Crash Bandicoot co-creator says the remake "got almost everything right, except the most important 30 milliseconds," and that's why it "feels worse than the 1996 original"

Best Steam Summer sale games: A close up of Crash making a silly face during the Crash Bandicoot N. Sane Trilogy.
(Image credit: Vicarious Visions, Iron Galaxy Studios)

Remakes and remasters keep coming and they don't stop coming. While it's great they make older games more accessible for modern audiences who may have missed them at release, it's hard to recapture the exact same feel and essence. However, Naughty Dog co-founder Andrew Gavin thinks the Crash Bandicoot N. Sane Trilogy got almost everything right. Everything "except the most important 30 milliseconds."

"When they remade Crash, they nailed the visuals. Looked great, faithful to the original, kept the spirit. Then they completely botched how jumping works," Gavin writes on LinkedIn (spotted by a ResetEra user). He then details just how the jumping was made on the PS1 original game.

"On the original PlayStation, we only had digital buttons – pressed or not pressed. No analog sticks," he writes. "Players needed different height jumps, but we only had binary input. Most games used the amateur solution: detect button press, trigger fixed-height jump. Terrible for platforming."

"Let go early = smaller hop. Hold it down = maximum height," Gavin explains. "But it wasn't binary – I interpreted your intent across those 30-60 milliseconds and translated it into analog control using digital inputs."

Naughty Dog was my favorite studio growing up – I even have a Krimzon Guard tattoo now – so I knew something felt off when I played the remakes, I just couldn't figure out exactly what it was about the jumping that was wrong. So, it's nice to have Gavin's full explanation of how it used to work.

Issy van der Velde
Contributor

I'm Issy, a freelancer who you'll now occasionally see over here covering news on GamesRadar. I've always had a passion for playing games, but I learned how to write about them while doing my Film and TV degrees at the University of Warwick and contributing to the student paper, The Boar. After university I worked at TheGamer before heading up the news section at Dot Esports. Now you'll find me freelancing for Rolling Stone, NME, Inverse, and many more places. I love all things horror, narrative-driven, and indie, and I mainly play on my PS5. I'm currently clearing my backlog and loving Dishonored 2.

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