There's tons of space on the disc, and in most cases they didn't even use it because there's just not enough memory. It would get two megs of RAM. So I had this idea about how you could use virtual memory [to] basically allow much bigger levels. Like, Crash levels ended up being 32 [to] 40 megs usually, but the machine's memory was only two. Almost everyone else's games had to fit their levels into whatever you're working memory was, like maybe a meg. ...
I had been experimenting with this on Way of the Warrior, and I was pretty sure that you could basically get the stuff on and off the pages [on] the CD into memory in time for them to be in the background. What that meant is that Crash loaded three 64K chunks — typically when you're playing the game it loaded three 64K chunks a second off the disc from various locations all over the disc. ... So you could hear the [disc reader] go "ee-eee-ee-ee-ee," if you'd listen to the machine as it's going and picking up these chunks of data constantly. ...
[I] I think it was Kelly Flock, who was one of the heads of [Sony], was like, "You're doing what with the CD?" He's like, "This is only rated for, like, 400,000 reads." I'm like, "Oh, that's kind of what we do if you were, like" — I calculated it out — "if you're playing for like three weeks." [laughs] Which isn't that long, you know?