I don't mean this as a slight against Uzo, but when a phrase along the lines of, "Those suggest to me that they coded platform collisions the same why I did" enters your mind, that's a really, really, really, REALLY bad sign for Konami. I'm sure it was just that team of coders and they have a bunch of coders, but still. Shit like that would have never happened on the NES games (except maybe the first CV, like where you can get a Medusa Head to help you bounce higher up). Even with all the bugs I was finding in CV3, they were all little negligible typos or I had to change the layout of the stages to make them happen; that suggested to me that rather than fix the glitches, Team Akumajou Densetsu (or whatever they called themselves) simply redesigned stages to avoid the glitches from appearing. Some of the glitches I found you would never expect to ever encounter in a game anyway (e.g., walking up stairs into a wall), and one classic -- getting knocked back into a wall so you fall through the wall -- only happens if you actually hack Trevor's coordinates so he's already in the wall to begin with (or cause the stair bug).
First time I saw a HoD video (never played it) I thought right away it looked like very shoddy programming for an established game company.