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Editing Crash Bandicoot: The Huge Adventure

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==Development==
==Development==
{{wikipedia|section=yes}}
{{wikipedia|section=yes}}
The game stemmed from an agreement between Universal Interactive Studios and Konami in September 2000. This allowed them to respectively develop and publish a ''Crash Bandicoot'' game for next-generation consoles, including the Game Boy Advance, and ended the ''Crash Bandicoot'' franchise's exclusivity to [[Sony]] consoles.<ref>"[https://www.ign.com/articles/2000/09/22/bandicoot-crashes-the-game-boy-advance Bandicoot Crashes the Game Boy Advance]". IGN. Published September 22, 2000.</ref>
The game stemmed from an agreement between Universal Interactive Studios and Konami in September 2000. This allowed them to respectively develop and publish a ''Crash Bandicoot'' game for next-generation consoles, including the Game Boy Advance, and ended the ''Crash Bandicoot'' franchise's exclusivity to [[Sony]] consoles.<ref>[https://www.ign.com/articles/2000/09/22/bandicoot-crashes-the-game-boy-advance Bandicoot Crashes the Game Boy Advance]. IGN. Published September 22, 2000.</ref>


In December 2000, Vicarious Visions approached Universal and demonstrated some of their technology for the Game Boy Advance. Universal was impressed and commissioned a prototype, which resembled a handheld version of the first three ''Crash Bandicoot'' games. Vicarious Visions was then assigned to develop a ''Crash Bandicoot'' game for the Game Boy Advance.<ref name="ign">"[https://www.ign.com/articles/2001/11/30/bandicoot-babble Bandicoot Babble]". IGN. Published November 29, 2001.</ref>
In December 2000, Vicarious Visions approached Universal and demonstrated some of their technology for the Game Boy Advance. Universal was impressed and commissioned a prototype, which resembled a handheld version of the first three ''Crash Bandicoot'' games. Vicarious Visions was then assigned to develop a ''Crash Bandicoot'' game for the Game Boy Advance.<ref name="ign">[https://www.ign.com/articles/2001/11/30/bandicoot-babble Bandicoot Babble] on IGN. Published November 29, 2001.</ref>


The game was tentatively titled ''Crash Bandicoot Advance'' and went through the titles ''Crash Bandicoot X/S'' and then ''Crash Bandicoot: The Big Adventure'' before arriving at its final name,<ref>"[https://www.ign.com/articles/2001/09/28/crash-bandicoot-gba-update Crash Bandicoot GBA Update]". IGN. Published September 28, 2001.</ref> although ''Crash Bandicoot XS'' would become the name in PAL territories. The game was developed over the course of nine months from conception to completion. The team working on the game expanded to as much as seven programmers at the height of the game's development. The graphics and animation for the game were created in {{wp|Autodesk Maya|Maya}}.
The game was tentatively titled ''Crash Bandicoot Advance'' and went through the titles ''Crash Bandicoot X/S'' and then ''Crash Bandicoot: The Big Adventure'' before arriving at its final name,<ref>[https://www.ign.com/articles/2001/09/28/crash-bandicoot-gba-update Crash Bandicoot GBA Update] on IGN. Published September 28, 2001.</ref> although ''Crash Bandicoot XS'' would become the name in PAL territories. The game was developed over the course of nine months from conception to completion. The team working on the game expanded to as much as seven programmers at the height of the game's development. The graphics and animation for the game were created in {{wp|Autodesk Maya|Maya}}.


Some of the original animation and textures from ''[[Crash Bandicoot 3: Warped]]'' were repurposed and used as a basis for the Game Boy Advance game. The audio for the game was supplied by Shin'en Multimedia,<ref name="ign"/> with assistance from Universal Sound Studios. Manfred Linzner created the sound effects and Todd Masten composed the music. According to the developers, they have the battery save feature since the start, as a password system would make it very cumbersome to keep track of all the data.<ref name="ign"/>
Some of the original animation and textures from ''[[Crash Bandicoot 3: Warped]]'' were repurposed and used as a basis for the Game Boy Advance game. The audio for the game was supplied by Shin'en Multimedia,<ref name="ign"/> with assistance from Universal Sound Studios. Manfred Linzner created the sound effects and Todd Masten composed the music. According to the developers, they have the battery save feature since the start, as a password system would make it very cumbersome to keep track of all the data.<ref name="ign"/>

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