クラッシュ・バンディクー (ゲーム) (Japanese Wikipedia)

Analysis of information sources in references of the Wikipedia article "クラッシュ・バンディクー (ゲーム)" in Japanese language version.

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destructoid.com

  • Jim Sterling (2009年11月7日). “Ten 'classic' games that did not age well”. Destructoid.com. 2011年2月11日閲覧。 “The controls were bad enough. Crash Bandicoot has no concept of DualShock thumbsticks, and navigating the 3D platforming sections on a D-Pad is horrendous. Crash is difficult to control, and it's not helped by a rather crap camera that usually portrays the action from a very awkward angle. These two elements conspired to create frequent deaths as the player attempted to get a bulky, hard-to-move, ugly jumble of polygons to jump onto small surface areas surrounded by huge chasms. It was also nearly impossible to jump on crates or time the spin move properly to attack enemies.”

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famitsu.com

gamasutra.com

  • Daniel Boutros (2006年8月4日). “Crash Bandicoot”. A Detailed Cross-Examination of Yesterday and Today's Best-Selling Platform Games. pp. 6. 2006年12月8日閲覧。

gamefan.com

gameinformer.com

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kotaku.com

  • Superannuation (2014年1月15日). “How Much Does It Cost To Make A Big Video Game?”. Kotaku. 2015年11月23日閲覧。 “Crash Bandicoot - $1.7 million - During a 2004 Australian Games Developer Conference presentation, Naughty Dog cofounder Jason Rubin said the development budget for their signature PlayStation platformer was $1.7 million.”

naughtydog.com

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blog.ja.playstation.com

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web.archive.org

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  • プロ仕様の3次元CGアニメソフト「Maya」の先駆けとなった3Dモデリングソフト。ゲーム関係では、本作のほか特にNINTENDO 64作品の開発キットの一部として同ソフトが活用された。詳細は英語版en:PowerAnimatorを参照。