Released in 1996, is far more than just a 3D platformer; it was the "crucible" that forged the philosophy of developer Naughty Dog . The game was designed to give Sony's new PlayStation a mascot capable of competing with Mario and Sonic. Technical "War Stories"
: Naughty Dog created their own programming language, GOOL (Game Object-Oriented Language), specifically for the project. The "Sonic's Ass" Problem Crash Bandicoot [SCUS-94900]
: Lead coder Andy Gavin developed a virtual memory swapping technique that divided levels into 64KB chunks . These chunks streamed off the slow CD-ROM into the system RAM only when needed, allowing for detail levels "20 to 30 times" higher than contemporary games. Released in 1996, is far more than just