I imagine that on any reasonable machine the jumping puzzles would just have been lazy, unimaginative, illogical, and pointless, without also being endlessly frustrating because the whole puzzle was timed and had to be done in about 8 frames.
At least, unlike some games, the "magic technology" displayed in the platforms was shown being used elsewhere in the game for fairly "cheap" purposes (levitating rocks in flying fortresses, disappearing rocks in secret walls, no reason you can't combine them), so they're not AS insanely out of place as they could have been.
To a game designer nowadays, a
floating platform puzzle is the equivalent of the Wilhelm scream, or any other overused-to-the-point-of-pain thematic trope. Speaking of which, I giggled at the big stack of crates right by the start. StC for this game is about 0.5: you need to turn around to see them. Though it could arguably be negative: there's a bag in the character creation screen background, and a basket in one of the intro movies.