Nearly Peak Formula
I’m lying in bed waiting to go to sleep. I swipe my phone to keep my favorite orange marsupial from hitting obstacles in the mobile game, Crash on the Run. I’m getting really caught up in swiping so fast, Crash hits every box like a furry tornado bent on container destruction.
As I grin at the accomplishment of my prolonged survival run and my crate crashing, I am recovered from the previous failure of missing nearly two-hundred boxes on Crash 4’s Rush Hour level, most notorious for requiring 441 boxes to acquire the box gem.
“There’s so many.” I think to myself. But in between these two games, is where my epiphany arises. Between the platforms and the item collecting, crashing boxes is arguably Crash’s signature. It’s so satisfying to break them open! I love the piles of boxes lying in a corner, and crashing through them unashamed (although sometimes I still keep an eye out for those TNT boxes in the middle). The moments of jumping along box after box above a bottomless pit, and a wall of TNT crates all going off at once are so pivotal to the Crash formula. Especially the old trilogy, when the frame rate dropped and the screen shook from too many Nitro crates. I’ll bet any Crash fan can name their favorite moment. Crash is a mutant bandicoot that will go to any length for the boxes. Even if it’s one hiding behind scenery. And while I don’t mind Crash 4: It’s About Time’s work in reviving the formula, I believe some things were overboard. Mainly how many levels had one or more hidden boxes. At first it was funny, but later it felt less like crashing into them, and more like an extreme scavenger hunt.
I like the secrets, and the difficulty, but I want more crashing. I want to crash more- thirty, fifty, a hundred boxes at the same time! I want to line up a trail of TNT and Nitro boxes and break the floor tiles like in the old Crash Bash level. But it shouldn’t stop at just crates.
Eurogamer published an article I had read their article on Super Mario 64, an excellent read on the philosophy of the titular plumber. Mario, is a jump man. He came onto the scene jumping, his move set evolved to include more jumps, and has lasted as a video game icon because the smart devs behind his games took that simple concept, and kept it the core idea for evolution.
Toys4Bob has outdone themselves with their careful research, and execution to making Crash feel like his true self. But I think I may have an idea as to where it can evolve.
Crash, Boom, Bang
My subtitle may make some fans cringe at the memory of the hastily put-together party game for the Nintendo DS of the same name. But, in essence, Crash is just that. I’ve mentioned it before that his true nature is spinning, and Toys4Bob thinks so as well, with an upgrade at the end of It’s About Time being a triple spin.
Andy Gavin described the boxes as void fillers. “Few polygons, and few rules” the boxes allowed them to work within their limited GPU and create puzzles with them. We easily see the success in this. The very first level of N. Sanity Beach has two paths toward the end of the level. Most will know that the right path leads to a box bridge. This box bridge requires working knowledge of Crash’s aerial time, and the player’s own depth perception to make it across the bridge, smashing every box, and not dying.
At the time, I believe Naughty Dog had different priorities than focusing on Crash’s trademark. As I said earlier, the boxes were mere objects to fill open space, there were so few enemies on screen due to limitations. Breaking them seemed like priority. Andy Gavin goes in length about stealing memory from the Sony PlayStation console, and stating “you weren’t supposed to do that”, and used the additional memory to further Crash forward. “Crashing” therefore, was still the name of the game, but metaphysically so in addition. It’s completely built into his DNA. And I think it’s why in part, that birthed the addicting phenomenon of smashing and collecting every box.
It seems that even though it was a huge success, pushing further and further remained the goal. What else could Crash do? Hang on monkey bars, ride a motorcycle, fly a plane, race across twenty-plus tracks. Naughty Dog “crashed” expectations with making successive games, available the very next year. Crash was crashing but the games were still following a formula, instead of really looking into what made Crash unique, and expounding. It’s understandable though, why would you? Crashing wasn’t broken, so why fix it? At the time even fans thought we didn’t need anything else.
And for many years after that, we see the error in both not evolving, and trying to veer away from the nature of Crash. Trying things that didn’t work, and completely overhauling Crash was almost mostly a bad idea. But let’s rush ahead to the success of It’s About Time, the suspension of Crash on the Run, and the mysterious yet addictive Crash Team Rumble. The formula had returned! Bigger levels, box gem requirements, puzzles, and even wall running. Toys4Bob have shown that they did their homework.
Bigger, Badder, Bandicoot
But I think it can go farther. What if Crash could crash more? What more do you ask?
Boxes: Smash. More. Boxes. I noticed in the latest game, people didn’t like the Fire Boxes. Admittedly, until the levels became harder, or I needed to get through them fast, I thought they were a cute obstacle that didn’t matter to me. But what about bigger boxes with more Wumpa, or in time trials, gave a marginally bigger time freeze at the cost of taking longer to break it? What about boxes that hit back? Bring in a new enemy: The Mimic. It’s a classic box villain, and it could even have an agenda against Crash for being the terrible box breaker that he is. Little Mini Mimic’s scattered around could slow down the level, but could also mix things up, and challenge players to look at boxes more closely. And in Time Trials, changing them around where normal boxes would be, could provide a fresh take on a familiar level. Boxes could also be instrumental in level crashing; steel boxes have always been obstacles, but what if they also helped tear open a wall that led to a secret path where more boxes lie in wait, or the hidden gem was found? Maybe it’s the treasure hunter in me, but when I think “crashing” I think mayhem and hidden reward chambers.
Levels/HUD: The inverse levels are only scratching the surface. What if Crash can “crash” levels? Take a sewer level for example, and find a main that explodes, causing the entire thing to flood, completely changing it. Or you can go minor scale and flood the remaining level. Take the idea another way and make alternate endings that lead to secret levels. The way to the secret is by crashing the environment that makes a secret path. Crashing the HUD could get you to later levels, even? Or interconnect levels- crash them together. You don’t have to change the core level design to even add these elements. I know this might sound borrowed from Super Mario, and it may well be, I’m not trying to be original, but I am saying things make sense in the orange marsupial formula that fit from other places as well.
Tools/Equipment/Abilities: The Titan series actually gave him the power to dig, and I liked that. It was not implemented great, but there’s promise there, and something for future games to have and give more variety in challenge and fun. It certainly begins to make me think, what if Crash could wield more than his spin to cause more devastation? To be honest, this portion is left intentionally small, because I feel like this could be a more open-ended conversation outside this essay. Tell me more of what you think Crash could do that wouldn’t take away from the formula or his style. #bringbacktornadospin #bringbackwumpabazooka
Playing through the Dingodile levels of It’s About Time really drove home that the formula is there, it can just add a bit more. Some of my favorite parts of the game are the level Snow Way Out, with the large areas. Twinsanity, and these small portions prove that Crash works in some open area level layout, and it wouldn’t deviate too far from the formula. Make a big open level, with destructible environments that add secrets, reward exploration, and tons of boxes to fulfill that desire to crash.
In the end, I’m probably not saying anything new, but this was something close to my heart. I love the Crash guy, and I want to see new things in the series that makes sense, and if I have any involvement in its future that would tickle me pink with joy.
Works Cited
-Crash Bandicoot Co-Creator Andy Gavin: Extended Interview | Ars Technica- https://youtu.be/pSHj5UKSylk
-War Stories- https://youtu.be/izxXGuVL21o
-What Makes Super Mario 64 So Special- https://www.eurogamer.net/what-made-super-mario-64-so-special