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only the slide --> jump works
in Crash bandicoot 2 on PS1 if you only hold the crouch button then press jump (no movement needed) crash would jump one block higher than normal
the ps1 version is snappy and quick where as the new version is slightly slower and of a different pace and is far more inconsistent than the ps1 version
the ps1 version the duck then jump works quickly
the new version does seem to have it but its so inconsistent that its like its not even there
in the PS1 version you need only touch the crouch button for a moment to get the high jump
where as the new version one has to hold it and hope crash jumps
the duck then slide is not as consistent as the ps1 version either with there being odd delays at inconsistent times resulting in the resetting of a level or checkpoint more times than is warrented
its not player skill so much as the games lack of being consistent with player input
my specs are well above the reccomended
i have a i7 8700k and a gtx 1080ti
game uses barely 50% of gpu because its so simple to run
game is locked to 60
even if it was at 30 (ps1 runs at 30)
it would have the delays and inconsistency
sersiouly the remaster has a delay for the crouch jump and the crouch slide
the reactions are not even as snappy as they should be
That's in the remake
there is odd delays and input inconsistencies with the remake compared to the PS1 original
did you even read the last comments i sent
Not for me. I can press crouch then jump in succession as quickly as I want, it always works. Both keyboard and controller input.
In the remake, Crash cannot do the super jump right after landing as he's incapable of crouching during the landing animation. In the original game, Crash can always super jump even when he just landed.
It's not inconsistent, just different from the original.
You can circumvent this "problem" by tapping a walk key directly after landing. That will cancel the landing animation and thus allow Crash do crouch again, and by extension, super jump.
and thats not the only issue
when standing perfectly still crash (in remake) will wait about a single second before he will be able to do the "super jump"
i would hold crouch for several seconds and it wont always do the "super jump"
in the PS1 emulator he does it all the time regardless of motion
the remake has to behave exactly like the original
i can deal with the player being a capsule because that adds some realism but the super jump being as it is in the remake ruins and breaks the game especially when doing the secret version of "snow go" where in there is a box you must stand on and only via super jumping can one get ontop of the other platform to get the immunity mask among other things
I mean
no
Well, it breaks your flow, or rather, your muscle memory. It's not something I noticed or gave any thought because I hadn't played the original in 15+ years, so the way the remake controls is what's natural to me.
In general, in the remake you can simply do a slide jump instead of a standing crouch jump as that has nearly the same effect. Unlike in the original, you don't lose air control from doing a slide jump, so that should now be your go-to move.
Yeah, but it's not a big issue. Like I said, you can tap any movement key and reset the ability to crouch that way. Once you get used to it it should come naturally.
But really, use the slide jump instead. The standing super jump is not as advantageous anymore.
some specific platforms are small and dont have the space to slide then jump
Hmm... I cant remember for what you need crouch right after landing. And maybe thats the reason why i dont remember how it works. Or you mean it same for slide+jump+slide+jump? For that you always must hold "forward" button.
Say again - nothing changed... almost nothing. Well, compared to NTSC version. Im prefer PAL versions - for game fixes (and new bugs, yeah
(*) If you play legit PAL version on legit non-chiped PAL console. Chiped console (bad chip) can be wrong detect PAL\NTSC or more rare - cant do PAL at all. Maybe some more reason. It possible to run NTSC pirate copy on wrong chiped PAL console. And NTSC version do work slowly and buggy (cause lvl skripts and obj depend on fps) (**).
Same for PC emulation. Especially for PSCX-R, ePSXe and other plugin-based emulators. OpenGL in last ePSXe sometimes wronf detect PAL and same time - do not limit FPS, so game work on emulated "70 fps" (instead of "50 fps").
Also BIOS settings for almost all emulators. You must choose proper BIOS, even if emulator allow run game on opposite region bios version. Or you have situation like on real chiped hardware.
(**) Same for NST remake. If you have low FPS - its possible that levels skripts\objects do not work as intended or do not load at all. Or bugged controlling.