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#Crash Bandicoot soundtrack
wascallywabbit1938 · 2 months
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Drew this a couple days ago but didn't bother posting it here until now
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insanaquarium · 7 months
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Jeh Jeh Rocket samples Jenjela Runyenje by the National Percussion Group of Kenya. This sample is also used in 'The Great Gate, Native Fortress' from Crash Bandicoot. I was originally looking for it because it's featured in the flash game 'Harry the Hamster 2: The Quest for the Golden Wheel'.
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soundtrackshowdown · 1 year
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galapagosvagrant · 8 months
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bb-blueyellow · 1 year
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I might as well REALLY jump the gun this time!
Enjoy my videogame soundtrack tierlist as it makes you despite society!
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elijaheldridge · 5 months
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reportwire · 1 year
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Crash Landing
Anshuman Kashyap is a senior concept artist at Rockstar. Read more… Luke Plunkett Source link
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home-in-horror · 24 days
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pizzaapeteer · 3 months
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🎵Get to know me through music 🎵
I wanted to participate in creating a tag list game, a little music one ✨ I hope I actually didn’t make this challenge hard, cuz I actually struggled myself having too many songs to pick from. But hope y’all enjoy! I’m excited to get to know people better through they’re music.
What’s a song you love but still haven’t learnt like any words to?
Beautiful day by U2. I froth for this song and yet don’t hardly know the verse at all, still.
What’s a song that you find empowering/makes you feel like a bad bitch?
Maneater by Nelly Furtado. This song will always make me feel like a bad bitch.
What’s a song you play when you're already sad to deepen the sadness?
Amsterdam by Coldplay, makes me cry all the time, the bloody piano.
What's a song that you always play on a road-trip?
The Spins by Mac Miller, it’s too good of a song to never not play.
What’s a song you’d love mostly for the beat/instruments?
Music makes you lose control by Les Rythmes Digitales, this one doesn’t really have any words. But I love the beat and I use to walk to my bf’s house playing this and it would just be such a fun vibe.
What’s a funny song that no one else gets but you?
This was a tossup, cuz lowkey the crash bandicoot soundtrack slaps. But I'm like completely obsessed with the Madagascar 2 album. So I had to pick Alex on the Spot Hans Zimmer, I be doing the dance from the movie where Alex and his dad save themselves from being roasted 🫢
What’s a recent song you've been vibing with?
Can't believe I only found this now butttt Stargazing by The neighbourhood
What’s a song that makes you always dance alone to in your room?
I had so many for this one because it's like one of my fav activities when I get ready for a night out. So lowkey I picked like three; She's so lovely by Scouting for Girls, Soul Surfing by Fatboy Slim, and Peanut Butter Jelly by Galantis.
What’s a song that you love because of the chorus?
Wuthering Heights by Kate Bush. I looooove this whole song; I have a very fond memory of singing this with my mum and her friends at my 21st. But I'm obsessed with the chorus and it's so fun to scream and twirl too.
What's a throwback song you still love?
A top fav for me will always be Shake it by Metro Station.
What's a song that would get everyone on their feet at a party where you live?
Slice of Heaven by Dave Dobbyn. This is a classic kiwi favourite in New Zealand. Literally such a feel good song and super wholesome 💛
Npt: @thatdammchickennugget @finalgirllx @jayybugg @suugarbabe @slytherinboysappreciation @slytherinslut0 @papercorgiworld @amongemeraldclouds @doremimosasol @cumberbitchhhh @riddlemenott @theostrophywife @heirofs1ytherin @theeslutintheroom @manthabeth.
anyone can join in, and reach out if we have any commonalities I would love to know!! 💛
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harmshake · 6 months
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about me ✨
thank you for the tag @crxssjae and @afterdarkprincess 💗
last song you played: "a hole in space" from the crash bandicoot 4 soundtrack. great game and amazing music, tbh.
favorite color: pink and black!
last movie/tv show you watched: bad girls club season 7. i'm watching it now, it's my comfort show. 😭
sweet/spicy/savory: spicyyyy. every meal i eat is spicy. i just made eggs and home fries with sriracha for breakfast.
relationship status: single and happy (but horny)
last thing i googled: "sombra wrestling." i was curious about andrade el idolo's masked gimmick!
current obsession: wrasslin' and writin', baby. that's what i fill my time with day in and day out. and it makes me happy. 💕
tags: @mzv11 @harlem11680 @alyyaanna @whatdoeseverybodywant @theninthwonder @2-muchsauce @2baddies2furious @woahdude9481 @wooahmiri @thesamoanqueen
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insanaquarium · 1 year
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Some acid sounding tracks from various games
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stellarcorpse01 · 2 months
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HELLO! I'm Cristal, but call me Cris Calaca! I love drawing my latest hyperfixations and some of my own stuff. Read this if you like to know about me..
꒷꒦꒷꒦꒷꒦꒷꒦꒷꒦꒷꒦꒷꒦꒷꒦꒷꒦꒷꒦꒷꒦꒷꒦꒷꒦꒷꒦꒷꒦꒷꒦꒷
𖣯ME
╰┈➤ I am from Venezuela🇻🇪 || DemiGirl. My pronouns is "she"/any || INFP-T || My favorite color is fuchsia || My hobbies are reading, writing and sleeping || My favorite food is Cheese Empanada (WHAT DELIGHTFUL!) || I like cats, dogs and zamuros (they are like crows but bigger) || I LOVR THE YEPPII, THEY ARE MY ANIMAL SPIRIT || Multifandom & MultiShipper || My musical tastes are: electronic, old reggaeton, cumbia, merengue/techno merengue, rock, pop/latin pop, anime and videogame soundtracks, Vocaloid, etc.
𖣯FANDOMS
╰┈➤ Helluva Boss • Lacey's Games • Crash Bandicoot • Cuphead • SkullGirls • Sally Face • The CupHead Show • SkullDudes • Digital Circus • One Punch Man • CountryHumans • Welcome Home • Hazbin Hotel • 31 Minutos • Terrifier • Looney Tunes • Bendy And The Ink Machine • Spooky Month • Bendy and the Dark Revival • Five Nigths at Freddy's • A House For Alesa • Don't Hug Me, I'm Scared • Popee The Performet • Panty And Stoking • Kill La Kill • Bayonetta •
𖣯«DO YOU MAKE COMMISSIONS?»
╰┈➤ No, not at the moment. Although I am open to requests and/or suggestions for drawings, although there are conditions; How not to be so weird and I get very distracted <3
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end. casi desvivo alguien porque no se me había guardado ésto JAJAJAJAJJA odio todo.
My Alarm Clock:
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satoshi-mochida · 4 days
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Tomba! Special Edition launches August 1 for PS5, Switch, and PC, later for PS4
From Gematsu
*There's a few short videos on the site I can't copy/paste on here
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Tomba! Special Edition will launch for PlayStation 5, Switch, and PC via Steam on August 1, followed by PlayStation 4 at a later date, developer Limited Run Games announced.
Here is an overview of the game, via Limited Run Games:
About
Tomba! returns in Tomba! Special Edition, the ultimate version of the legendary platforming masterpiece. As the titular Tomba, you leap, bite, and throw your way across stunning 2.5D landscapes on a quest to overcome a deplorable cadre of nefarious pigs. Along the way, you’ll explore ancient relics, discover fascinating characters, unlock thrilling quests, and unearth hidden treasures. It’s a platforming adventure that perfectly fuses linear and nonlinear gameplay styles. Tomba! was first published in 1997, and is back today in a vastly-expanded special edition packed with quality of life improvements.
Key Features
Save Anywhere! No more worrying about heading back to a checkpoint.
Rewind! Stuck on a difficult challenge? Try again!
Toggle for analog control
A museum crammed with classic print advertisements, original packaging and manuals, never- before-seen dev documents, and high-res original artwork.
A new remastered soundtrack.
Interview with the creator, Tokuro Fujiwara.
And here is a new interview with Tomba! creator Tokuro Fujiwara published on PlayStation Blog:
In 1997, when you made Tomba!, most developers focused on making 3D games like Tomb Raider or Crash Bandicoot. You instead decided to mix 2D sprites with perspective-shifting 3D environments. Why? Tokuro Fujiwara: “Tomba! runs on 3D technology, with gameplay designed around 2D principles. This is why it’s described as a 2.5D game. I think 2D games have a certain kind of charm that 3D doesn’t. I also wanted to push the limits of what could be done. To bring my vision to life, I needed to use 2D principles along with 3D CG visuals. This allowed me to create something that felt new on the PlayStation. “There were times when I wondered if I should go 3D instead, 3D games have a very clear sense of space. In 2D, all the action takes place on a flat plane, and multiple layers provide a sense of depth. This means you have to design the game in creative ways so that the different layers don’t conflict. This results in something interesting that can only be achieved with 2D.” What do you hope new players will take away from Tomba! Special Edition? Fujiwara: “Tomba! has many side quests. These come in different varieties and are hidden throughout the game. I encourage players to seek them out. Various items allow players to learn new moves, expanding how levels can be beaten. I hope players search and seal away the Evil Pigs scattered throughout the world, which will unlock even more to see! There are many discoveries to be made. I hope players can relax and enjoy the world of Tomba!” Speaking of genre-bending gameplay. Tomba! feels like an open world despite being described as a side-scrolling platformer. This was largely due to how nonlinearly the levels could be played. Was this done intentionally, or was it something that just happened through development? Fujiwara: “I had envisioned this open-feel game from the very beginning. It was all a blur when things started, but as development progressed, it began taking shape. “You could consider Tomba! an open-world title, a term that was rarely used back then. There’s a wide area with a lot of different content in it. You encounter, discover, and collect various things as you move around. For example, you have to complete certain tasks in Tomba!, but you can wander around freely and complete them however you like. Some tasks and main objectives can even be skipped entirely. Many of the ideas I envisioned for Tomba! back in the day were ideas we see in open-world game design today. “I initially wanted to include 100 quests, but the final game exceeded that. It was hard work for the team to fit it all together on a timeline. What started out as vague ideas in my head ballooned into an amount of content so large it blew my mind!” The original PlayStation was a massive leap in gaming technology. What was it like to experience it back then? Fujiwara: “Game development is an ongoing battle against technology growth. This was the case back then and is still true today. I felt that the PlayStation was such a remarkable improvement in terms of hardware, allowing for greater possibilities. Games went from being rendered in pixels to CG. Game developers had to learn many new skills. Expectations ballooned along with the scope of game ideas. Development environments evolved, which made things challenging but exciting for developers. The introduction of the PlayStation and the advancements from that era still impact games today.” Finally, why do you think it’s important to bring Tomba! back now? Fujiwara: “Tomba! has been around for a long time, but continues to be loved by many. I’ve long wished that the game could be accessible to more people on modern systems. Now that the opportunity is here, I think PlayStation fans today will get a ton of enjoyment out of Tomba!“
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acquired-stardust · 8 months
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Game Spotlight #8: Spyro the Dragon (1998)
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Acquired Stardust tackles a seminal Playstation classic in its latest game spotlight! In celebration of its 25th anniversary Ash takes you back again to the legendary year of 1998 with a fond look back at an important game from her childhood and the question of whether or not it still holds up in 2023.
Around our house there are several content traditions. Larsa and I assemble Adult Swim-style blocks of shows airing in sequence, complete with archived bumps that actually aired, as it was a huge part of our (and particularly my) life growing up. We rewatch certain things at certain times of the year and just as well there's games that get shuffled back into the schedule yearly. 1998's Spyro the Dragon is one such game, the first game I ever wrote about thanks to a compulsory journaling project in kindergarten, now played yearly every September in commemoration of that day 25 years ago when I fell in love with gaming.
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Spyro the Dragon is in many ways a product of its time, being a mixture of various popular gaming trends of the time. On one hand it's a mascot game starring a surprisingly catlike young dragon. It's also collectathon not unlike Rare's Donkey Kong Country series. It's a 3D platformer featuring a hub that the player navigates to get to the actual levels like Naughty Dog's Crash Bandicoot 2 and 3 and Nintendo's Super Mario 64, it features a score by a famous composer which was a trend at the time that continues to the present day, and it also reflects the trend of the 90s that saw strong creative efforts aimed at younger audiences helmed by surprisingly prestigious crews and heavyweight creatives which is something that's seen a revival in the modern age as well, particularly in the western animation industry.
What sets Spyro apart from its contemporaries is unfortunately something that might make people coming back to it now not particularly impressed: the level to which it executes its various parts is masterful and feels almost completely modern in many ways. In fact sometimes it's easy to forget you're not playing a more modern indie game lovingly developed as a throwback to an era long past. While it is a collectathon featruing a multitude of different items such as gems and dragon eggs, it doesn't go insane to the degree some other games of the time do which can make them feel both aimless and overwhelming. While it features an interactive hub world like Mario 64 and Crash Bandicoot 2 and 3, the hubs of Spyro are often much more interactive, allowing the player to tackle any of the current hub's (of which there are 6) levels in any order they want, and feature hidden goodies such as the flight levels (more on those later) that must be unlocked through clever use of the environment. The soundtrack, composed by revered Police drummer Stewart Copeland is still very fondly remembered by fans and the man himself. The art, a blend of distinct and yet expressive polygons, wonderful textures and pastel skyboxes coalesce into an aesthetic that has never been replicated and stands strong in its appeal to this day. It even still controls very well, with Spyro handling better than the often too twitchy and yet too unresponsive Mario.
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And then there are its own innovations, such as the way it pioneered certain draw distance techniques that are still in use to this very day, as well as the way the enemies interact with the player. At the time games largely featured enemies that either followed static patterns in which they simply paced back and forth, damaging players who touched them, or they would chase the player upon entering a close enough range, similarly offering an inexplicably deadly touch. These are holdovers from an earlier era of gaming, and decidedly absent in Spyro, with enemies displaying a wide array of reactions to the player from running and cowering in fear, holding an attack stance in anticipation (with each enemy having actual attacks rather than the dreaded touch of death) and even taunting the player including an enemy that will drop their pants and moon you. While this is a very standard feature now, it's easy to overlook just how cutting edge this lauded-at-the-time feature was.
In addition to the wide array of enemies and the way in which the player interacts with them, there are also 80 dragons that must be rescued throughout the game, having been turned to stone by antagonist Gnasty Gnorc. These dragons have varied designs and feature small cutscenes with voiceacting in which the rescued dragon comments on the state of the world, instructs Spyro or otherwise provides hints towards things that can be done in the level in which they've been rescued.
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Spyro is not an especially hard game (indeed it is rather simple especially by today's standards), but it is an extremely clever game that oozes a cartoonish charm that has aged well thanks in part to understanding that its target audience might be children but they're not to be underestimated. Levels, while able to be cleared simply through getting from point A to point B, often feature a surprising level of intricacy and hide secrets that the player can discover well enough on their own. One such secret area in the first level the player is likely to encounter, Stone Hill, features a leaping glide from a tower into what looks to be merely background geometry but is actually part of the level with plenty of collectables strewn about, and this glide is actually the precise moment I fell in love with video games and began to see them less as 'something to do' and more as 'something to think about', an experimental think-it-and-you-can-do-it medium that would foster a deep appreciation for things like fighting games, action games, game balance and even the way games functioned as a whole. It also was the beginning of experimenting with mechanics on a deeper level, such as the charge-jump glitch (in which the player simply holds the charge and jump buttons in tandem) allowing the player to rocket up many inclines significantly more quickly than they would otherwise be able to run.
It isn't all good however, and the game's flight levels which feature Spyro able to fly freely while accomplishing a number of goals such as flying through rings, destroying treasure chests and shooting down flying enemies while on an extremely strict timer, are perhaps the only aspect of the game that has not aged particularly well. The camera is such that the full range of Spyro's main form of attack is not fully visible to the player, leading to an awkward play-by-feel experience. The strict timer also demands certain heavily rehearsed routes must be taken through the levels, bucking the otherwise high degree of freedom in every other area of gameplay. While that may appeal to certain perfectionists (and people who, like me, have been playing the game for 25 years), it is not a style of gameplay that particularly appeals to me and the only thing that sticks out as a pain point of the experience. Thankfully the flight levels are fully optional and not required for anything beyond bragging rights and unlocking the game's final hidden post-game stage.
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As previously mentioned, the visual and auditory quality is also exceptional. A bass-heavy soundtrack with plenty of interesting keys and drums accentuates wonderfully textured stages and enemies, with strong pastels and vivid watercolor-esque hues. Simplistic enemy design often hides surprisingly expressive animation work. The HUD, which fades away after loading into the game and only reappears when collecting gems, cleverly incorporates the player's remaining health unobtrusively through the use of a dragonfly that follows Spyro and changes color to denote how many hits remain until the player loses a life, able to be refilled through charging or flaming passive creatures of which there are also a surprising variety. Hub worlds host a vastly distinct array of levels from the grass and stonework of the Artisans Home to the desert of Peacekeepers and the beautiful taiga of Magic Crafters. Composer Stewart Copeland was noted at the time for playing through the levels of the game to get a feel for them and enable him to craft some truly interesting and memorable themes, many of which contain the leitmotif of the main theme of the game. While every level is both visually and sonically stunning, in my experience the single best union of these elements is the early level Dark Hollow which features a hedgemaze-at-night aesthetic along with a killer bassline. Loading into Dark Hollow is one of the most relaxing and nostalgic things in my life and it's still something I regularly do to unwind.
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There is also the recently released Spyro Reignited Trilogy, a remade compilation of the first three games featuring a frankly astounding level of retouch and polish. While indeed all three games are included for the purpose of this spotlight I'll simply remark on its version of the initial entry in the series, and it's extremely impressive in its quality. Environments truly come alive with the addition of dense foliage, redesigned enemies, new voice acting and completely redesigned rescuable dragons which are now all truly completely unique, often dressed in an outfit of some sort or featuring a prop. The music has been remade as well and manages to not only sound really well on its own but utilizes a form of dynamic alterations that reflect player actions. Charging with a headbutt will increase the tempo, while standing still will often fade the song out slightly. Some aspects of the original have been lost, such as the aforementioned charge-jump glitch, but in the case of that particular element it has been changed such that Spyro now jumps much higher than in the original game, allowing for a wider application of jumping and charging in levels than simply up some inclines. Spyro's dragonfly health meter also sees upgraded functionality with the ability to have him point to remaining gems you might have missed or otherwise not yet collected on the map, which is a very welcome addition.
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Spyro the Dragon is a shockingly modern experience even in its original form, and one worth having regardless of your age even today and no matter the version of the game you play. It's simple, clever and charming enough to appeal to a wide range of ages and experience levels, and I can speak from experience when I say it's an absolutely perfect game to give a child you hope to engender a deep love of gaming in. In every way just as good as some of the most fondly remembered platformers of the time and in some ways even better than them, spending some time with the game won't be something you or a loved one regrets.
A gem hidden among the stones, Spyro the Dragon is undoubtedly stardust.
-- Ash
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spoonbenders · 1 month
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tge problem with new crash bandicoot is that the soundtracks suck butt and ass. i hav other problems wiht it but they pale in comparison to th fact that the OSTs suck butt and ass. theyre hiring guys named david in suits and shit to make the music for these games and my condolances to the quirked up white boys at activision blizzard but jt cant continue. crash bandicoot soundteacks were thw best when they were hiring random ass extremely talented musicians with nothinh better to do. first it was mark mothersbaugh then some dudes named andy and martin who only did jazz but somehow made cybergoth club bangers and then spiralmouth who then promptly dropped off the face of the earth. CotT and MoM both had fun soundtracks but not stuff i'd listen to in my free time. now its all just mid beach rock. the next mainline crash bandicoot game has to have mike patton of mr bungle workjng on it in order to break thr cycle and fix the timeline.
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crash bandicoot is actually just a cheap imitation of M&M's - The Lost Formulas
crash bandicoot
-seems kinda racist
-you dont get to play as candy
-you are NOT surrounded by chocolate pools that kill you
-you dont get to drive a car through a city with horrific road safety
-soundtrack??? is it even good
M&M's - The Lost Formulas:
you play as a candy yayyy
horrible road safety
tiny candy children who hate you and want you dead
green m&m
red and yellow seem kinda gay
soundtrack is literally ridiculously good
you can tell the people who made it had so much fun
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