I don't even know where to start with these. The reason jumps feel harder in the n.sane trilogy isn't really due to falling a bit faster but because collisions can be wonky upon landing /jxbvijNU6cĬombined with the shorter bounce distance, this makes platforming harder and certain jumps are now flat-out impossible. *Update (July 4th, 2017): I'm reposting a video I saw on Twitter that perfectly illustrates this and more: The tolerance for landing on a platform's edge is much lower, so you can make a jump and fall off immediately afterwards because of this.
#Stacks tnt game crashes update
#Stacks tnt game crashes Patch
Thankfully, we live in an era where this is possible via post-release content, so here's hoping they'll create a patch that addresses these problems. I just want to point out a few things that I'd like to see Vicarious Visions fix to turn this great collection into perfection. My intention with this post isn't to criticize the game or its developers. Or at least they would be if not for some very specific things that bog down the gameplay. Sane Trilogy is finally here, and while I'm still working on a proper review and finishing the game's respective section, I can safely say that these remakes are the definitive versions of the first three Crash Bandicoot games. Original article with some updates is as follows:
![stacks tnt game crashes stacks tnt game crashes](https://playgamesonline.games/media/cache/scale1140q95widen/images/games/5bf50c088993ad8d17f63ec6e39aa7e4.png)
![stacks tnt game crashes stacks tnt game crashes](https://www.holygamerz.com/images/posts/446f99b542edf01e80c1ac5be1b9b47c-2.jpg)
That's why you can't get the secret lives in the Diggin' It bonus anymore (see the video above), and why you need to bounce on 3 crates instead of 2 to reach the secret exit in Air Crash. In other words, Crash's jumping distance is still the same, but after he bounces on something, his movement slows down and he can't reach as far as he should. The other one is actually the bounce distance. What I hadn't fully realized is that this is only one of two major issues responsible for this mess. Update (July 10th, 2017): Ah, what a twist! As I mentioned before, the jumping distance seems to be the same, and what causes levels like The High Road to be so difficult this time is the fact that Crash slips off edges now. This is why The High Road is so hard now. Sane Trilogy Mishaps Posted by HP Zoner on July 2, 2017 They will stop at the end and lag the game before exploding and then crashing the game.N. Place multiple TNT carts at the end and fire them all at the wall.ģ. Create some sort of long, booster powered railway that ends in a wall.Ģ. Earlier, it did not crash but lagged so badly (0fps, not responding) that I had to force quit.ġ. I heard explosions and saw items flying away but the terrain did not update for a few seconds, then I saw a huge square TNT crater pattern (characteristic of the old Tekkit Nukes ( THIS WAS NOT TEKKIT OBVIOUSLY)). I got the "dirt screen of death" which then oddly disappeared and returned to the game.
![stacks tnt game crashes stacks tnt game crashes](https://d1lss44hh2trtw.cloudfront.net/assets/article/2021/09/07/crash-bandicoot-1_feature.jpg)
The minecarts stopped, and my game lagged up. The minecarts produce the equivalent of 5 TNT explosions upon colliding, or do nothing. The game then crashes with a "Ticking Entity" bug. When multiple TNT minecarts collide (I used 5), the game lags up, they make the rail sound continuously and explode with stronger than usual force.
#Stacks tnt game crashes full
It is also not a duplicate of MC-6804 as this bug is incomplete, whereas mine contains a full crash report. This is NOT a duplicate of MC-7324, which had a different stack trace to my bug, although it had the same name.