Insights from Crash Bandicoot's Programmer on the N. Sane Trilogy
Development/Games

Insights from Crash Bandicoot's Programmer on the N. Sane Trilogy

Andrew Gavin discusses the inaccuracies in the jumping mechanics of Crash Bandicoot's remake.

In a recent commentary, Andrew Gavin, the original lead programmer of Crash Bandicoot, highlighted a critical flaw in the N. Sane Trilogy remake, particularly pertaining to its jumping mechanics. He states, ‘Every jump on the remake is huge and floaty.’ Gavin criticizes the game for deviating from the original’s well-tested mechanics.
This discussion follows various Reddit threads where fans expressed concerns about the jumping difficulties in the modern adaptation. Gavin elaborates on the original PlayStation’s use of binary inputs that allowed for varying jump heights, a nuance he believes was lost in the remake.

He concludes that despite the impressive advancements in technology, the remake’s jumping feels inferior to the original game from 1996.

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