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Jumping is Weird in Crash Bandicoot N. Sane Trilogy

Jumping is Weird in Crash Bandicoot N. Sane Trilogy

Kids love that there Crash Bandicoot. It’s quickly becoming one of the best-selling games of the year, despite being a remastered collection of super-old 3D platformers. That said, there has been some striking criticisms, including an issue with the game’s overall physics. It seemed to many players that something was off in the way Crash interacts with platforms. After some examination, the fanbase may have discovered the answer.

Crash Bandicoot N. Sane Trilogy is not just a remastered version of the original Crash Bandicoot trilogy. It’s built from the ground up, as the original source code was not available to the developers. On Reddit, one user suggested that the collision boxes of Crash and Coco’s feet are “pill shaped,” rather than a more rectangular shape.

This pill shape for collision detection is apparently the default shape in many engines and a contributing factor to Crash and Coco sliding off platform edges in those classic, challenging jumps. In the original Crash Bandicoot games, these jumps felt a bit easier than they do now, likely because the collision detection allowed Crash to attach to platform edges more easily.

On the other hand, because of the pill shape collision, Crash can actually jump further if players make use of the sliding mechanic. This takes more practice, but can potentially make Crash and Coco capable of much more impressive leaps than ever before.

Source: Eurogamer

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