Andrew Gavin highlights a crucial difference between the original 1996 'Crash Bandicoot' and its 2017 remake regarding the jumping mechanics. In the original game, players used binary input from digital buttons, allowing for varying jump heights based on how long the jump button was pressed. This method required adjusting gravity and force based on this timing, translating a player's intent into nuanced gameplay. Gavin argues that the remake fails to replicate this intricate control, particularly over a critical 30 milliseconds that affect jumping precision and gameplay.
The Crash Bandicoot remake got almost everything right. Except the most important 30 milliseconds. Vicarious Visions completely botched how jumping works.
On the original PlayStation, we only had digital buttons-pressed or not pressed. Players needed different height jumps, but we only had binary input.
We built something borderline insane. The game would detect when you pressed jump, start the animation, then continuously measure how long you held the button.
Let go early = smaller hop. Hold it down = maximum height. The game intercepted your intent across those 30-60 milliseconds and translated it into analog control using digital inputs.
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