I think everyone who's into game development would agree that this was incredibly interesting, especially when it's about things you never actually see in the vanilla game like the crate position error message or the bazooka on a jetski! Keep up the awesome work!
I'm not into game development or modding whatsoever and I still found myself sitting down for the good half hour this video is just to watch. It's quite fascinating.
The crosshair from the jetski is actually a leftover from Skylanders Supercharged! When you're racing and you get a homing weapon in that game the crosshair shows up, which leads me to believe that the racing was a basis for the jetski (and other vehicle sections)
I'm once again very impressed with your dedication to setting up weird as hell interaction in-game just for a one second clip. This was really interesting and very well done!
22:45 the auto target visual is actually the same used in another game who was created by Activision, called "Skylanders Superchargers", developped by Vicarious Visions!
at 4:55 The Nitros being in that list is actually more interesting then you may think at first glance. I'm pretty sure in some levels in The Wrath of Cortex, some crates change to Nitros. I wonder if they had more then just the trilogy in mind eventually
It would make a lot of sense for them to code in anything they _think they might need at some point,_ so if they want to change things up later, they don't have to touch the game code to change what's in a level. Plus, they surely wanted to make more games after the trilogy, so if the "N. Sane N. Gine" already had the code to do X thing, they wouldn't have to add the feature in later when a level designer goes, "hey, wouldn't it be cool if we can do X?", they can just use what was added in ahead of time "just in case", without having to wait on a programmer to add it in later. Done well, it can speed up development, especially for sequels. But overdo it, and you get scope creep, code bloat, and game delays.
@@WackoMcGoose yea definitly but they really messed up the artstyle and the "feel" of the games so the 4th game went to a more talented developer instead
@@kinggooktheautistickingewg788 I've always been more of a Twinsanity fan tbh. Really enjoyed Cortex's character and the over all story. I also thought the designs for everyone looked rather nice and I really love the 3D platforming along with multiple controllable characters. Shame it was rushed though.
@@kinggooktheautistickingewg788 nah, the 4th game is properly stylized that better translates the colours, pop and edges of the PS1 originals. The remake collection goes for an ugly Limbo of trying to be photoreal with ugly fur shaders and uninspired proportions for characters, instead of the proper cartoon stylization of the 4th game. The 4th game also has better animation and better animations fundamentals with squash and stretch, ease in and out and more.
This template-and-spawner thing reminds me of the "tf_generic_bomb" entity in Source mapmaking. You can set that to have a template to respawn from. It was added to TF2 at the request of mapper UEAKCrash after he needed a customizable pumpkin bomb for one of his maps he made for the Invasion update.
I think this would be worth documenting on TCRF. As I've read from TV Tropes regarding Crash 4, the crates turning to Nitros for the Time Trials are used in that game. It's interesting that N. Sane Trilogy also has this unused feature since no crate in Crash 2 or 3 ever turns to a Nitro. Also, the Nitro list in Crash 1 is also interesting since Nitros (and and crates used in Crash 2 and 3) aren't ever used in any Crash 1 level although they are used in the "Crates" level. I noticed if a level had more than 999 crates, the counter glitches out trying to display 1000 (i.e., 18/ 01 instead of 18/1001) as seen in 17:00 although it seems Crash 1 levels can still display more than 999+ crates missed as seen in 16:34 if one somehow modded in 1000 or more crates. I wonder if this also happens with bonus levels that have more than 999+ crates and the Gem spawn that shows how many crates are broken/in the level. Speaking of the TCRF, Crash 3 actually has a Death Route texture for the Prehistoric and Future levels which goes unused. Not sure if that's the case for NST although Future Tense would use the Future Death Route texture.
22:42 this feels like they took the sea vehicles from skylanders superchargers and used them as a template for the jet ski, why reinvent the wheel when you already have a decent vehicle system Also would explain the motion of the projectiles, as all the projectiles act like homing missiles
This was actually a really insightful watch. It's impressive what you are able to do with this game. That editor I know it gonna be so worth it when you release it!
The blokes actually posted again! Mate appreciate the classic Crash content. Has made my dreary london bus trip so much better. If you're ever in London I'd love to shout you a pint!
I'm getting a little bit of a game dev boner seeing how insanely robust the object system is in this game. The hot-swapping of slot machine crate results and the switch crate working with pickups and every vaguely crate-shaped object in the game... Chefs kiss. The crate counter properly updating itself without crashing when offers make crates that spawn crates... Is it hot in here or is it just me
12:12 Vicarious Visions likely made this change because in the PS1 version you would be softlocked if you failed the challenge with an Aku Aku mask. You would be live since the mask took the hit but you're now sandwiched between two pillars with the height of 4 blocks, so the average player would need to restart the whole level to try again.
The Switch wooden crate and the infinite crate was good and the mega cutscene would worked perfect when you collected all Crates the Bazooka in a Jet-sky Level would be really OP like in the Time trials but cool
That's funny; I'm actually developing a Crash game for which I invented a crate type which explodes if you stand near to it for to long, and boxes that will fall from the sky and break on the ground. :D
when Zelda 2 was undergoing testing originally, the devs kept making it incrementally harder because they kept getting bored during playtesting and by the time it was finished, the game was now too difficult for most players just because the devs needed a challenge to stay motivated to playtest it. so anyway, here's the devs of N.Sane giving themselves a bunch of extra checkpoints and iron crates so they don't die too often in the hard stages.
Well this was extremely hypnotic and interesting, can't wait to see how the level editor ends up. Activision could make a mint if they released a Crash Course Creator game
This was very informative, never considered crates were like this. Also the targeting thing in the jet ski levels would've been really cool if it was like a normal vanilla mechanic that every player had the chance to use, would've made for some awesome levels
I just remembered! Tnt boxes in time trial levels change into Nitro boxes! Like I specifically remember this from snow go in crash 2 pretty sure it's always been the case
This is just beyond fascinating. And I won't ever get a single second of sleep ever again until I have answers as to why the targeting and the homing bazooka exists in the jet-ski levels. Now it feels like a wasted opportunity for an amazing new DLC level that they could've done but never did.
one question about crates: HOW are they there? I mean, they don't just walk when crash ain't there and go sit in funky poses. I hope. I doubt Cortex had them put there, as why would he put helpful crates for Crash in a level?
That was actuallyvery cool. The things that are possible in the code would make for a lot of interesting new ideas. We have Mario Maker, Crash Maker would be awesome.
looking at the targeting reticle at around 22:47, i noticed that its the same exact reticle that's used in Skylanders Superchargers. makes sense as Activision also owns Skylanders
What a blast from the past that intro was. At this point you might as well try and beat Crash Bandicoot 1 but with all crates replaced by Crash Bandicoots. Crashes Bandicoots?
Hey, to be fair to Activision they made Stormy Ascent free for a week when it released. While not as nice as free forever, it's more generous than Activision typically is.
Find it interesting af when the message “level missing bonus round teleporter” appears at 1:56, something that would only ever be seen when mods are used and the devs must’ve known this to stop the game from crashing
I didn't expect so many weird quirks of the Na Sane Trilogy engine, that's some pretty cool stuff you can do with it. On the topic of level editing, I'm curious as to if the engine can do like a more open world map/areas kinda like Banjo Kazooie or Mario 64. I think the gameplay mechanics of Crash 3 and the powerups could make a very fun open world platformer experience.
I hope you read this ARD i love your content and when i watch These videos i always wish there Was a tutorial of some sort to download mods and add them to the game. And i dont mean making my own mods but downloading your mods and making them work. Its a mystery for me. NO ONE Talks about modding crash nst so i would be sooo thankfull if you could make a tutorial or just a guide online! I really wanna try These mods but i cant. I would be so thankfull.
@@moz6388 Yeah it's free now but I just checked a few articles and they all say that it would be 3$ after a month... how long did it stay like that I don't know... Maybe until the Future Tense DLC in 2018 ?
I wonder if the bazooka working with the jetski was at all inspired by the crash 3 cover art showing crash using the bazooka on the motorcycle. does it work with any other veichles?
I think everyone who's into game development would agree that this was incredibly interesting, especially when it's about things you never actually see in the vanilla game like the crate position error message or the bazooka on a jetski! Keep up the awesome work!
I'm not into game development or modding whatsoever and I still found myself sitting down for the good half hour this video is just to watch. It's quite fascinating.
idk man, I'm just a stan for Crash Bandicoot have been for as long as I remember
@@illiyo3832 Honestly same
The crosshair from the jetski is actually a leftover from Skylanders Supercharged! When you're racing and you get a homing weapon in that game the crosshair shows up, which leads me to believe that the racing was a basis for the jetski (and other vehicle sections)
Would explain the shit controls of the jetski
oh hey, thanks for the fact
didn't know you watched ard
“Crash Bandicoot N. Sane Trilogy is Turing-complete” is not something I expected to learn today.
I'm once again very impressed with your dedication to setting up weird as hell interaction in-game just for a one second clip. This was really interesting and very well done!
What I’ve gotten out of this is that “Can you beat Crash 1 if every crate is replaced by N. Tropy?” Is a thing you can do.
WE DON'T WANT A TIME PARADOX!
If this video was 8 hours long, I'd miss a day of work to watch it.
How irresponsible of y- Same. Honestly, same.
22:45 the auto target visual is actually the same used in another game who was created by Activision, called "Skylanders Superchargers", developped by Vicarious Visions!
at 4:55 The Nitros being in that list is actually more interesting then you may think at first glance. I'm pretty sure in some levels in The Wrath of Cortex, some crates change to Nitros. I wonder if they had more then just the trilogy in mind eventually
It would make a lot of sense for them to code in anything they _think they might need at some point,_ so if they want to change things up later, they don't have to touch the game code to change what's in a level. Plus, they surely wanted to make more games after the trilogy, so if the "N. Sane N. Gine" already had the code to do X thing, they wouldn't have to add the feature in later when a level designer goes, "hey, wouldn't it be cool if we can do X?", they can just use what was added in ahead of time "just in case", without having to wait on a programmer to add it in later. Done well, it can speed up development, especially for sequels. But overdo it, and you get scope creep, code bloat, and game delays.
@@WackoMcGoose yea definitly but they really messed up the artstyle and the "feel" of the games so the 4th game went to a more talented developer instead
@@wile123456 Who fucked up the artstyle even more! GG
@@kinggooktheautistickingewg788 I've always been more of a Twinsanity fan tbh. Really enjoyed Cortex's character and the over all story. I also thought the designs for everyone looked rather nice and I really love the 3D platforming along with multiple controllable characters. Shame it was rushed though.
@@kinggooktheautistickingewg788 nah, the 4th game is properly stylized that better translates the colours, pop and edges of the PS1 originals. The remake collection goes for an ugly Limbo of trying to be photoreal with ugly fur shaders and uninspired proportions for characters, instead of the proper cartoon stylization of the 4th game. The 4th game also has better animation and better animations fundamentals with squash and stretch, ease in and out and more.
🙌 THE BANDIKING HAS RETURNED 🙌
21:09 would be an amazing addition to the Ripper Roo boss fight ! Great video 🙌
This template-and-spawner thing reminds me of the "tf_generic_bomb" entity in Source mapmaking. You can set that to have a template to respawn from. It was added to TF2 at the request of mapper UEAKCrash after he needed a customizable pumpkin bomb for one of his maps he made for the Invasion update.
That's funny, I was just watching one of UEAKCrash's old mapping tutorials.
I think this would be worth documenting on TCRF. As I've read from TV Tropes regarding Crash 4, the crates turning to Nitros for the Time Trials are used in that game. It's interesting that N. Sane Trilogy also has this unused feature since no crate in Crash 2 or 3 ever turns to a Nitro. Also, the Nitro list in Crash 1 is also interesting since Nitros (and and crates used in Crash 2 and 3) aren't ever used in any Crash 1 level although they are used in the "Crates" level.
I noticed if a level had more than 999 crates, the counter glitches out trying to display 1000 (i.e., 18/ 01 instead of 18/1001) as seen in 17:00 although it seems Crash 1 levels can still display more than 999+ crates missed as seen in 16:34 if one somehow modded in 1000 or more crates. I wonder if this also happens with bonus levels that have more than 999+ crates and the Gem spawn that shows how many crates are broken/in the level.
Speaking of the TCRF, Crash 3 actually has a Death Route texture for the Prehistoric and Future levels which goes unused. Not sure if that's the case for NST although Future Tense would use the Future Death Route texture.
22:42 this feels like they took the sea vehicles from skylanders superchargers and used them as a template for the jet ski, why reinvent the wheel when you already have a decent vehicle system
Also would explain the motion of the projectiles, as all the projectiles act like homing missiles
This was actually a really insightful watch.
It's impressive what you are able to do with this game.
That editor I know it gonna be so worth it when you release it!
The blokes actually posted again! Mate appreciate the classic Crash content. Has made my dreary london bus trip so much better. If you're ever in London I'd love to shout you a pint!
You know it's good when ARD post a new video
I can't believe N. Sane Trilogy has a better auto aim system than Crash Bandicoot 4 and it doesn't even use it.
This is all super fascinating! Really interesting to see what's going on under-the-hood in terms of design decisions
I'm getting a little bit of a game dev boner seeing how insanely robust the object system is in this game. The hot-swapping of slot machine crate results and the switch crate working with pickups and every vaguely crate-shaped object in the game... Chefs kiss. The crate counter properly updating itself without crashing when offers make crates that spawn crates... Is it hot in here or is it just me
12:12 Vicarious Visions likely made this change because in the PS1 version you would be softlocked if you failed the challenge with an Aku Aku mask.
You would be live since the mask took the hit but you're now sandwiched between two pillars with the height of 4 blocks, so the average player would need to restart the whole level to try again.
"Just be glad they don't start adding boxes halfway through a level"
Crash 4 completionists: Visible sweating.
they add boxes halfway through a level in crash 4?
fantastic work as ever. love this channel so much. happy new year!
that 10 bounce for crates should be a mod, I would love to have that back
I am surprised on how moveable boxes are in this game. Imagine all the amount of interesting levels people could make.
That was a super interesting video. I would love to see more of that kind
The Switch wooden crate and the infinite crate was good and the mega cutscene would worked perfect when you collected all Crates the Bazooka in a Jet-sky Level would be really OP like in the Time trials but cool
Another great video dude. The levels one could make with these mechanics would be incredible... if only I had an imagination ^^"
@1:54 The floating Tawnas reminds me of the "Do not be afraid" angels. Lol.
I love that cut at 5:58 lol
That's funny; I'm actually developing a Crash game for which I invented a crate type which explodes if you stand near to it for to long, and boxes that will fall from the sky and break on the ground. :D
If EVERY crate is TNT, I would STILL beat it lol!
So what I’m hearing is this game is going to have some absolutely *kickass* kaizo hacks eventually.
I swear, in every ARD video there is a TwinSanity cameo or gag and it's driving me NUTS (pun intended)
Never really played crash, never watched you, but you are really wonderful to listen to. Thoroughly enjoyed this
Babe wake up ARD posted! Babe? Oh right.
Something I never knew I needed... Crate science! Amazing.
when Zelda 2 was undergoing testing originally, the devs kept making it incrementally harder because they kept getting bored during playtesting and by the time it was finished, the game was now too difficult for most players just because the devs needed a challenge to stay motivated to playtest it.
so anyway, here's the devs of N.Sane giving themselves a bunch of extra checkpoints and iron crates so they don't die too often in the hard stages.
Solid Snake: Interesting
Idk why this is so interesting
Crash Bandicoot live reaction: 🦊
the lock on particle on dingodile reminds me of nina's levels from twinsanity
you know i love crash when i just watched a 25 minute video about crates
this was a super interesting video but now i am EXTREMELY intrigued at how using a bazooka in the jetski stages is even possible.
Well this was extremely hypnotic and interesting, can't wait to see how the level editor ends up.
Activision could make a mint if they released a Crash Course Creator game
I think the crosshair in the jetski levels might be left over from the racing mode in Skylanders: Imaginators.
YOOO nice to see you back mate!
This is some crazy stuff, thank's for this great video!
This was very informative, never considered crates were like this. Also the targeting thing in the jet ski levels would've been really cool if it was like a normal vanilla mechanic that every player had the chance to use, would've made for some awesome levels
I really like the idea of the key in the Great Hall unlocking Stormy Ascent.
I just remembered!
Tnt boxes in time trial levels change into Nitro boxes! Like I specifically remember this from snow go in crash 2 pretty sure it's always been the case
The bazooka on the jet ski would've actually been pretty cool
7:58 - this snow go is the best jve seen in nst
This is just beyond fascinating. And I won't ever get a single second of sleep ever again until I have answers as to why the targeting and the homing bazooka exists in the jet-ski levels. Now it feels like a wasted opportunity for an amazing new DLC level that they could've done but never did.
It's likely they copied some code from skylanders superchargers to use as a basis and just didn't get rid of all the superfluous features.
Alternate title: crash bandicoot but it’s N Brio Bonus related.
*Literally, N. Brio’s bonus levels are just mostly TNT*
one question about crates: HOW are they there? I mean, they don't just walk when crash ain't there and go sit in funky poses. I hope. I doubt Cortex had them put there, as why would he put helpful crates for Crash in a level?
the same dude that suspended rings in thin air for sonic did it I reckon
Why has this world given us both a COGMONKEY and UKOGmonkey...and they both like Crash Bandicoot?
That was actuallyvery cool. The things that are possible in the code would make for a lot of interesting new ideas. We have Mario Maker, Crash Maker would be awesome.
What an incredibly informative, well explained video. Thank you so much for making this!
21:06 poor guy knew what was gonna happen😭
Me: What can you do with this game?
Ard: Yes.
looking at the targeting reticle at around 22:47, i noticed that its the same exact reticle that's used in Skylanders Superchargers. makes sense as Activision also owns Skylanders
Oh yeah, crate expert over here. Also, I love you.
19:00 you think that naughty dog used this as a test for the properties of the nitro detonation switch for crash 2 onwards
What a blast from the past that intro was. At this point you might as well try and beat Crash Bandicoot 1 but with all crates replaced by Crash Bandicoots. Crashes Bandicoots?
I absolutely LOVE the thumbnail
This is not the video I was expecting. It's better than what I was expecting LOL
This is fascinating! Thanks for sharing!
so many rules to hide secrets. i love this video.
Hey, to be fair to Activision they made Stormy Ascent free for a week when it released.
While not as nice as free forever, it's more generous than Activision typically is.
This stuff is the shit I NEED more please ! I love to see development stuff
incredibly well presented
i dig it
Find it interesting af when the message “level missing bonus round teleporter” appears at 1:56, something that would only ever be seen when mods are used and the devs must’ve known this to stop the game from crashing
At 13:16 he has 69 lives and they stay at 69 even after opening the life crates. Nice.
he had 1069 so the first "10" isnt rendered since the game is weird and if he has over 99 if you break a life crate the life wont count
23:30 is it possible the jetski is a variant of N.Tropy's red projectiles? They are homing as well.
-Breaks crate.
-Spawns more crates.
-Clear Gem OCD PTSD triggered.
Crash bandicoot crate lore
This is a crate video. Keep up the good work
I didn't expect so many weird quirks of the Na Sane Trilogy engine, that's some pretty cool stuff you can do with it. On the topic of level editing, I'm curious as to if the engine can do like a more open world map/areas kinda like Banjo Kazooie or Mario 64. I think the gameplay mechanics of Crash 3 and the powerups could make a very fun open world platformer experience.
0:06 Blood?
20:16 this would makr the sneaky shoes from wrath of cortex more useful
very neat
This is so swag
Great video bro
Cool video!
How do i change the bounce crate from 5 to 10? The crate file has literally quintillions of limes to go through :(
I hope you read this ARD i love your content and when i watch These videos i always wish there Was a tutorial of some sort to download mods and add them to the game. And i dont mean making my own mods but downloading your mods and making them work. Its a mystery for me. NO ONE Talks about modding crash nst so i would be sooo thankfull if you could make a tutorial or just a guide online! I really wanna try These mods but i cant. I would be so thankfull.
I guess crash was more popular than I thought. I have been getting all sorts of recommendations. I never played it. I was a Nintendo kid
Can you beat the N Sane trilogy as Tawna?
Where you been man? Missed you so much :(
Could try to beat the games with all creates as TnTs and get all gems :P increase the anti up lol
13:16 Nice
That’s funny. I don’t recall Stormy Ascent ever costing money.
It didn't it was a free update
@@princess_of_heck it was free but I guarantee Activision thought about making it cost money. It's Activision... They 1000% thought about it.
@@moz6388 They not only thought about it, they did it ! It was free for 1 month and then became 3$.
@@davecarignan wait what? Is it not free now? I just checked and it is free.
@@moz6388 Yeah it's free now but I just checked a few articles and they all say that it would be 3$ after a month... how long did it stay like that I don't know... Maybe until the Future Tense DLC in 2018 ?
Now we need to know
"Can you beat Crash Bandicoot if every crate is N Tropy?"
"can you beat crash bandicoot if every crate is crash bandicoot"
Hi ARD I'm about to start learning unity C#, do you use this? Also could anything you know help me with it?
Also I plan to use crates etc for my game
I wonder if the bazooka working with the jetski was at all inspired by the crash 3 cover art showing crash using the bazooka on the motorcycle. does it work with any other veichles?
0:40 what mod is that:?????
15:05
So, basically crash bandicoot: wonder?
I still have a pirated copy of Crash for my PS1. I have no idea what kind of version is that but it has Stormy Ascent as the second unlockable level.
Amazing video. +1 sub
Dude someone did a run with just nitro crates.