Right, here’s something that’s been bugging me for years – everyone bangs on about Crash Bandicoot being this massive PlayStation icon, and I get it, I really do. But from where I was sitting in Manchester during the mid-90s, watching the whole PlayStation launch unfold, Crash felt like… well, like someone else’s mascot that we were supposed to care about. Don’t get me wrong, the games were brilliant, but there’s this whole narrative about Crash being PlayStation’s answer to Mario that just doesn’t quite ring true if you lived through the European gaming scene back then.
I remember the exact moment I first saw Crash Bandicoot running. Must’ve been late 1996, maybe early ’97 – the PlayStation had been out for a while but was still competing with the Saturn and our beloved Amigas for shelf space. My mate Dave had managed to convince his parents to get him a PlayStation for Christmas, and we spent Boxing Day huddled around his tiny portable telly, taking turns with this orange marsupial spinning through what looked like the most advanced 3D graphics we’d ever seen on a home console. The colors were incredible, proper vibrant stuff that made our Amiga games look a bit dated, much as I hate to admit it.
But here’s the thing – and this is where the American gaming narrative always gets a bit wobbly when applied to the UK – we didn’t grow up desperate for a PlayStation mascot the way American kids apparently did. We had Dizzy the Egg from the Oliver Twins, we had all those brilliant Amiga characters that nobody talks about anymore. When Crash showed up, he was impressive technically, sure, but emotionally? He felt like an import. Which, obviously, he was – even though Naughty Dog were trying to create this universal appeal, there was something distinctly American about Crash’s attitude and humor that didn’t quite translate.
The technical achievement though, bloody hell. Andy Gavin and Jason Rubin knew what they were doing when they designed Crash to show off the PlayStation’s 3D capabilities. Coming from years of side-scrolling platformers on the Amiga and Mega Drive, seeing Crash run toward the screen in those “into the screen” levels was genuinely mind-blowing. We’d been used to flat sprites and clever tricks to simulate depth, and suddenly here was this character moving through proper 3D space with a camera that actually worked. The animation was smooth as butter, too – you could see every frame of Crash’s expressions, which sounds daft now but felt revolutionary then.
I’ll be honest, the first Crash game was hard as nails. Harder than most of the European platformers I was used to, anyway. Those bridge levels – Christ, don’t get me started on “The High Road.” Spent entire evenings trying to get past those bloody wooden planks, jumping pixel-perfect distances while these massive gaps opened up beneath you. The lives system felt punishing compared to something like Sensible Soccer where you could just restart immediately. But when you finally nailed a perfect run through one of those nightmare levels, collecting every box and avoiding every pit… there was something addictive about it that kept pulling you back.
What’s interesting is how the series got better with each installment, which wasn’t always guaranteed back then. Cortex Strikes Back added the slide and body slam moves, which completely changed how you approached the level design. Suddenly you could break certain boxes that were impossible to reach before, and the whole game opened up in ways that made you want to replay the earlier levels with your new abilities. The hub world structure worked brilliantly too – reminded me of the overworld maps from some of the better Amiga adventure games, giving you that sense of exploration between the linear platforming sections.
The polar bear levels in Cortex Strikes Back were absolutely mental. Racing through ice caves on the back of a bear, jumping over gaps while everything scrolled past at breakneck speed – it was like someone had taken the vehicle sections from our favorite Amiga games and cranked them up to eleven. These weren’t just gimmick levels either, they required proper skill and timing. I must’ve played through “Bear Down” fifty times trying to get the perfect run without dying once.
Crash Bandicoot: Warped was where the series really hit its stride, adding time travel and vehicle sections that actually felt like different games within the same package. Flying levels, motorcycle racing, underwater swimming sections – each one controlled differently and required you to master new skills. The time trial mode was genius too, turning levels you’d already completed into entirely new challenges focused on speed and efficiency rather than just survival. I became obsessed with shaving seconds off my best times, learning every shortcut and optimizing every jump.
But here’s where things get a bit complicated from a UK perspective. While all this was happening, we were still deep into the golden age of Amiga gaming. Teams17 were putting out Worms, Sensible Software had Cannon Fodder, we had this whole parallel gaming culture that was very much our own. Crash was impressive, sure, but he wasn’t replacing anything we already loved – he was just adding another option to an already rich gaming diet. The PlayStation succeeded here not because Crash became our Mario, but because it offered experiences we couldn’t get anywhere else.
The whole mascot thing never quite worked the same way in Europe as it did in America. We weren’t really looking for a single character to represent our gaming identity. We were happy to play Crash one evening, fire up Speedball 2 the next, maybe have a go at some Quake on the PC after that. Gaming wasn’t as tribalistic here – or maybe it was tribalistic in different ways that had more to do with the platform wars between Amiga and PC than console mascots.
Crash Team Racing, though – now that was something special. Released in 1999 when kart racing games were starting to become a proper genre, CTR felt like Naughty Dog’s attempt to create something that could compete directly with Mario Kart 64. And honestly? In many ways it succeeded. The track design was inspired, mixing familiar Crash universe locations with proper racing circuit layouts. The weapon system was more balanced than Mario Kart’s random item boxes, and the Adventure Mode gave you a proper campaign to work through rather than just random races.
I remember spending entire weekends with my university mates playing split-screen CTR tournaments. This was peak PlayStation multiplayer gaming – four controllers, pizza boxes stacked on the floor, arguments about who was using the cheap characters. The game had this perfect balance where the best player usually won, but there was enough chaos and rubber-band AI to keep things interesting for everyone. My girlfriend at the time (now my wife, somehow) got surprisingly good at it, which led to some very competitive sessions that probably weren’t healthy for our relationship.
What’s fascinating looking back is how Crash’s legacy played out differently in different regions. In America, he seems to have become this nostalgic touchstone for PlayStation gaming, the character who defined Sony’s entry into the console wars. In the UK, he was more like… a really good series of games that happened to star the same character. We appreciated the quality, we bought the games, but we weren’t emotionally invested in Crash as a mascot the way Americans seemed to be.
The N. Sane Trilogy’s release in 2017 was interesting because it revealed just how strong that nostalgic connection was worldwide. I picked it up mostly out of curiosity – wanted to see how those old PlayStation graphics held up when given a proper modern makeover. The visual upgrade was incredible, but what surprised me was how well the gameplay had aged. These weren’t just pretty remasters, they were genuinely challenging platformers that demanded the same precise timing and spatial awareness as the originals.
Playing through the remastered trilogy, I found myself appreciating things I’d missed the first time around. The level design in particular – every platform, every enemy, every box placement felt deliberate and carefully considered. These weren’t procedurally generated levels or random obstacle courses, they were hand-crafted challenges that taught you new skills and then tested your mastery of those skills in increasingly creative ways. It’s the kind of design philosophy that seems to have gone out of fashion in modern gaming, where everything’s either too easy or relies on artificial difficulty through random elements.
Crash Bandicoot 4: It’s About Time felt like a proper continuation rather than just another remaster. The Quantum Masks added new mechanics that expanded the gameplay without breaking what made the original trilogy work. But it also highlighted just how punishing these games could be – the difficulty curve was steep enough to make me question whether my reflexes had gotten slower with age or whether I’d forgotten just how demanding the series had always been.
What strikes me now is how Crash represents this specific moment in gaming history when developers were figuring out how to translate 2D platforming concepts into 3D space. The original trilogy solved problems that seem obvious now but were genuinely innovative at the time. How do you maintain the precision of 2D jumping in a 3D environment? How do you design a camera system that shows players what they need to see without getting in the way? How do you create memorable characters using polygon models instead of sprite artwork?
Naughty Dog’s solutions to these problems influenced countless other developers, including some of my favorite European studios who started experimenting with 3D character models in their own games. The technical innovations in Crash filtered through the entire industry, even if the character himself never became quite the universal icon that Sony probably hoped for.
Looking back from 2024, Crash Bandicoot feels like a bridge between the gaming culture I grew up with and the modern industry we have now. He represents that transition period when gaming was becoming more mainstream but hadn’t yet lost its slightly underground, enthusiast feel. The original trilogy came out during my university years, when I was old enough to appreciate the technical achievements but young enough to get completely absorbed in the gameplay challenges.
These days, when I fire up one of the Crash games, it’s not just nostalgia I’m feeling – it’s recognition of genuinely solid game design that’s stood the test of time. The character might not have meant the same thing to UK gamers as he did to our American cousins, but the games themselves? They earned their place in gaming history through sheer quality rather than marketing hype. And sometimes, that’s enough.
John grew up swapping floppy disks and reading Amiga Power cover to cover. Now an IT manager in Manchester, he writes about the glory days of British computer gaming—Sensible Soccer, Speedball 2, and why the Amiga deserved more love than it ever got.


















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