>The Crash series is a lesson in bad design
>actually believing this
This is a bad game design
It's amazing how bad the general populace has become to video games.
Crash is not Mario's clone but Donkey Kong: platforming is momentum based with a focus on "hitboxes", it's not tight dynamic gameplay, you know once you start a series of jumps you fuck one up and you're completely dead.
>Mario
>can change course on a whim and still make it through
>only have to deal timed jumps every once in a while
>Donkey
>have to nail the first jump when the five enemies are lined up to make it through
It's pretty much like Ninja Gaiden for the NES, when you had to jump and time the attack precisely, one fraction of a second later and you would bounce down to death.
...
Oh, by "hitbox" I mean the Tomb Raider jumping "you need to hit jump when you're pretty much on the edge and you're about to fall down in order to get the spring effect and leap through the precipice, literally five pixels before and your jump won't reach".
Crash, Donkey and Tomb Raider follow this style. It's not hard but it's very "mnemonic" and it got nothing to do with pure skills.
It's straight trial and error in crash 1 since the boulder is so fast but if you have trouble on these on 2 and 3 without going for boxes (which should be hard) you're just bad.
Then explain how 3D jumping exists if you can't control your air movement in crash
But that's wrong, you fucking retard
Yea Forums you are so fucking casual now go back to the reddit shithole where you belong