as well :) In the end they gave us the authorization (verbal only, nothing written) and warned us about the upcoming hardware changes in the Rev B and C of the console (mostly debugged gouraud shading interpolation, and DMA transfer speed changes).
I was holding my breath. I didn't think they'd be able to make the game, and I really wanted to play it. Fortunately, there at the end, it sounded like everything worked out. Any idea when Crash Bandicoot is coming to this Playing Station?
Nintendo isn't involved anymore, therefore there is no longer a space in between. Now it's just PlayStation. This new game called Resident Evil has my attention peaked!
Ah, Naughty Dog: the Rareware of Sony. Speaking of which, I would love to see an episode on how Rareware managed to get Conker onto an N64 cartridge. Did you know that Conker's Bad Fur Day actually hijacks the N64 and uses its own custom firmware in order to make the game run better?
What do you mean a custom firmware? As far as I know, the N64 doesn't have any firmware, all it has is a simple bootloader (which they certainly didn't modify, and wouldn't get anything out of modifying). Maybe you mean they just built/modified their own or Nintendo's libraries?
@@lost4468yt they're actually thinking of the RDP microcode. Usually you weren't allowed to modify that and had to use one of the ones Nintendo provided, but toward the end they relaxed that rule.
Buzz Knudson I think so. At least there are more bad games as far as how high their quality could’ve been but I think we also have more great games. Because I’m total we have WAAAAAY More total games so of course there will be more great and bad. But I agree they can get away with being lazy :/
@@buzzknudson5675 One thing that irks me that's been mentioned around is that a lot of games devs/studios are pushing UHD or 4K when the frame rate sucks HARD. The hell would I want a nice picture of the game every couple of seconds? I would love a game that could do a *constant* 60fps let alone games that can even hit a constant 30fps.
Wow... that explains why this game looked so great back then! Amazing production! at first I was like wow 30 min of talking about Crash Bandicoot... but then I kept watching...and kept watching... and didn't realize I was about to finish until it did finish. I could sit and listen to him talk more about games.
I remember an interview with this guy where they actually had to adjust this. They were demoing the game for some sony exec and he was asking them how they could have so much in their levels. When he heard the answer was disc reads, he asked them how many disc reads it was taking. After they answered, it was realized that the one single game was using 3x more disc reads than the CD-drive was rated to make. Basically, you'd kill 2-3 disc drives just to finish the one game. XD
@@liquiddivide6505 That's not how it works. The disc drive has a certain life span, measured in years, and if you only played CB, you'd kill the drive in about third of the planned time. So if the expected life span was 10 years, which I think is quite plausible, *only* playing CB would kill the drive in 4 years. For most people, it doesn't take 4 years to finish a game and most people have more than one game. :)
incredible video! crash bandicoot was a huge part of my childhood, my mom owned a ps1 and she loved the crash games, we were too poor to afford all the games we wanted at the time as we owned a house and were constantly working on repairs so we found out how to burn games onto disks and thats how me and my mom bonded in those years, CTR was both mine and her favorite of the 4 games, great music, playable boss characters, fun world to drive around and we could play it together! i still much prefer the classic games over the remakes cause i just really prefer the classic visual style over the more modern style of the remakes
Some of my best memories are playing crash with my mom, and waking up in the middle of the night beside her in bed, and drifting back off to tomb raider. I remember going to the sony store to get the PS1 like it was yesterday. What a trip down memory lane. And i have to agree, older games just have something special about them. all the games now just seem like half assed copies of copies of copies. Wish there were people as dedicated as Andy in the industry these days.
Andy neglected to mention the fact that he *wrote an entire damn programming language/dialect of Lisp* (Game Object-Oriented Lisp/GOOL) to make level design/revision easier whilst still retaining the lean-and-mean performance they were looking for. And GOOL, to the best of my knowledge, was being used even into the Jak and Daxter series.
Video structure: guy explains why an aspect of the revolutionary first Crash Bandicoot games was literally impossible on consumer consoles of the time. Then explains precisely how he did it. I’m so addicted.
This almost makes me want to cry. I used to struggle to phantom what kind of humans and the kind of education the guys who made those engaging PS1 games had. Watching it these many years later, I’m not disappointed.
@@1anre Yup! RCT was made by a single guy who wanted the game to be able to handle running thousands of separate NPC instances as well as all the physics for the coasters and rides. To accomplish this he coded the entire game in freakin' ASSEMBLY code. That stuff is barely a few steps above writing it all in binary! RCT is probably the single most optimised and efficient game ever made.
This is one of the best videos ever made, editing, guest, everything just done absolutely great. Perfect balance of technical terms without dumbing it down too much. Awesome work!
@@robmo7033 is your son in school? There are companies that offer intensive programming courses online. Many computer repair shops offer free classes for many types of hardware and software. If your son is in school, he should be able to take extensive programming courses, or register for classes at a vocational school or community college, or he could probably find multiple computer science undergrad tutors that would be willing to mentor him for free. If your son is young you should strongly consider pursuing one or more of these options, if he's naturally talented and creative there's no limit to how successful he can become.
He made sure to patent his technique.. now it’s used is nearly every game. I bet he’s made a decent amount just from that alone... well done 👍 This was a great video. Crash is my childhood. I still play it to this day
I can't believe I'm watching this at 3 in the morning. The way he explains things is mesmerizing. Easy to understand, engaging. The choice of graphics to represent what he's talking about made the experience more enjoyable. Good episode.
@@monkeyrobotsinc.9875 _"right up there with all the other brilliant white men who invented everything we all know and love today thoughout history."_ Playstation is a Japanese console so you're wrong
@@monkeyrobotsinc.9875 Its crazy to come across comments like yours because it just shows how many people are taught to believe things like what you said that are provably false lol
As a programmer myself, I love watching these. Back in the day we had to do all kinds of crazy things to make stuff work. One thing I had to do was when I was working on a music writing program. There was so many notes - and I didn't really have a good database for reading them. The notes that were farther down in the "page" were taking too long to read, because as it was set up - it had to read through all the previous notes in order to find the next note. So if you were on note 10,000, it had to read 9,999 notes just to get to #10,000. The solution I came up with was to use images to store the music. So for example pixel 0, 0 (top left) would have an RGB value. Each number could be between 0-255 so I could store data that way. The R value might contain the note's velocity, length, or position on the staff. When reading pixels on an image you can jump to any pixel you want without having to read all the others, so it turned out to be much faster than reading straight data. It also, surprisingly, made the file sizes much smaller. So music files were actually image files.
Crash Bandicoot II, Crash Bandicoot III Warped, Crash Team Racing and Crash Bash was my freaking childhood. So many good memories killing hundreds (thousands?) of hours with friends at our summer house in the country side with these games. Legendary games.
Are you afraid of using C and proprietary libraries? Modern job interview: I'm not afraid of C libraries. 20 years ago job interview: C libraries are afraid of me.
WOW! I know the very basics about how computer hardware works, and interacts with eachother, but this guy explained this EXTREMELY complex topic in a very easily digestible way. I could watch this guy explain how anything works, he's a natural teacher.
The real genius of Naughty Dog was making a kart racer miles better than plumber boys offering that I rented so much from Blockbuster that they let me keep it
Actually, when Naughty Dog was making CTR, Andy Gavin was working on the new engine for what would become Jak and Daxter, which is a true technical marvel
@@zeketarasenko2851 Yup, there is not a single loading moment in the game(maybe the traveling with a boat, but still it is not a loading screen). More fluid than modern games. Damn geniuses.
this guy has deep understanding in: 1. gamer play experience 2. computer hardware and how to use every inch of it 3. computer software and animation when you combine all that you get a super advanced game for the time
Thank you Ars Technica for this amazing piece of interview, Andy is a true computer geek in every positive sense of the word. As a fellow nerd, It's very inspiring to hear him talk about his work, his eyes are just beaming with pride. I wish I can be half as proud as him when I reach his age.
@Sans the Skeleton Learning and expanding his knowledge base? There are extremely valuable pieces of information with this. Especially to someone who has never entertained this stuff before. Never knew a thing about propulsion and physics yet, I started by watching UA-cam, too. I work at an Accelerator now. Expand.
inf inf was this the game on the sega where you could play as knuckles and tails aswell? I remember playing my grandad’s sega back in 99’ when I was a kid and there was a 3D sonic game but I can’t remember the name
I got this game for my now 28 year old son when he was like 5 or 6 for Christmas and we spent the afternoon getting though level one. He's a full on gamer now and I could probably get through level one in about two minutes.
My dad did the same, I got a playstation and Crash and Spyro the Dragon when I was about 4-5 years old, thanks to him I love the creativity and wonderful world of video games. I'm 27 in a week, and still love and play games to this day.
This guy is my hero! I've used countless hours of my childhood playing Crash Bandicoot with friends and family. I had Crash Bandicoot 1, Warped, Crash Team Racing and Crash Bash, and I played the 2nd with my best friend whom I still hang out with today (playing the remakes of the old games too). I happen to also be a software developer (though not a game developer) today. It's crazy that they not only developed a fantastic game, but also implemented their own virtual memory optimization, vertex optimization, and somehow bypassed Sony's own libraries because they were too slow!? No wonder he's smiling all over his face when talking about it! They were genius optimizations and hacks to develop a fantastic game! A game that is my all time favorite game. I want to thank you Andy Gavin and guys at Naughty Dog for all the fantastic memories I have playing the Crash Bandicoot games, by myself, with friends and with family! 😊 And thank you Ars Technica for making this video.
23:55 This story has always been one of the smartest and cleverest ideas I've seen for games during that generation. I've shown the Crash trilogy to younger non-CB fans and gotten asked a few times: "What is this on, PS2?" 29:27 LOL
I still don't understand that memory part. So the level could start after only loading 16 chunks of memory, and the CD-ROM would constantly spin to keep loading the next 16 chunks? Where does it load the upcoming chunks into if all 16 slots are already in use?
@@marquizzo If you look at 27:27 you can see that the game doesn't unload the whole 16 chunks that are actually in the RAM and then load the next 16 chunks, that would beat the purpose, since data transfer from the CD is very, very slow. Instead, the code unloads the "furthest away" chunk of data opposite to the direction towards which the player is moving, and loads the furthest away chunk of data in the direction of the player, and these chunks are data actually not already rendereed on screen, but must be already in the RAM to compensate the data transfer rate from the CD in order to be able to always have something to render on screen. This same concept is used nowadays in games that don't have loading screens, mostly open world games (think Witcher 3).
I know I watched my father play "Pong" on his new Atari in the mid-seventies, and my brothers played early Nintendo games. My stepson played Crash and I recognized then that amazing talents were unfolding and bringing the whole industry up to a new level. I never got into video games myself, but it was so enjoyable to watch the family play it because of your graphics. I have been known to threaten to "Go Crash Bandicoot on your butt!", if anyone gets too far out of line. That straightens them up. LOL! Thanks for the memories!
What an amazing interview, not only is Andy crazy talented on both a technical and creative level, but he can also explain things really well. Will watch the extended version for sure!
This game was literally a staple of my childhood. It was just so unique from the other mainstream games. Its great to see all the background work & dedication for it had
Your childhood consisted of LITERAL staples? That sounds incredibly uncomfortable. You sure you don't mean figurative or theoretical staples? Unless you just grew up in a VERY strange household, I believe the latter is the case.
I remember the behind the scenes done for The Last of Us and how they were monitoring memory use and keeping that game looking just amazing. These folks are wizards with understanding how to get the most out of hardware.
I owe this guy and the Naughty Dog team a good part of my childhood. Hearing Andy talk about it is absolutely fascinating. Not only does it show his brilliance, but the way he talks about it, I feel like I understand it too.
@@Michael-ke8on Wrong. He did some post-grad work at MIT but he never completed it. He does NOT have a PhD. Quit spreading misinformation and try reading words before you type your own. Idiot.
I've rewatched this and the extended interview so many times. One of my favorite videos ever. Andy's passion is contagious. Such a treat to get to listen to him.
It's incredible how, 25 years later, he can still talk about that game like he finished making it yesterday.
Andrew Burnes probably because he was so involved during it
Engineers brain
because many of the techniques he used still isn't used today and probably has had these things picked at by even modern game developers today, trying to fit huge levels into small RAM spaces, like Minecraft still has issues with not letting go of some of the levels with it's cache, they treat it always as "just in case they come back this way" this game basically NEEDED the disk and he used API that he created, he created framework that Playstation never bothered to make
@tim conway Yet the wedding ring on his hand seems to claim otherwise
@tim conway Well now Mr. Subway, aren't you a prime example of a man who believes that he is a cat and therefore hides behind such image? If I drop you from great heights, will you land on your paws ? Do you lick yourself from head to toe? For a tamed animal, you have the bite of a venomous wild snake ! Identity crisis maybe? I know, why not use the photo of a snake from now on, it would suit you better!
Sign of a true genius in a field: being able to simplify and articulate a complex subject in a way even someone with little knowledge will understand.
@hahalol GL funny not found
hahalol GL funny not found
Those animations helped so much
@@nak6050 LMAO!
I have no idea what he said but I understood what he said. I hope you understand.
This just tells me that old-school programmers were geniuses of the highest order
Yea, and then the web industry just destroyed everything, 99% of programmers those days are complete morons
The HR departments won't even hire guys like this anymore who actually love gaming and have pure 100% talent and skill.
Right?! All the little tricks used to eke out every drop of performance, and the ridiculous testing that went into ensuring nothing shipped broken… modern games are such a different product.
@@PwerGuido yep, and they make more than real engineers.
@@RogueBagel ya cause the programmers and engineers aren't the most paid, they aren't the focus, they aren't the reason games are successful. Marketing is. But you know what happens when a marketing team designs games? Lootboxes and Skins. Thats just the way it is now. Hope things change.
Make no mistake: this man is a genius. He wrote dialects of the programming language Lisp, he got his bachelor's and PhD in fields unrelated to video game creation/programming, he's written novels ... this man is brimming with ideas.
love this comment
Gavin earned a Bachelor of Science in Neurobiological Science from Haverford College. - Wikipedia. God damn, I need to study more.
He even invented the covid mRNA vaccine back in 1994 and recently sold the patent to Moderna/Pfizer/JNJ. haha jk
Pretty obvious the way he talks hes a genius lol
He WAS NOT awarded a PhD. Why does everybody keep saying this? It's on his Wikipedia page and his personal Bio. He did some post-grad work but never completed his PhD. It's not a secret. Stop lying.
He has a smile on his face the whole time. This guy loves what he does.
2nd time viewing this video an yeah he is totally in love with the magic of al sorts of tech for sure and yeah I feel as if even viwing this video agian i'm stil learning stuff i did not pick up on first time around. The Oddworld video is also an 11/10 video btw.
What he did
Maybe reminiscing the old times only can make him forgot the sorry state of the wokeness now
There are Sony lawyers off screen
@@ismailtopa3671 oh shove it.
He looks like he's really into it for the whole half hour, and he never stops smiling, it's great.
This game is a true mater piece of the PS1. It wasn't blocky had fluid motions was fast and overall a great game. He is probably immensely proud of it and all the work it took to make it.
He was looking at a picture of your mom they were holding up off camera
@@jokerraton8183 What a lameo
pure passion!
@@jokerraton8183 True, Trillby's mom is such a lovely lady
The comparison between the graphics in this game and Tomb Raider really shows that the efforts in level design and graphics optimization paid out really well. It was a game that was half a generation ahead of the rest.
pitthepig True this was one of the 1st PS1 games I could tolerate since all the rest had super warpy polygons.
The 3DO is a worse joke but he can't really diss a platform that he made a game from though.
@@StriderVM 3DO still responsible for the biggest tech deal in the history of gaming. The technology was good just too advanced for gaming at the time. A
Comparation...? Comparation?
@@ens0246 corrected.
This dude is a true representation of someone who not only loves their craft, but has ultimately mastered it, from the explanations, to the execution. Remarkable.
This whole video is the best example of what "Computer Science as a career means" I have ever seen. Should be shown to every perspective game designer / CS major in HS.
no such thing as remx or muchx or too muchx or etc, say, think, can say, think etc any nmw and any s perfect, doesn't matter
Wow, it's rare to see a guy this smart that speaks so fluidly and easily about technical and abstract topics.
this is known as “true genius” ,)
Ben Eater is one.
John Carmack too. Fun guys.
it is called knowing
Yea his ability to clearly communicate complex topics is impressive
I'm so sick of the word "innovation" because it has become almost meaningless in the corporate software world (where I work).
_This_ guy was a *true* innovator.
Not only that he was a innovater, he spoke like a true artist there at the end. Making a point on how u should force your technical skills by expanding on your imagination.
Its quiet beautiful.
I really like how he finished the story, "transcend mediocrity" and if the corpo world is too boring for you, transcend it!:)
Abundance caps imagination. limitations will forever drive curiosity to push the envelope.
its really insane what he talks about. I learned his technologies at the university, and it´s even more impressive that he came up along with this ideas by himself without stackoverflow
@@xa4169 That's the whole theory behind Pico-8, the "fantasy console" that is a virtual machine with no physical counterpart (like an *emulator* for a console that never existed). It's also why the Raspberry Pi has become attractive to so many people who are *already proficient in programming* even though the system was designed to be for *learning* how to program.
Can we also get some praise for the video editing here? Everything Andy said was accompanied by informative visuals and examples.
Hear hear!
fantastic visual storytelling
Yip, and no interruptions from the interviewer. Great work!
I just kept going.... "I member , i member🍇🍇"
"ME NO READ BOOK UNLESS IT HAVE PRETTY PICTURE HHNGG!"
He's very good at translating what they did into layman's terms, as well as being a good storyteller. I've never played a Crash game but I could listen to him for hours.
Treat yourself. They're so well made and bloody fantastic, even to this day.
You're missing out. I replayed and finished Crash 1 this year (not the remake, the original) and it really holds up.
I tried it out years ago as I've heard of it, but I can't say it was very enjoyable for me to play. But whatever, people have different tastes.
@@richardwicks4190 I recommend trying Crash 3 Warped first, since the Crash 1 and 2 (1 in particular) are insanely hard
@@Holtermarvin I've basically grown out of this stuff. This is a 20 year old game after all.
I worked on the xbox project for a bit, now I can't stand video games.
The interesting bit of technological improvement, was the massive improvements we had year over year. Today, a computer from 2010 is hardly any different than a computer of today and there's really not much place to go with what we currently have other than lower power.
Today, computers (tablets, phones, etc) are PROGRAMMED to slow down to entice you to buy a new one. There's really no significant technological improvement.
Crash didn't look like any other playstation game. This man wasn't ahead of his time, he was building the future.
it still looks amazing imo, especially for a PS1 game, imo it looks closer to a 2000 pc game
I remember hearing a story about Crash's first appearance at a video game expo and people were convinced there was a bank of computers behind the Crash display. People didn't believe the visuals were actually being produced by just a PlayStation
Yep, he's kind of a John Carmak... indeed they're born in the very same year, 1 month apart!
It still looks great, having played the game for the first time fairly recently.
Yeah and now The Last of Us ll looks better than any other game as well. Next-gen already on PS4!
This guy is an insanely skilled problem-solver.
That's the sign of a good coder for sure!
Wonder if he could solve the ND problem at Naughty Dog in 2020
@@jangalexisruiz7491 what problem
@@dreamcastdazia4753 neil druckman?
@@whodatninja439 Yeah, so what did he do?
Fascinating. Seems this guy also has a talent in simplifying and communicating the essence of their programming problems. Bravo on pushing the boundaries!
Unfortunately they didn't know mario 64 existed while creating this. Seems they were trying to be the first but got beat by nintendo months and even years earlier
Andy Gavin is legend, and so nice, he follows me on Twitter
MobileCyris Alpha Waves for Atari ST came out in 1990
And it still looks waaay better than blocky mario 64 and its wishy washy controlls. I looove platforming games but most early 3d once are for me unplayable, most games are to enpty like galvin mentioned 3d opens way more empty space. M64 is for me an to empty boring world with way to slow and indirect controlles. I love mario but get rid of m64, never liked it a bit. Crash does soo much better.
Tobi Esto Crash used a D-pad in a 3d platformer, your entire argument is invalid.
Also you're right, what's the point of exploring a 3d environment? To enjoy it? Yawn. I'd rather whip rocks at passing trains. Maybe if my aim is good I can ricochet one directly back into my eyesocket so I don't have to read your anecdotal ill-informed opinion ever again.
This guy is the embodiment of
“If you want something done right, you gotta do it yourself.”
In my language - Bulgarian, we have some words for this - "The wolf neck is fat because do his job by himself"! :)
I think that mindset makes you a part of the white patriarchy and a racist somehow now. 😋
@@tcmtech7515 Oooo.....Kay?
I feel like a lot of the programmers for videogames in the 80s and 90s were like that
@@tcmtech7515 Yeah sorry we're just here for the Bandicoot appreciation, thanks for trying to stink it up though, Cortex.
Needs memory
Sees code
Andy: It's free real estate
I was searching for a free real estate comment xD
@@dpellek74 #thegaytering
@@dpellek74 what happened?
joshua melling The crack is talking, ignore him
@utewbing ua-cam.com/video/3Ehb-JF3u_A/v-deo.html
Sony owes so much of its video game dominance to this man. He literally laid the ground work for all modern video games by himself. Wild.
dont forget plumber boy and sonics azz
bro i look like kratos
Not really... lol. That's the Big Man History flaw. He had a team of people to help him along the way! He didn't come up with everything by himself.
Hog wild.
@@dandiaz19934 You are correct, but people will always be most fascinated by the rare genius who can make the very most of all the extensive labour and progress available at a given time. In some sense, the work of the majority amounts to enabling such figures.
After all, is it not the pinnacle of creations in any given genre, that we live to be inspired by?
"...the boulder level. The dimension we're actually taking out there is time."
Wow, that blew my mind just a bit.
Im Stoned ... reading this comment blew my mind haha
@Klip One the fact that you don't get it has nothing to do with being stoned lmao
Time is a dimension, I'm surprised this is news to y'all. And he took most of it out, but not all just enough to make it intense and interesting. They're decision making was genius given what was available .
The dimension is always there they just hid it from you. Unable to perceive its passing because it doesn't matter there's a boulder coming after you. Run run run.
P.s. I'm high too. Lol
MINE TOO 🧠💥
When you hear about how game developers subvert and bypass the Sony API and even overwrite parts of the memory it uses, you realise why backwards compatibility between console generations is tricky
A jailbroken ps3 can play PS2 games not sure about a jailbroken PS4 maybe it can
@@chinossynthesizer705 I remember having the 60gig PS3 that could play all PS1, 2 & 3 games non-jail broken.. it was rare too, should look it up.
@@vxl2320 yeah I know that. it's the fat ps3 that shines silver chrome on the disc
@@chinossynthesizer705 slim ps3s can also play ps2 games through the ps2 classics emulator, not only games released as ps2 classics, there is a compatibility list of games and you can download ps2 roms and make them work
@@geronimo546 ye
I bet developers of other ps1 games were absolutely stunned when they saw Crash Bandicoot.
That's what I was just thinking. Imagine being a developer of that Tomb Raider game and seeing all the extra detail they managed to get in Crash Bandicoot. Stunned is the right word.
It was the Playstation from 1994, not the Playstation one which was a smaller version that came out in 2000 :)
Yeah, Crash Bandicoot looked significantly better than your average Playstation game, and definitely set the standard for the rest of the "OG" years.
Andy mentioned some patents and I hope they paid off for him and Naughty Dog, it sounded like they earned it. Learning about the trials and solutions make Crash Bandicoot sound like a technical marvel.
Damn just imagine how tomb raider and other good PS1 games would have benn if they knew the memory trick
that was incredible. none of this shallow buzzwords and 2 minute banter, as someone that does extreme low level embedded hardware engineering this was super satisfying to learn about much respect to these legends
Embedded programming is a lot of fun, I really enjoy working around hardware limitations and finding creative solutions.
You really notice the difference in programming style when you get to talking with web developers lol
@@AaronBonBarron Web developer code makes me cry more than onions, haha
Hell yeah! Not embedded programing, but I worked with an old 2011 Dell laptop for years and it could handle stuff like video editing pretty well despite its aging limitations. I made that thing work dammit!
@@casperes0912 It has nothing to do with web dev on its own tho. Depending on what you want your web page to do, you can run into the same issues and have to approach solving them in a similar way these Crash devs had to.
Gile I know... But JavaScript and HTML just make me cry, haha. TypeScript I can live with.. Also really dislike React.
Thought I'd watch a few seconds. Then got addicted to listening to this guy. I'm blown away by the talents of early game developers.
Same
Desperation is the mother of all invention
Same here
Well, he does have a Ph.D. from M.I.T.
They don't make games like this anymore and I can see why; the brains behind all this are astounding. These men were true pioneers.
I think if it were feasible with modern games it'd be done. But with how complicated modern hardware is it's nigh impossible to squeeze every frame like you could back then
PS5: "Let's add a superfast SSD so you can rapidly load in high resolution assets, without using too much memory"
So... this is the guy that started it all, trying to surpass 2MB levels.
at least for games yeah this guy was undeniably a pioneer. also he had to figure out how to make it work, so he built his game around it. the ps5 they learned that was their clear bottleneck, so Sony fixed it themselves so game devs wont have to. kind of like having a better game engine at the hardware level. if only windows would figure that out
Those times the games were much more optimized for the specific hardware
@@vbtt no, thats just how all console games have to work. but at the same time i think the ps3 era was the most optimized
Many games on the 360 and PS3 did the same thing with disc streaming.
@@robertt9342 512mb ram in those, i could understand the need. PCs at the time had up to 8gb i think
man this guy is a treasure
that game was absolutely mind bending back then
and as he said, it aged so much better than his competition
@Leonardo Santuario dead joke
@Leonardo Santuario yes, still under 30 but of course
In my country, until like mid 2000s there was a tv show where ppl called and played through their phone, even in today's money one minute was so expensive!🤣
Better than Mario 64? Not sure if I agree with that.
@@PaTrick-cf6ev Hugo ?
"...the atari jaguar was just a bit of a joke"
Damn, that was cold
But true.
The Jaguar wasn't really that bad, on paper, it just needed some really clever coder to figure out how to harness it's raw power. Which never happened.
@@MickeyD2012 You could say that about the Saturn or the Playstation 3. Sure, you COULD take the time to get the most out the system... OR make your game on a skew that wasn't designed by a sociopath and make a lazy port for the over complicated POS, if you could even be bothered.
The case mold was later used in making toilet seats.
@@nachobroryan8824 You joke about that, but there was a machine that did _something_ for dentists that was made with the same mold. It even had a cartridge jammed in the slot.
This was the game that really sold me and my Dad on a Playstation in mid '96. We would stay up all night on the weekends beating it level by level and writing down the passwords excited about what the next stage would be. There was nothing like this before
hell yeah brother, those were the days
Ohhhhh the memories!
Man, your dad sounds like a cool guy
@@jorgeglez7088 One day you will be too
He'll yeah, and once we learned about the crystals and gems you could get and all the other secrets....oh man!@!
The way he made use of the huge disk space is actually genius. He made the console more powerful than it was intended to be by clever programming.
Atari did something similar with their "bank switching" method on the 2600. Even the Genesis did it.
SNES cartridges had cpu chips inside them for certain games, to enhance performance. The one I remember is called Super FX. There were a number of other chips as well. I just don't know what they were called.
It is called caching or paging and a standard technique. Win95 did it.
Why I love software. With good enough code even crappy hardware can be useful
@@frank234561 they were all Super FX or Super FX2
This guy is super smart
This guys a genius innovator
He's definitely up there with John Carmack and Volker Wertich.
I mean if you consider what they managed to achieve with so little Staff, money and time, he better be super smart!
Game devs, artist, animator, and musics all require brain and ideas.
@@meanmole3212 agreed
honestly, the fact that he "stole their memory" and his company is called *naughty* dog is hilarious.
ikr
Glad you pointed this out lmao. What a guy lol he looks like a candidate for the real santa claus one day.
"Bad boy!"
I guess it was because he was stealing bytes out of sony!
@@xxqqzzaa total dad joke
My absolute favorite interview on this platform.
Please do one with Andy on Jak & Daxter and the incredible engineering that went into making a PS2 game with zero loading screens!
They created all jak games using a custom language called GOAL which directly interfaced with the hardware so imagine a very fast interpreted language similar to python
"Then there was the Atari Jaguar... We just sort of took it as a bit of a joke"
I applaud you
It is astounding how hardware-focused their thinking had to be. His concepts are on machine-level most of the time.
That’s how it was with all the technical limitations
Yeah, you couldn't really do much without thinking at machine-level then =D
compare with today's web devs "ah yeah let me throw in this 1MB library over here so that I dont write one extra method by hand"
@Nicholas Seamans very insightful comment
In the "olden days" a programmer had to understand the hardware at the deepest level and manipulate it directly
His word choice and logic behind explanation is impressive
He's smart
Programmers tend to be smart. The really good ones can even talk to non-programmers and make some amount of sense. He's definitely one of them.
incredible video, Andys passion really bleeds through
Good to see you here
Andy, your work blew my mind as a kid and gave my paraplegic grandfather and I something to bond over. He's now confined to a bed and your work still boosts his spirits. Thank you so much.
And I’m sure he helped to shape the direction the industry was going. Much of the stuff he just throws out there, off the cuff, are firsts in the industry, new ways of thinking about 3d at the time, and an intellectual property that helped to turn the PlayStation into a destination platform when it was new. Very impressive. He was able to take many different ideas, and synthesize them into finished products using a difficult medium.
Sending love your way 🙏❤
Look into the Gerson Therapy
@@secundusytp4517 I'm a holistic dude myself and I appreciate the thought, but i'm pretty sure he's past that at 80yrs old.
@@stickybuns8626 There is no age at which the body cannot heal itself if you make a genuine effort.
1996: we can take full advantage of this 2MB with clever optimization to only load what we need.
2020: this spreadsheet app is 300MB.
That custom vertex position compression sounds insane. The values weren't fixed bit widths? Must have been a ton of work to design and code that.
I opened a gigabyte spreadsheet once...
@@metal_brrr_2005
App != Files app can open
He should have used Unity.
I figured it did something like temporal framing, where every frame a new value is used for a given vertex position, but if that frame in the data isn't specified, it assumes that it should use the previous value.
Like first thing that comes to my mind is you can halve the resolution of the dimension - i.e. there is no real difference if a vertice moves 1 or 2 small units between frames if the animation is very expressive, so that saves you 1b per dimension per vertex already. Then I guess you could estimate (or actually check) what is your max value that you'll need and adjust the size of cell to that. And maybe some bit compression if it actually pays off and presto
this guy is a big reason why Naughty Dog is known for such quality gaming today.
Jupiter Wilky May you can see it can’t you? Naughty Dog games get THE MOST out of the PlayStation hardware possible, and it all started way back here.. looking for just that (literally) “1 byte” extra memory. Amazing!
@@fafmotorsport
It's insane how Uncharted 3 or The Last of us could easily pass as a ps4 game. They were the only ones to push the ps3 to its limits.
@@desfefe I heard that many studios never bothered to utilize the full range of the PS3 cell architecture because it was so tricky programming for it, and not enough programmers were up to snuff on how to do it. Those who did however made the best games, or I should say the games that ran the best!
@@soulextracter
I mean the jury is out really. Most ps3 ports ran terribly because developers could not be bothered to learn how to code for it effectively. By the end though, you could see ps3 titles looking generally better than the xbox counter parts. Naughty Dog will always be known as the studio that will be innovative and try to push the hardware to its limits. Just look at Uncharted 4!
I bought a PS4 (never had a PS3), and the first game I played was The Last of Us Remastered. I was blown away. Next I played Horizon Zero Dawn, a game a generation younger than TLoU, and it just didn't look as good. Yes, TLoU was remastered, but its basis is still PS3-era hardware, and it looked better than a game designed for PS4 hardware.
I remember buying the first Playstation and honestly the game I played the most was Crash Bandicoot. There was just no comparison to any other game at the time. It was mind-blowing.
I played Crash 3 to death when I was very little to the point the disc got really scratched and my controller broke! It was so good I've played Mario 64 and that doesn't even come close.
@@kindmulberry7196 Crash 2 and 3 are the best 3D linear platformers of all time.
This guy is a genius in his seemingly simple solutions for otherwise complicated technical issues. He is very creative and inspiring!
💯% agree. He seems genuinely passionate about his work. That type of thing greatly increases the chances of success.
Not just his ideas, but pulling them off in an era where programming and computer technology was much more complex than it is now. From the user/software development side, I mean.
This would be trivial now, but back then? Earth-shattering!
@@crystallakedood True that, exploring the programming frontier with absolutely no help to point you in any direction whatsoever
@@williammino3534 The guy has a PhD from MIT and worked on the mars rover. I believe he was introduced to LISP early on and that seemed to make a big difference here.
cgirl111 yeah he started working for naughty dog at age 14.
Just wow, how they managed to squeeze every last bit of resource out of the machine. And he's so passionate about it, still. Meanwhile today, my Android Studio running out of RAM on a 32 GB machine, or a calculator app needs to download 120 MB of questionable libraries.
My favorite MP3 player on iPhone is 120MB. I'm stunned even now.
@Leonardo Santuario lol do you just spam this everywhere?
@Leonardo Santuario oh...okay then lol
Different programming techniques, but most importantly back then every byte counted since the hardware was very expensive, while today it's much more affordable.
@Leonardo Santuario ok boomer
This guy is just straigth up smart. He understand software, hardware and maths. These are the type of person that carry humanity on their shoulder.
@Someone Junior Investor want money. Genius want to solve problem.
@Someone Junior This as nothing to do with greed. In a competitive environnement, innovation naturally emerge. Because smart people always finds a better way to do things.
The greeds come from investor which want to make lots of bucks. Not from the innovator, which just find smarter way of doing things
This game is part of my childhood, this is something I remember as an awesome game. Now seeing what went into it, just how far they went to create this masterpiece almost makes me tear up. Most of the games made today are junk sloppily thrown together in bloated general purpose game engines made to run on machines with a ton of resources to compensate for the flaws. It's released half finished and rely on the players to quality test the game.
The games made today just doesn't have this level of passion baked into them.
Now devs are full of woke sjw's.. games suck now
Oooor... they make video games.
I feel like todays devs still have this amount of passion but the higher ups sap it all away. In this case, he was the developer AND the owner so his passion, and the passion of his team, were really shown in every way possible at the time.
There's quite a bit indie game market these days and they can get a pretty wide release just on marketplaces like Steam, Play store, etc depending. I think it's easier than ever for small time game devs, though more competition than ever
naahhh just too many woke clowns in these companies now
@@ebs777 yeah, that's the problem. awareness of social issues. back to selling vape cartridges at the strip mall, room temp iq
@@romulus_ little butthurt are we?
@@you-chan4641 little brain damaged, are we?
This explains why I always thought the playstation sounded different when it played Crash...
You mean the constant CD-reading sounds?
@@stevethepocket i think so. Remember i was super scared as a kid when i first loaded it. Thought the cd laser was broken or something
There's a series of articles by Andy Gavin called "Making Crash Bandicoot" (which I coincidentally just read again immediately before this video was uploaded), which goes into more detail on a lot of the topics addressed in this video, and more. One humorous excerpt relevant to your comment is as follows:
Andy had given [Sony employee] Kelly a rough idea of how we were getting so much detail through the system: spooling. Kelly asked Andy if he understood correctly that any move forward or backward in a level entailed loading in new data, a CD “hit.” Andy proudly stated that indeed it did. Kelly asked how many of these CD hits Andy thought a gamer that finished Crash would have. Andy did some thinking and off the top of his head said “Roughly 120,000.” Kelly became very silent for a moment and then quietly mumbled “the PlayStation CD drive is ‘rated’ for 70,000.”
Kelly thought some more and said “let’s not mention that to anyone” and went back to get Sony on board with Crash.
@@Gamer2k4 Yeah, they wouldn't want a warranty class action because a rouge game developer pushing the envelope too far.
@@Gamer2k4 😆... Brilliant.
Andy has a fantastic energy. Dude never stops smiling for a single second. Every word out of his mouth is said with passion and enthusiasm for his work. I often come back to this video from time to time because of entertaining he is to watch.
Quote by founder of Brabus fits here: “I don’t work for money, I work for passion”
@Shelly George Stolen comment...
Devs back in the day: "how much content can we cram into this disc to make a good game?"
Devs today: "how much content can we remove from this disc to make a good profit?"
*Publishers today
Also devs today: "100GB of textures, that's not our problem."
@Max Martins I understand the sentiment,i fondly remember the 90s, too, but I am an artist in the video games industry and i can not afford to give my art away for free, i have to sustain my family, too.
Also, it's often not th developers who come up with these schemes.
This is acully apple modus operandi
I'm 14 and this is so deep
This dude had no internet, no joker libraries and surely enough, no example (to follow of) of what he wanted to do. Maybe it had to be this way for it to happen but anyways, this is Legend levels of passion, hard work and determination, not random luck. I have just one word for you sir : RESPECT...
I agree with most of the above, but luck always factors in.
yes but lots of game before. Build on previous and expand + seems to be a master lever programmer
I agree with the luck factor. Hard workers work harder to have more luck.
The internet existed in 1994, so he definitely had access to that. He just had to figure out how the software/hardware worked on a brand new device, so that's not really relevant.
@@jakecarlin9402 The internet in those times are the equivalent of iron in the neolithic. It was there but the real use came after, when a lot of generous people started sharing nice (and scary ) things. I'm Engineer myself and having access to internet changed a LOT of things like getting the right datasheet for your components and stuff.
Seeing Andy Gavin talk, I'm getting some _heavy_ Steve Wozniak vibes: brilliant in his respective field, has a clear passion talking about his field of expertise, & is brilliant enough to explain it in a manner that anyone could understand.
This is a story I've heard many times, but never in such extraordinary detail exploring the technical aspects. Crash Bandicoot is a marvelous video game franchise and an even better development story!
Square Eyed Jak indeed it is jak, btw loved your crash bandicoot ranked levels video
Well said
@Hellen Mek same
MAKE MORE OF THESE. DONT SKIMP ON THE TECHNICAL JARGON!
This was even better than that. He went full theoretical computer science a couple of times
So damned fascinating. Hearing a cool guy talk about this stuff makes me euphoric!
I didn't understand 3/4 of this video
@@venicebeachsportsnetwork6677 it was very simplified, tbh. But if I were to watch medical videos I wouldn't understand 3/4 of it
@@privateagent it was still interesting cause I loved the game and realize the guy is genius cause he did SO much more with the hardware then others at the time
This guy needs to be a college professor on game design. His works need to be passed on for generations and generations. It's legendary.
@@gamegeekx
Game "design"?
Technical prowess, and software solutions, sure.
CRASH Bandicoot is no case study in teaching "videogame design".
Unless you want more mundane and rudimentary games.
Oh wait, we already have those.
Thanks to everyone involved for getting this youtube series going. The animations make the already great interview really enjoyable.
Those animations makes me remember computerphile! Hehe...
WELL THIS IS ONE HELL OF AN ENGINEER
Yea but give the guy a hammer and see how dumb he looks
@@xjww8623 he's an engineer, he'd probably figure out a better way to use the hammer.
@@xjww8623 you could say this about anyone in human history, there's always something you won't know how to do
I love watching experts talk about their craft. They're often so passionate and watching geniuses in the field at work is so invigorating. What a time to be alive.
I hate it. It infuriates me. Im going out and causing trouble after watching trying to watch it all so I can be raging
It's like talking to devs in the crypto space today. They're all feverish and happy, with boundless horizons unexplored before them.
Wow, I heard of Naughty Dog but never knew its creator. Andy has an incredible passion you can just see through the whole video and is definitely a genius! This is what I think gaming needs more of. Incredible!
This episode was so technical, I loved it!
Crash was indeed a very important part of my playstation experience!
Big credit to the editor who perfectly timed the ducktales intro song to him saying ducktales
lo ikr
Out of all the seconds in this video I happen to read your comment within 10 seconds of that part popping up😂
11:00 Aaaaaaaah... that's why they were accused at the time by other developers of having access to "secret" libraries. And they were half right.
This is Angus Guschwan, I posted this on their blog all-things-andy-gavin.com/2011/02/02/making-crash-bandicoot-part-1/#disqus_thread At first, access to hardware diagrams and libraries WAS prohibited for developers. I was the main US technical support engineer. So then I intervened and access to libraries and hardware was official policy after that. Other developers could get access to it if they needed it but most were not at the sophisticated level that ND was at. Here is the rest of the story of how it became official policy to go around the libraries: Just to add to the history and respond to this: "Hitting the hardware directly was against the rules. But by the time Sony saw the results they needed a Mario killer. It was too late for them to complain" I was working as software engineer for Sony USA and had come from Apple computer having worked on QuickTime and graphics. At Apple in 1992, I wrote an article (vintageapple.org/develop/pdf/develop-11_9208_August_1992.pdf ) with Brigham Stevens about how to go around the operating system to hit the hardware. Apple was resistant but I compromised by writing 3 pages of don't do it and 3 pages of here's how to do it. So when I came to Sony I knew that was the way (of the warrior, so to speak). When Playstation was coming up to launch at E3, I was frustrated with Sony's same resistant attitude. So, in a sort of protest, I worked on a ROM embedded music visual simulator with Burt Sloane. Kutaragi-san found out and was pissed at me because I was working with Burt instead of with developers. So I wrote him an email titled "E3 won't be ruined by Angus and the Blue Clouds." "Blue Clouds" was the project name and "Angus" was my Apple christened nickname. I outlined how Kutaragi-san had screwed up and made a list of demands: 1) access to source code 2) access to hardware 3) access to Japanese engineers 4) access to lsi logic engineers. I poetically and anaphorically ended each demand with "E3 won't be ruined by Angus and the Blue Clouds". Instead of getting fired, Kutaragi-san agreed to all of them, except for LSI Logic ( perhaps because it was such a hardware secret advantage at the time). So I got the source code and hardware diagrams and went to Naughty Dog (part of the reason I joined Sony was because I worked with ND at 3DO). All Andy and Dave said was "yup, it just confirms what we already figured out." After the success of launch I asked to work in Tokyo and surely did. My career there was more like "Lost in Translation" almost verbatim but when I did leave after a year, I saw my email pinned up in Kutaragi-san's booth as a blueprint. Certainly, Naughty Dog reversed engineered the PS1 but there were other Allied forces for the right way to make games working inside to validate them. In that I had fought the same fight at Apple to go around the OS, Apple influenced the launch of the PS1.
Bill Guschwan Holy crap, really interesting! Thanks for the insight! If possible, maybe you could make a UA-cam series about any more interesting stories you remember!
Sony had rules but needed a Mario killer.
They let ND bend the rules, got what they wanted, and ultimately brought them into the Sony fold.
Meanwhile Nintendo had Rare flip them the Bird (and Bear) and **** their hardware right in the *** and couldn't take it, so let Microsoft pick up Rare. Kappa.
@@billguschwan4112 When I worked on Time Commando (also released in 1996) we had similar discussions with Sony (SCEE), and the same "you should not hit the hardware directly" with the reason being that "it could change, and then your code would not work anymore". We pointed out that would have made sense if the Sony libraries were actually in the console ROM instead of being linked in the executable on the CD, but that basically what we were doing was exactly replicating the actual hardware access, just bypassing the external API... and that if what we did was about to fail on new revisions, then the original Sony libraries would have failed as well :)
In the end they gave us the authorization (verbal only, nothing written) and warned us about the upcoming hardware changes in the Rev B and C of the console (mostly debugged gouraud shading interpolation, and DMA transfer speed changes).
hi yeh this
I was holding my breath. I didn't think they'd be able to make the game, and I really wanted to play it. Fortunately, there at the end, it sounded like everything worked out. Any idea when Crash Bandicoot is coming to this Playing Station?
Oh sure. It should be coming out... I think they said the release date will be September 9th, 1996. I can't wait for the release myself.
@@DalionHeartTTV that's like -25 years. I'll be so much younger by then :(
@@christophluger793 That's rough, buddy.
@@christophluger793 lol
Nintendo isn't involved anymore, therefore there is no longer a space in between. Now it's just PlayStation. This new game called Resident Evil has my attention peaked!
Ah, Naughty Dog: the Rareware of Sony.
Speaking of which, I would love to see an episode on how Rareware managed to get Conker onto an N64 cartridge. Did you know that Conker's Bad Fur Day actually hijacks the N64 and uses its own custom firmware in order to make the game run better?
You should see some of the crazy tricks Factor 5 pulled with the N64 and GameCube.
What do you mean a custom firmware? As far as I know, the N64 doesn't have any firmware, all it has is a simple bootloader (which they certainly didn't modify, and wouldn't get anything out of modifying). Maybe you mean they just built/modified their own or Nintendo's libraries?
That's really interesting! Please share any links on the matter!
@@lost4468yt they're actually thinking of the RDP microcode. Usually you weren't allowed to modify that and had to use one of the ones Nintendo provided, but toward the end they relaxed that rule.
@@renakunisaki basically all the games hard to run on emulators used very custom code for the RDP. IIRC Rogue Squadron was another
I love this series. Seeing all the behind the scenes stuff, and hearing how developers hacked the system to make their games work is so awesome.
It was a cool time when they had to overcome their limitations. Not much of a problem with the power we have now in Consoles.
@@jessejive117 Maybe it's a reach but are video games becoming more poorly developed because hardware can compensate for shortcomings?
Buzz Knudson I think so. At least there are more bad games as far as how high their quality could’ve been but I think we also have more great games. Because I’m total we have WAAAAAY More total games so of course there will be more great and bad. But I agree they can get away with being lazy :/
Buzz Knudson just like films and CG. We’ve got a lot of good ones and bad ones.
@@buzzknudson5675 One thing that irks me that's been mentioned around is that a lot of games devs/studios are pushing UHD or 4K when the frame rate sucks HARD.
The hell would I want a nice picture of the game every couple of seconds? I would love a game that could do a *constant* 60fps let alone games that can even hit a constant 30fps.
Wow... that explains why this game looked so great back then! Amazing production! at first I was like wow 30 min of talking about Crash Bandicoot... but then I kept watching...and kept watching... and didn't realize I was about to finish until it did finish. I could sit and listen to him talk more about games.
I remember an interview with this guy where they actually had to adjust this. They were demoing the game for some sony exec and he was asking them how they could have so much in their levels. When he heard the answer was disc reads, he asked them how many disc reads it was taking. After they answered, it was realized that the one single game was using 3x more disc reads than the CD-drive was rated to make. Basically, you'd kill 2-3 disc drives just to finish the one game. XD
@@liquiddivide6505 That's not how it works. The disc drive has a certain life span, measured in years, and if you only played CB, you'd kill the drive in about third of the planned time. So if the expected life span was 10 years, which I think is quite plausible, *only* playing CB would kill the drive in 4 years. For most people, it doesn't take 4 years to finish a game and most people have more than one game. :)
I was wondering too how come this and Spyro looked that great on that poor console. Never thought about the hack .... !!
incredible video! crash bandicoot was a huge part of my childhood, my mom owned a ps1 and she loved the crash games, we were too poor to afford all the games we wanted at the time as we owned a house and were constantly working on repairs so we found out how to burn games onto disks and thats how me and my mom bonded in those years, CTR was both mine and her favorite of the 4 games, great music, playable boss characters, fun world to drive around and we could play it together! i still much prefer the classic games over the remakes cause i just really prefer the classic visual style over the more modern style of the remakes
Some of my best memories are playing crash with my mom, and waking up in the middle of the night beside her in bed, and drifting back off to tomb raider. I remember going to the sony store to get the PS1 like it was yesterday. What a trip down memory lane. And i have to agree, older games just have something special about them. all the games now just seem like half assed copies of copies of copies. Wish there were people as dedicated as Andy in the industry these days.
This wasn't just a war story, this was a war documentary!
And a love letter...
They actually wrote up pretty much the whole process of making Crash Bandicoot. It's a very interesting read.
I remember this history well. It's great to get the inside take.
TayZonday ATTENTION FOLKS, WE HAVE A LEGEND IN THE COMMENTS
TayZonday no way!!!
Old school gaming meets old school UA-cam. Amazing!
Hi Tay!!!
Chocolate Rain!
Andy neglected to mention the fact that he *wrote an entire damn programming language/dialect of Lisp* (Game Object-Oriented Lisp/GOOL) to make level design/revision easier whilst still retaining the lean-and-mean performance they were looking for. And GOOL, to the best of my knowledge, was being used even into the Jak and Daxter series.
AFAIK, they still use it for The Last Of Us
My 9 yo son asked for crash 4 this Christmas.. great to see these old titles still around. Got it for the switch
Video structure: guy explains why an aspect of the revolutionary first Crash Bandicoot games was literally impossible on consumer consoles of the time.
Then explains precisely how he did it.
I’m so addicted.
This almost makes me want to cry. I used to struggle to phantom what kind of humans and the kind of education the guys who made those engaging PS1 games had. Watching it these many years later, I’m not disappointed.
If you think this is impressive you should check out what went into the development of Roller Coaster Tycoon. The guy who made that game was INSANE.
@@MrAkaidu Oh really? Also under this video WarStories series too from ArsTechnica?
@@1anre Yup! RCT was made by a single guy who wanted the game to be able to handle running thousands of separate NPC instances as well as all the physics for the coasters and rides. To accomplish this he coded the entire game in freakin' ASSEMBLY code. That stuff is barely a few steps above writing it all in binary!
RCT is probably the single most optimised and efficient game ever made.
@@MrAkaidu What's the name of the video? Couldn't find anything searching for "Roller Coaster Tycoon".
@Lanre Oladejo Did you mean fathom, rather than phantom?
I want to shake this man hand... not because he hacked the ps1 . But because he made one of my favorite child games 😭
NO HAND SHAKES ALLOWED! OR WE ALL GONNA DIIIIIIIIIE!!!!
Same.. crash bandicoot, tekken 3 and tekken tag 1 and later Warcraft 3 and dota 1. These 5 games have been amazing
@Tradin War Stories BEAT ME TO IT! 😂😂
This is one of the best videos ever made, editing, guest, everything just done absolutely great. Perfect balance of technical terms without dumbing it down too much. Awesome work!
As a programmer, listening to this guys knowledge is mentally like eating 5 star chocolate cake.
What is 5 star chocolate cake?
@@dylanfarnum4121 cake made by Gordon Ramsey
What kind of things did you start out with learning how to program. I son is into the inside of computer and I have know idea were to start him.
@@robmo7033 is your son in school? There are companies that offer intensive programming courses online. Many computer repair shops offer free classes for many types of hardware and software. If your son is in school, he should be able to take extensive programming courses, or register for classes at a vocational school or community college, or he could probably find multiple computer science undergrad tutors that would be willing to mentor him for free. If your son is young you should strongly consider pursuing one or more of these options, if he's naturally talented and creative there's no limit to how successful he can become.
@@dylanfarnum4121 he is 6. So I am trying to find something for him in this age group.
He made sure to patent his technique.. now it’s used is nearly every game.
I bet he’s made a decent amount just from that alone... well done 👍
This was a great video. Crash is my childhood. I still play it to this day
These men MADE my childhood. Truly. I cannot thank them enough for the warm memories and nostalgia I'll carry for the rest of my life.
I can't believe I'm watching this at 3 in the morning. The way he explains things is mesmerizing. Easy to understand, engaging. The choice of graphics to represent what he's talking about made the experience more enjoyable. Good episode.
Holy crap, this man is a genius. A master of the craft.
right up there with all the other brilliant white men who invented everything we all know and love today thoughout history.
@@monkeyrobotsinc.9875 Based?!
@@monkeyrobotsinc.9875 _"right up there with all the other brilliant white men who invented everything we all know and love today thoughout history."_
Playstation is a Japanese console so you're wrong
@@monkeyrobotsinc.9875 ....
@@monkeyrobotsinc.9875 Its crazy to come across comments like yours because it just shows how many people are taught to believe things like what you said that are provably false lol
It warms my heart that there was an actual naughty dog
As a programmer myself, I love watching these. Back in the day we had to do all kinds of crazy things to make stuff work.
One thing I had to do was when I was working on a music writing program. There was so many notes - and I didn't really have a good database for reading them. The notes that were farther down in the "page" were taking too long to read, because as it was set up - it had to read through all the previous notes in order to find the next note. So if you were on note 10,000, it had to read 9,999 notes just to get to #10,000.
The solution I came up with was to use images to store the music. So for example pixel 0, 0 (top left) would have an RGB value. Each number could be between 0-255 so I could store data that way. The R value might contain the note's velocity, length, or position on the staff. When reading pixels on an image you can jump to any pixel you want without having to read all the others, so it turned out to be much faster than reading straight data. It also, surprisingly, made the file sizes much smaller. So music files were actually image files.
Dude that's f*cking genius!!!
Cool. Really cool.
@@tobiramasenju6290 It's just binary data. Besides, sound engines on old consoles worked in a similar way.
@@iChriZGaming That's not how it works tho...believe me, I tried.
These days they're putting the same bitmap inside of the GUI and arranging random bits after
Crash Bandicoot II, Crash Bandicoot III Warped, Crash Team Racing and Crash Bash was my freaking childhood. So many good memories killing hundreds (thousands?) of hours with friends at our summer house in the country side with these games. Legendary games.
Watching this felt like I collected xp and leveled up in computer science.
apfel nymous LoL for real
Hardly
@@mrnarason k
@@alalalala57 k
@@mrnarason k
This is one of the best videos about video game design I've ever seen
Are you afraid of using C and proprietary libraries?
Modern job interview: I'm not afraid of C libraries.
20 years ago job interview: C libraries are afraid of me.
Literally, hahahahahha
I am only afraid of them because they slow me down.
a library is already compiled, why would it be in c?
ua-cam.com/video/m0bCFA_b-ZA/v-deo.html
@@LeoStaley p in it
WOW! I know the very basics about how computer hardware works, and interacts with eachother, but this guy explained this EXTREMELY complex topic in a very easily digestible way. I could watch this guy explain how anything works, he's a natural teacher.
The real genius of Naughty Dog was making a kart racer miles better than plumber boys offering that I rented so much from Blockbuster that they let me keep it
Actually, when Naughty Dog was making CTR, Andy Gavin was working on the new engine for what would become Jak and Daxter, which is a true technical marvel
@@zeketarasenko2851 jak and daxter graphic's still hold up.
Diddy kong racing was better than Mario kart too I was disappointed playing it after dkr
Crash team racing was great fun. I don't know why you're all slagging mario off for though lol
@@zeketarasenko2851 Yup, there is not a single loading moment in the game(maybe the traveling with a boat, but still it is not a loading screen). More fluid than modern games. Damn geniuses.
this guy has deep understanding in:
1. gamer play experience
2. computer hardware and how to use every inch of it
3. computer software and animation
when you combine all that you get a super advanced game for the time
Well, he does have a Ph.D. from M.I.T.
This guy loves his job, you can hear the excitement in his voice. Could totally be a teacher.
Thank you for the fun! Played it 20 years ago. Came back to it and finished Crash1 last year. Still looks great
Thank you Ars Technica for this amazing piece of interview, Andy is a true computer geek in every positive sense of the word. As a fellow nerd, It's very inspiring to hear him talk about his work, his eyes are just beaming with pride. I wish I can be half as proud as him when I reach his age.
Pride has to be balanced. Or it will take you down.
Don’t know anything about programming and such. _Enjoyed every second of it._
@Sans the Skeleton Learning and expanding his knowledge base? There are extremely valuable pieces of information with this. Especially to someone who has never entertained this stuff before. Never knew a thing about propulsion and physics yet, I started by watching UA-cam, too. I work at an Accelerator now.
Expand.
@@ZEPEH-46N2 k
@@ZEPEH-46N2 wow, which one?
"Think about it - Sonic in 3D! What is that gonna look like?"
I've got some bad news for you...
Surely they've come out with a good one by now?
its called sonic adventure and in late 1998 it was mindblowing even compared to pc games. hope this helps
Sonic 3D Blast on Sega
@@infinityesq.4226 Yes, I was one of the first to get the console and the game. It was pretty amazing for its time and I think it has aged very well
inf inf was this the game on the sega where you could play as knuckles and tails aswell? I remember playing my grandad’s sega back in 99’ when I was a kid and there was a 3D sonic game but I can’t remember the name
I got this game for my now 28 year old son when he was like 5 or 6 for Christmas and we spent the afternoon getting though level one. He's a full on gamer now and I could probably get through level one in about two minutes.
My dad did the same, I got a playstation and Crash and Spyro the Dragon when I was about 4-5 years old, thanks to him I love the creativity and wonderful world of video games. I'm 27 in a week, and still love and play games to this day.
This guy is my hero! I've used countless hours of my childhood playing Crash Bandicoot with friends and family. I had Crash Bandicoot 1, Warped, Crash Team Racing and Crash Bash, and I played the 2nd with my best friend whom I still hang out with today (playing the remakes of the old games too).
I happen to also be a software developer (though not a game developer) today. It's crazy that they not only developed a fantastic game, but also implemented their own virtual memory optimization, vertex optimization, and somehow bypassed Sony's own libraries because they were too slow!? No wonder he's smiling all over his face when talking about it! They were genius optimizations and hacks to develop a fantastic game! A game that is my all time favorite game. I want to thank you Andy Gavin and guys at Naughty Dog for all the fantastic memories I have playing the Crash Bandicoot games, by myself, with friends and with family! 😊 And thank you Ars Technica for making this video.
The dedication is really inspiring, there was a real refusal to do anything mediocre and to grind out a good job however many hours it took.
23:55 This story has always been one of the smartest and cleverest ideas I've seen for games during that generation. I've shown the Crash trilogy to younger non-CB fans and gotten asked a few times: "What is this on, PS2?"
29:27 LOL
I still don't understand that memory part. So the level could start after only loading 16 chunks of memory, and the CD-ROM would constantly spin to keep loading the next 16 chunks? Where does it load the upcoming chunks into if all 16 slots are already in use?
@@marquizzo Those blocks only use half of the memory; at 64k each, those 16 blocks add up to 1MB, leaving 1MB of memory for loading up from the disc.
@@marquizzo If you look at 27:27 you can see that the game doesn't unload the whole 16 chunks that are actually in the RAM and then load the next 16 chunks, that would beat the purpose, since data transfer from the CD is very, very slow.
Instead, the code unloads the "furthest away" chunk of data opposite to the direction towards which the player is moving, and loads the furthest away chunk of data in the direction of the player, and these chunks are data actually not already rendereed on screen, but must be already in the RAM to compensate the data transfer rate from the CD in order to be able to always have something to render on screen.
This same concept is used nowadays in games that don't have loading screens, mostly open world games (think Witcher 3).
Yeah. I believe this was done back in the day with some floppy games too, e g Swiv. But it wasn't common practice.
@@pennygadget7328 Ah, you're right! I guess I missed the graphic at 23:59 entirely, where he said "2MB of RAM".
I know I watched my father play "Pong" on his new Atari in the mid-seventies, and my brothers played early Nintendo games.
My stepson played Crash and I recognized then that amazing talents were unfolding and bringing the whole industry up to a new level. I never got into video games myself, but it was so enjoyable to watch the family play it because of your graphics.
I have been known to threaten to "Go Crash Bandicoot on your butt!", if anyone gets too far out of line. That straightens them up. LOL!
Thanks for the memories!
What an amazing interview, not only is Andy crazy talented on both a technical and creative level, but he can also explain things really well. Will watch the extended version for sure!
This game was literally a staple of my childhood. It was just so unique from the other mainstream games. Its great to see all the background work & dedication for it had
Your childhood consisted of LITERAL staples? That sounds incredibly uncomfortable. You sure you don't mean figurative or theoretical staples? Unless you just grew up in a VERY strange household, I believe the latter is the case.
I remember the behind the scenes done for The Last of Us and how they were monitoring memory use and keeping that game looking just amazing. These folks are wizards with understanding how to get the most out of hardware.
I owe this guy and the Naughty Dog team a good part of my childhood. Hearing Andy talk about it is absolutely fascinating. Not only does it show his brilliance, but the way he talks about it, I feel like I understand it too.
Well, he does have a Ph.D. from M.I.T.
@@Michael-ke8on Wrong. He did some post-grad work at MIT but he never completed it. He does NOT have a PhD. Quit spreading misinformation and try reading words before you type your own. Idiot.
@@User0000000000000004 Dude, settle.
I've rewatched this and the extended interview so many times. One of my favorite videos ever. Andy's passion is contagious. Such a treat to get to listen to him.