the cutting room mirror

July 13 2003 Build

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This is a sub-page of Proto:Jak II.

To do:
General:

  • HUD is different.
  • Maps are different (and minimap is not identical to map in menu).
  • Menus are different.
  • Precursor Orb placement is significantly different, need to look into it properly.
  • Weapons have minor differences, Peace Maker has bigger differences.
  • Not all cutscenes and subtitles are finished.
  • Elite guards never appear in this build (but they might be in the files, need to check it).
  • Music usage is much different, need to look into it properly.
  • Most side missions are unfinished, some of them are working though (need to look into it properly).

Areas:

  • Industrial sector has very minor differences, mostly just decorations.
  • East Main Town has minor differences, and it is not connected to the Slums properly.
  • Port has very minor differences, mostly just decorations.
  • The ships at the Port have a lighter color.
  • The Dig looks much nicer on second visit and there are also some differences in the level's layout.
  • Underport has minor differences and does not seem to be completely refined.
  • Nest has minor differences and does not seem to be completely refined.
  • The Stadium races have different textures.
  • Jetboard challenge's structure is slightly different, just like its textures.
  • Drill Platform has some different textures.
  • The Titan Suit path at Drill Platform has differences in its layout, for example there is a warp gate at the end.

Missions:

  • You can fail the city-help-kid mission much faster by letting the guards arrest Kor. The arrest of Kor takes a longer time in the final version.
  • The elite hellcats of the city-destroy-guard-vehicles mission look quite different (here they are red and black, in final they are yellow and grey), their drivers are visible, and they ignore the player.
  • The robots at the Weapons Factory keep spawning forever, and they behave differently (they shoot with one arm, and they never turn into balls like in the final version).

This prototype is documented on Hidden Palace.

A preview build of Jak II which is over one month older than the final build (August 25, 2003).

General#

  • Dark Blast is different.
  • Font is different.
  • The Secrets Menu only contains two secrets, which flip the world and remove Jak's goatee respectively.
  • Lighting in some areas is considerabley darker than in the final build of the game.

Missions#

Defend the Port Wall#

Watch on YouTubeThis is a playable mission cut from the final game. It takes place between the missions "Defend Stadium" and "Check the Construction Site" near the end of the game. It consists of the following:

  • At the Haven City waterfront, the player enters a turret which rises to the city wall. Another turret is manned by Torn, who explains the mission to Jak.
  • The player has to use the turret to destroy Metal Head ships before they can breach the city wall.
  • The mission ends with a cutscene where Torn explains the meaning behind his tattoos.
  • There is no audio except for comments from Torn, the ships are not textured and there is no animation for when they hit the wall.

Bosses#

Krew#

  • Krew will fly off the platform but his holographic clones will not appear. Instead, several motionless Krew models will surround half of the arena's perimeter. They have no collision and cannot be interacted with, therefore making the boss battle impossible to complete.

Jak_II_Preview_Krew_Boss_1.png Jak_II_Preview_Krew_Boss_2.png

  • There are no crates.
  • The stage includes debug text giving the number of Krew clones spawned, and the number left to spawn.
  • The arena has a different layout and textures.

Prototype

Final

Kor#

The Kor boss battle has major gameplay differences from the final game and is noticeably incomplete.

Gameplay changes:

  • Clusters similar to Eco in Jak and Daxter: The Precursor Legacy sometimes appear. They have the following effects:
    • Blue: makes Jak run faster, but also makes other objects move faster (though less so than Jak). It appears in the first two parts of the battle.
    • Orange: slows down everything except Jak. It appears in the second part of the battle.
    • Purple: stops everything except Jak. It appears in the third part of the battle.
    • Since the blue and orange clusters can both be picked up in the second part, their effects can be used in conjunction.

Jak_II_Preview_Kor_Battle_1.png Jak_II_Preview_Kor_Battle_2.png Jak_II_Preview_Kor_Battle_3.png

  • When Kor is at a third of his health, he starts with a shield indicated by a colored bar above his health, and will not take damage during this time. The shield is removed by attacking him until the bar runs out. Kor will lie on the ground for a few seconds allowing the player to damage him before he refills the shield. Kor also does not chase Jak at this stage, he instead moves in the same direction as Jak from a short distance.
  • Jak starts on top of the cliff above the arena instead of inside.
  • Enemies do not despawn in the third part of the battle.
  • There are no crates.
  • Like in the final game, Kor floats above the pit in the first two parts of the battle while metal heads spawn, then enters the arena for the third part.

Aesthetic changes and unfinished elements:

  • Kor only has his head, shoulders and arms (pictured above). Because of this he has no walking animation.
  • The rift gate has a different design and does not spin or glow.

Prototype

Final

  • The eggs that Kor produces are the spherical bombs from the Mar's Tomb Praxis boss battle, which have no hatching animation. They often land on the walls.
  • The area is textured differently and has different lighting.

Prototype

Final

  • The bottom of the central pit is solid and can be walked on. Jak will not die on reaching it unless he takes fall damage on low health. There is also a water texture above it.
  • The cliff which collapses in the cutscene before the battle is intact but has no collision.

Areas#

Sandover Village#

The Sandover Village area can be accessed using the same cutscene glitch found in the final game. In the prototype it has a number of skull gems that don't have any function located in the same places as where the Precursor Orbs were found in Jak and Daxter: The Precursor Legacy. This is due to the orbs' internal name being "money" in The Precursor Legacy, with unused versions of the Skull Gems using the same name in Jak II.
Jak_II_proto_Sandover_Gems.png

Dig Site#

The lanterns in the area of the "Get Seal Piece at Dig" mission use a different style lighting, although the ones at the beginning don't produce any light.

Prototype

Final

Haven Palace#

The palace door has a number of design differences.

Prototype

Final

The throne room has two Krimzon Guard statues which don't have any collision.

Prototype

Final

The large round disc that needs to be shot down doesn't have the blue rings above it, and the above pillar is smaller with a different appearance. It also lacks the yellow lighting seen in the final game.

Prototype

Final

Some of the door handles aren't textured.
Jak_II_proto_door_handle.png

Music#

The music for Haven City is completely different.

Maps#

The maps in this build use the same style background as the ones in the Official PlayStation 2 Magazine Demo, although most of the maps are otherwise identical to the final game. The Metal Head Nest placeholder map from the Magazine Demo and the Palcab placeholder from the final game are also present in this build.

There is also a placeholder map for the second part of the Dig site.
Jak_II_proto3_dig3.png

Level

Prototype map

Final map

Notes

Dig site (first part)

Precursor text translation: "DIG DRILL"

Drill platform

Precursor text translation: "DRILL PLATFORM"

Haven forest

Precursor text translation: "FOREST"

Haven palace (first part)

Precursor text translation: "PALACE ROOF"

Haven palace (second part)

Precursor text translation: "INSIDE PALACE"

Krimzon Fortress

Precursor text translation: "FORTRESS"
This map also has differences to the one in the Official PlayStation 2 Magazine Demo, which are documented on its page. The final map has an error in which the background layer shows the escape door at the top to be on the left of where it actually is. This is where the exit appears in the Magazine Demo's map.

Landing pad

Precursor text translation: "LANDING AREA"

Mar's Tomb

Jak_II_proto3_Mar's_Tomb.png
Jak_II_final_Mar's_Tomb.png

Precursor text translation: "TOMB OF MAR"

Mountain Temple

Precursor text translation: "MOUNTAIN"
An additional area was added to the top-right. This map also has differences to the one in the Official PlayStation 2 Magazine Demo, which are documented on its page.

Sewers (second part)

Precursor text translation: "CITY SWERW"

Sewers (third part)

Precursor text translation: "SEWER STATUE QUEST"

Underport

Precursor text translation: "UNDER THE PORT"

Weapons factory

Precursor text translation: "CASTLE"

Dead Town

Identical to the map in the Official PlayStation 2 Magazine Demo and is documented fully on its page.

Haven City

Pumping station

Sewers (first part)

Strip mine

Debug Functions#

Cheat Mode#

Cheat mode includes the same features as the final build, but has a shorter activation sequence:

  • First part: while holding down L3 press (using the D-Pad): Up, Up, Down, Down, Left, Right, Left, Right.
  • Second part: while holding down L3 press (using the D-Pad): Left, Left, Right, Right, Up, Down, Up, Down.