Overview
- Andrew Gavin posted on LinkedIn that the 2017 N. Sane Trilogy replaced the original’s input-timing system and completely botched how jumping works.
- In the 1996 game, button holds were measured over 30–60 milliseconds to adjust gravity, duration and force and simulate analog jump heights.
- Kotaku’s preliminary timing tests observed variable jump heights in the remake and questioned Gavin’s claim that every leap defaults to maximum height.
- Gavin’s explanation and Kotaku’s early skepticism have prompted calls for more rigorous empirical analysis of the remake’s physics.
- The debate underscores the challenge of balancing modern visual fidelity with preserving the precise gameplay feel of classic platformers.