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Crash Bandicoot’s Original Dev Praises N. Sane Trilogy – Except for One Key Jumping Flaw

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– The 2017 *Crash Bandicoot N. Sane Trilogy* remake was well-received but faced criticism for its altered jumping mechanics compared to the original PlayStation games.
– Players and theorists speculated the issue stemmed from changes to Crash’s hitbox or the “hold X to jump higher” mechanic being overworked.
– Naughty Dog co-founder Andrew Gavin confirmed the remake’s jumping was flawed, as it lacked the original’s nuanced analog-like control system using digital inputs.
– The original game subtly adjusted gravity and jump height based on button press duration, while the remake defaulted to maximum-height jumps, making them feel floaty and imprecise.
– Despite the remake’s visual fidelity, its jumping mechanics were criticized as inferior to the 1996 original, impacting gameplay feel.

The Crash Bandicoot N. Sane Trilogy revitalized PlayStation’s iconic marsupial for modern platforms, earning praise for its faithful visuals and nostalgic charm. However, one lingering criticism has persisted since its 2017 release, players noticed something felt off about Crash’s jumps. Years of Reddit debates and fan theories later, the mystery has finally been solved by none other than Naughty Dog’s co-founder and original lead programmer, Andrew Gavin.

Gavin recently shared his thoughts on LinkedIn, applauding Vicarious Visions’ remake for capturing the spirit of the original trilogy, except for one critical flaw in the jumping mechanics. He explained that the original PlayStation’s digital buttons (simple press/release inputs) forced Naughty Dog to innovate. To simulate variable jump heights, they designed a system that measured how long players held the jump button, dynamically adjusting gravity and momentum within the first 30-60 milliseconds. This subtle analog-like control made platforming feel intuitive despite hardware limitations.

According to Gavin, the remake missed this nuance entirely. Instead of replicating the original’s nuanced system, Vicarious Visions simplified jumps to a binary choice, tap for short, hold for long, resulting in floaty, exaggerated leaps. “Every jump feels huge now,” Gavin noted, emphasizing that the remake’s handling ironically feels worse than the 1996 original, despite running on vastly superior hardware.

Fans had speculated about this issue for years. Some pointed to altered hitboxes, while others, like Reddit user KillingLechu, suspected the “hold-to-jump-higher” mechanic was tweaked. Gavin’s insight confirms these theories, revealing that the remake’s oversight fundamentally changed the game’s platforming rhythm.

Critics like PC Gamer’s Andy Kelly echoed these frustrations in their reviews, citing dated design choices that clashed with modern expectations. Later entries, like Toys for Bob’s Crash Bandicoot 4, smoothed out these kinks, but the N. Sane Trilogy remains a bittersweet tribute, a visually stunning revival held back by a single, pivotal misstep.

(Source: PCGAMER)

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