That's a very informative post, but I think you missed the point. This is not about Crash/Coco not making a jump, or about Mario 64 or games of that time. This is about a remake made in 2017 that introduces problems not present in the original games. Here's what's going wrong with the collision in these videos:
- In "Pill Collision 2", Crash stands still, jumps without moving left or right and still slips off the platform they were standing on before.
- In "Crash Bandicoot N. Sane Trilogy: Bullshit hitbox", Coco stands next to a crate and tries to jump on it. Like in this picture, the bottom of the capsule collider barely collides with the crate, but as she is mostly off the platform, it pushes her further off. The horizontal momentum from it pushing her off causes her to slide back a long distance and fall into the pit.
- In "Crash Bandicoot N. Sane Trilogy has good hitboxes", in a 2D section of the level, Crash is barely in front of a turtle (i.e. depth/distance from the camera - note his shadow vs the turtle's), causing his capsule collider to slide off of its back further toward the camera. This happened to me several times as well before I realized that in this game, it matters whether Crash is more toward the front, the back or the middle of the platform... in a 2D section, where you can barely see the differences. This wasn't a problem in the originals, as Crash didn't slide off everything.
How are these problems not inherently unfair? Do you actually think all this was intentionally designed this way?
The other 3 videos were related to obvious graphics/(instakill) collider mismatches that are everywhere in these remakes. Considering they redid the graphics and collision from scratch for the remakes, don't you think that Mario 64 comparison is a little irrelevant? (besides this issue being much more prevalent in Crash N.Sane Trilogy than Mario 64 -- even though I agree that Mario 64 has its fair share of issues).
You're absolutely right about Crash's difficulty being a huge factor in this. A game with more than 1HP (usually) would get away with this more easily. Because of this, precision has always been super important in Crash. But the N. Sane Trilogy lacks that, shown by how the games are full of fatal graphics/collider mismatches like in the videos, and how you can still jump when Crash's model is already off the platform, as you mentioned (this is again an unintended consequence of the capsule collider, not an actual feature. If it was a feature, the designers would have been clever enough to add in an animation cue when you start slipping off a platform -- instead Crash's running animation continues as normal in midair).
It genuinely seems that the remake devs just didn't think about this problem much. For example: the rounded capsule collider used for Crash in N.Sane Trilogy is the default collider used in many engines. This is the default because most modern games do not require precision platforming. Games that do usually use a box (which would match Crash 1's generally blocky level design and 4 directional movement) or a cylinder (for 3D movement) --as long as it's flat at the bottom. In your Mario 64 screenshots, Mario's collider is exactly that. If Mario had a capsule collider, he would slide off platform edges just like Crash and the game would not be as beloved for its smooth controls as it is.
In the N.Sane Trilogy (at least, in the PS4 version that I played), it absolutely is the norm that you you get hit by things or fall off platforms where it feels unfair, and for many people, it did undermine the entire game. It is sad then to see so many people here dismiss these obvious flaws as frustrations with the difficulty. Good old "git gud" attitude.