September 1996
Crash Bandicoot launches in North America in September.
A month marker with regional timing kept visible rather than smoothed into a single global date.
release card
Gaming History, One Month at a Time
GTM-1996-09
September is Crash and the American N64.
Timeline archive
1996 month drawer
Installed months are active; empty drawers are held for future exhibits.
Gallery 01
Five researched month markers or context notes.
September 1996
A month marker with regional timing kept visible rather than smoothed into a single global date.
release card
September 1996
A month marker with regional timing kept visible rather than smoothed into a single global date.
magazine clipping
September 1996
A researched period marker, written cautiously where sources disagree or the month is more atmosphere than hard date.
shop-window label
September 1996
From a UK-aware angle, this mattered through delayed releases, import pages, demo discs and high-street availability.
demo-disc note
September 1996
A researched period marker, written cautiously where sources disagree or the month is more atmosphere than hard date.
context plaque
Gallery 02
Eight notable releases, led by month-specific anchors where evidence supports them.
PlayStation mascot
Naughty Dog gives Sony a corridor-platform mascot with UK retail reach in November.
Build Engine FPS
3D Realms gives the post-Doom FPS a louder, cruder, more recognisable cityscape.
handheld RPG origin
Game Freak begins a Japanese handheld phenomenon that will not reach Europe until 1999.
strategy landmark
MicroProse refines the empire spreadsheet into one-more-turn ritual.
survival horror
Capcom gives PlayStation a mansion full of fixed cameras, awkward doors and survival dread.
true-3D FPS
id Software makes true 3D, mouselook and network play feel like the new PC frontier.
3D platform landmark
Nintendo teaches a generation how to move in 3D space.
UK-made 3D adventure
Core Design turns exploration, acrobatics and Lara Croft into a British export story.
Gallery 03
Machines, media and platform context around the month.
The N64 makes 3D movement feel tactile, though UK players wait until 1997.
Sony's machine benefits from CD pricing, demo discs and a growing identity beyond children's toys.
Sega still has Virtua Fighter, Sega Rally and import mystique, but the platform story is harder to explain.
Quake, 3D cards and network play make hardware knowledge part of PC gaming status.
Gallery 04
Reconstructed shelf markers for the magazine culture of the year.
1996
The premium UK multi-format voice for a year when 3D stopped feeling theoretical.
1996
Monthly demo discs help make PlayStation feel playable before purchase.
1996
A UK Saturn shelf marker for arcade conversions, imports and Sega Flash demo culture.
1996
The PC shelf speaks in Quake, CD-ROM, sound cards and shareware memory.
Gallery 05
How network play, downloads, fan pages and demo culture felt at the time.
For PC players, multiplayer begins to mean IP addresses, server lists and low-ping envy.
Duke Nukem 3D and Quake live partly through episodes, patches and files passed around outside shops.
For many UK players, a cover disc is still the most reliable download.
Game information online exists, but it sits beside BBS habits, FTP folders and print.
Gallery 06
A short atmospheric reading from the player side of history.
01
Mario, Lara and Quake made space feel like the new medium.
02
CD cases, demo discs and black plastic made games feel closer to music retail.
03
The N64 existed elsewhere, but UK players mostly met it as screenshots and import prices.
04
Getting the future meant drivers, memory, sound cards and eventually 3D hardware.