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Crash Bandicoot’s authentic lead programmer says N. Sane Trilogy was nice however ‘botched’ how leaping works

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July 28, 2025
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Crash Bandicoot’s authentic lead programmer says N. Sane Trilogy was nice however ‘botched’ how leaping works
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Crash Bandicoot‘s authentic lead programmer Andrew Gavin has taken to Linkedin to put in writing about his opinion of the principally wonderful Crash Bandicoot N. Sane Trilogy. He stated that Vicarious Visions remake nailed the unique trilogy’s atmosphere and matched that with luscious visuals. Nonetheless, Gavin says that the staff utterly botched one factor and that was the leaping side. He stated that Naughty Canine particularly used a particular system for Crash’s jumps which Vicarious Visions ignored, making the sport tougher than the PlayStation One authentic. You’ll be able to learn Andrew Gavins full submit down under.

“For my part (key phrase, opinion!), the Crash Bandicoot remake bought nearly the whole lot proper. Besides crucial 30 milliseconds. After they remade Crash, they nailed the visuals. Seemed nice, devoted to the unique, stored the spirit. Then they utterly botched how leaping works. On the unique PlayStation, we solely had digital buttons – pressed or not pressed. No analog sticks. Gamers wanted totally different peak jumps, however we solely had binary enter. Most video games used the novice answer: detect button press, set off fixed-height soar. Horrible for platforming. So we constructed one thing borderline insane. The sport would detect once you pressed soar, begin the animation, then repeatedly measure how lengthy you held the button. As Crash rose by way of the air, we’d subtly alter gravity, period, and drive based mostly in your enter. Let go early = smaller hop. Maintain it down = most peak. But it surely wasn’t binary – I interpreted your intent throughout these 30-60 milliseconds and translated it into analog management utilizing digital inputs. The remake builders both didn’t discover this method or thought it wasn’t vital. They reverted to easy fastened jumps. Then realized Crash couldn’t make half the jumps within the recreation. Their answer was to make all jumps most peak. Now each soar on the remake is big and floaty. These exact little hops between platforms are awkward. The sport’s elementary leaping mechanic feels worse than the 1996 authentic regardless of working on {hardware} that’s 1000x extra highly effective.”

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