Crash Bandicoot Creator Slams N. Sane Trilogy Over 30-Millisecond Mistake

The nostalgic glow of Crash Bandicoot N. Sane Trilogy might look faithful, but according to one of its original creators, there's a critical flaw hiding in plain sight—and it's all about how high you jump.
Naughty Dog co-founder Andrew Gavin—who helped create the original Crash Bandicoot games—recently posted a detailed critique of the remastered trilogy on LinkedIn. While praising the “nailed” visuals and graphical faithfulness, Gavin didn’t hold back when it came to what he calls the remaster’s biggest failure: botching the core jumping mechanic.
“They completely botched how jumping works,” Gavin wrote.
According to Gavin, the original PlayStation-era Crash titles used a nuanced jump system where holding the jump button longer increased the jump height. But the N. Sane Trilogy apparently ditched this precision in favor of fixed maximum-height jumps—removing subtlety and making the character’s platforming feel “floaty and awkward.”
“The remake developers either didn’t notice this system or thought it wasn’t important,” Gavin continued. “Now every jump is huge and floaty. Those precise little hops between platforms are awkward.”
His conclusion? Despite the N. Sane Trilogy running on vastly more powerful hardware, the feel of Crash’s movements took a significant step backward from the 1996 original.
Fans who grew up timing their hops to pixel-perfect precision might want to give the remaster another go—with fresh eyes and more critical thumbs. Crash Bandicoot N. Sane Trilogy is currently available on Xbox One, PS4, Nintendo Switch, and PC.
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In the age of remasters and reboots, visual fidelity often steals the spotlight—but it’s the feel of a game that defines its legacy. Gavin’s commentary is a sobering reminder that technical polish doesn’t always equal gameplay perfection. Developers rebooting beloved classics would do well to remember: sometimes the magic lives in milliseconds.