@jcrame10: Super Mario and Sonic really don't require a huge amount of precision.
Much of the challenges don't require the absolute apex of Mario or Sonic's jump so the timing doesn't need to be as exact as in something like Rayman 1 or Crash 1. Mario and Sonic have variable jump heights but little to none of the platforming challenges require absolute precision. They both have plenty of room to allow for some error.
More so at the time Crash was relevant when you had things like Super Mario 64 which was explicitly designed to offer plenty of room for error.
“In earlier Mario games, we were able to measure the number of pixels Mario could jump and know exactly what was possible. But this time, we had to design the levels so that as long as your jump was “close enough,” you’d make it; it was too hard for the player to judge. This was a design change we made in the middle of the development, when the game was far already very complete. There was a lot of booing from the staff.” - Shigeru Miyamoto
Usually, the games that required absolute precision were glaring because of it.
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