Crash Bandicoot: The Huge Adventure

- Platform: Game Boy Advance
- Release Date: February 28, 2002
- Similar Games: Sonic Advance (Game Boy Advance), Spyro: Season of Ice (Game Boy Advance), Kao the Kangaroo (Game Boy Advance), Inspector Gadget: Advance Mission (Game Boy Advance)
Game Description
Crash Bandicoot is back in this Game Boy Advance adventure designed to provide all the fast-paced running, jumping, sliding, and body-slamming his fans demand. Naughty Dog's giant orange mascot goes portable for the first time in this release from developerCrash cascades through 20 levels in six locations such as the Mayan Jungle, Underwater Ruins, Arctic Caverns, and Underground Sewers. Challenges include side-scrolling platform levels, 3D chase scenes, and even aerial dogfights. The enduringly nasty Dr. Neo Cortex has invented his greatest creation yet -- the Planetary Minimizer. Help Crash stop the wicked genius before he shrinks us all to oblivion. ~ T.J. Deci, All Game Guide
Review: Enjoyment
The game isn't enormous, but the variety of levels will keep players from becoming bored. ~ Scott Alan Marriott, All Game GuideProduction Credits
Company 1: Vicarious VisionsExecutive Producer: Karthik Bala, Tobi Saulnier
Project Manager: Karthik Bala, Jesse Booth, Mike Meischeid
Game Design: Luis Barriga, Karthik Bala
Additional Game Design: Theodore Bialek, Christopher Winters, Chris Degnan, Ben Raymond, Jonathan Russell
Programming: Nate Trost, Robert Trevellyan, Alex Rybakov, Jesse Raymond, Chris Pruett, Jesse Booth, Viktor Kuzmin
Graphics: Theodore Bialek, Christopher Winters, Mei He, Jason Harlow, Carl Schell, Jim Powell, Wes Merritt, Jorge Diaz, Florian Freisleder
Audio: Manfred Linzner, Todd Masten
Thanks: Nehme Frangie, Kerry Coffey, Lauren Costello, Dawn Harrington, Matt Conte, Eric Caraszi, Daniel Suarez, Sean Krankel, Phillipe Erwin, Vijay Lakshman, Naughty Dog
Vice President of Production: Vijay Lakshman
Associate Producer: Sean Krankel
Additional Produciton Support: Nick Torchia
Associate Product Manager: Marcus Savino
Marketing Coordinator: Jason Covey
Director of Promotions: Chandra Hill
Booklet Design: Lauren Azeltine
Special Thanks: Virginia Fout, Scott Johnson, Neal Robison, Suzan Rude, Ricci Rukavina, Marcus Sanford, Charles Yam, Jim Wilson, Luc Vanhal, Ken Cron, Agnes Touraine, Sarah Rico-Zager ~ Keith Adams, All Game Guide
Review: Overall
Crash Bandicoot makes his Game Boy Advance debut in a stunning translation that pulls some of the most memorable moments from the marsupial's past efforts on the PlayStation. The presentation is what immediately hooks players in, with sharp, colorful graphics that would make Crash's original developer, Naughty Dog, howl with delight. The format is nothing new, and levels are skewed more toward the side-scrolling stages found in the first three games, but there are a number of 3D stages that put the handheld's power to good use. The bottom line is this looks, plays, and feels like the classic Crash Bandicoot games that have dominated PlayStation sales charts since 1996.Neo Cortex,
Though enemies are easy to defeat with Crash's powerful attack, the true challenge lies in getting past all the traps and hazards between enemies. One hit and Crash is down for the count, and both TNT and Nitro crates are devilishly placed atop delicious Wumpa Fruit, requiring some thought on how to break certain boxes without losing a life. While players can simply clear the level without worrying about hitting these items, colored gems are earned by those who break all of the crates in a level or collect all of the fruit. It's here where the game offers its replay value. Just obtaining crystals takes around 90 minutes, so it's not as "huge" an adventure as the title suggests. Progress is automatically saved after each of the 20 stages, meaning players can move quickly through the game.
Still, it's hard not to be entertained. The stages are vibrant and the lead character is oozing with personality, exhibited through his fluid animation and funny expressions. Each stage also displays the number of relics, gems, and crystals earned, enticing you to come back to improve your scores. This style of play would be boring in a lesser title, but it's just what the doctor ordered for those looking for an excuse to revisit the variety of short but engaging levels with a more challenging objective.



