the cutting room mirror

Levels 1

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This is a sub-page of Proto:Jak and Daxter: The Precursor Legacy/September 1 2001 Build.

This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.

Level-specific differences for Geyser Rock to Mountain Pass. For most of these levels, the differences are fairly minor, but the game starts to become noticeably less complete starting from Mountain Pass.

Geyser Rock#

  • There is no fencing on the cliff at the end of the level.

Prototype

Final

Sandover Village#

Prototype

Final

  • There are minor texture differences on the wood in Samos' hut.

Prototype

Final

  • The wind turbines on the Fisherman and Sculptor's huts spin quicker.
  • The maps on display in Jak's Uncle's hut are different.

Prototype

Final

TPL_Uncle's_maps_final.png
  • The Sculptor's mask doesn't have transparency.

Prototype

Final

  • The Sculptor has different eyes.

Prototype

Final

  • There is more grass by the Oracle.

Prototype

Final

  • The level has 55 orbs (50 in the final version).

Sentinel Beach#

  • Several metal boxes are in different places further away from the cannon, making them harder to shoot.

Prototype

Final

Jak_TPL_Sep_1_Sentinel_Beach_2.png Jak_TPL_Sep_1_Sentinel_Beach_3.png

  • Sand piles don't blend with the ground.

Prototype

Final

  • The last sentinel has minor grass differences.

Prototype

Final

  • Seagulls have a minor issue with one of their wings when flying.
  • Green Eco vents don't add the Green Eco droplet count to 50.
  • The Power Cell obtained by defeating the lurker controlling the cannon emerges from the lurker instead of the cannon.
  • The game switches to the cannon's view automatically instead of requiring the player to press O.
  • The cannon bombs spin more quickly.
  • The pelican has a circular shadow instead of a detailed one.
  • If the pelican is shot by the cannon in its nest, it will launch vertically into the sky instead of exploding.
Jak_TPL_Sep_1_Pelican.mp4
  • The level has 151 orbs (150 in the final version).

Forbidden Jungle#

  • The river water in the lower part of the level is invisible, but still functions. It also doesn't contain visible plants or rocks.

Prototype

Final

  • The Blue Eco laser uses a different particle effect.

Prototype

Final

  • The bottom of the mirror beam poles are white instead of black.

Prototype

Final

  • There are a small number of extra plants on the exterior of the temple.

Prototype

Final

  • The areas seen in the background from the temple roof have less detail.

Prototype

Final

  • There can often be lighting issues with the elevator and doors within the temple.
  • When the Blue Eco vent switch is turned on, the adjacent vent is shown switching on, while in the final game it is shown to already be on. The communicator also appears earlier than the final game, and can get stuck on the platform surrounding the switch.
  • If the player dies in the plant boss battle, the cutscene which introduces the plant will play again when it is approached.
  • The Fisherman has different eyes.

Prototype

Final

  • The text seen in the top-right of the fishing game is larger.

Prototype

Final

  • At the entrance of the level are a group of wooden crates.
  • The level has 141 orbs (150 in the final version).

Misty Island#

  • The camera movements when the boat is moving between Sandover Village and Misty Island are different. Additionally, there is a point during transit when the player can control the camera, and the boat can be left shortly before it reaches the dock.
  • The Scout Fly box found during the zoomer stage is placed inside the giant rib cage instead of on the wooden platform.

Prototype

Final

  • There are a small number of shrubs that produce a glowing effect (one outside a door to the arena, the other near the orb container).
  • The rocks in the mud are darker.

Prototype

Final

  • The fans on the lurker boat spin quicker.
  • The Power Cell obtained by defeating the lurker controlling the cannon emerges from the lurker instead of the cannon.
  • The game switches to the cannon's view automatically instead of requiring the player to press O.
  • The cannon bombs spin more quickly.
  • Red Eco which is dropped by lurkers during the ambush respawns when the player runs out.
  • The beam fired by mud lurkers is different.

Prototype

Final

  • The muse has a circular shadow instead of a detailed one.
  • The level has 175 orbs (150 in the final version).

Fire Canyon#

  • The cooling balloon which is placed after the first rock bridge in the final game is instead placed over the bridge's pit in this build.

Prototype

Final

  • There are a few extra rocks that were removed from the final version. Their bright color makes them stand out amongst the scenery.

Prototype

Final

  • The level has no orbs (50 in the final version).
  • Because there are no orbs, there are no metal boxes. In one place where there is a metal box in the final game, there is instead a wooden crate.

Prototype

Final

  • There is no checkpoint at the end of the level.

Rock Village#

  • The Scout Fly box which is outside Boggy Swamp in the final version is instead next to the Blue Sage's machine in this build.

Prototype

Final

  • The flaming boulders have different textures.

Prototype

Final

  • The ropes on the Geologist's wagon have different lighting.

Prototype

Final

  • There are no pontoons leading to the entrance to Lost Precursor City.

Prototype

Final

  • There is less detail on the wind chimes.

Prototype

Final

  • The material covering the poles on the gazebos have a different texture.

Prototype

Final

  • There is an extra waterfall to the left of the cliff which Klaww stands on.

Prototype

Final

  • The ocean has rendering problems at the bottom of waterfalls and when lightning makes the area brighter.
  • The boulders thrown by Klaww don't have flames and don't create splashing effects when landing in the water.

Prototype

Final

  • Klaww doesn't disappear if approached before lifting the boulder which blocks the path.
  • The Blue Sage's machine doesn't produce electricity or the laser for lifting the boulder. When lifted, the boulder only moves up and down and doesn't rotate.

Prototype

Final

  • The Gambler has eye differences.

Prototype

Final

  • The pontoons that are moved by the Warrior have no collision before their rearrangement.
  • There is no checkpoint at the dock.
  • The level has 51 orbs (50 in the final version).

Lost Precursor City#

  • The elevator used to enter the level is lighter.

Prototype

Final

  • The water outside the level has more seaweed and mushrooms than in the final game, while mushrooms and plants can also be seen inside. Conversely, there are fewer fish.

Prototype

Final

  • Entering and exiting free camera in cheat mode can make the cutscene play where the raisable chamber door opens, and the Blue Eco powered spheres used to open the door will become active before the mission is attempted.
  • The electrified water can be seen extending over an edge in the first room with the rotating platforms.
  • Green Eco can be found on the ledge behind the orb container in the room with the colored pipes.
  • Two dragon lurkers are in the area with the colored platforms, while there is only one in the final game.

Prototype

Final

  • First person view cannot be used when standing on one of the colored platforms.
  • Killing the spinning lurkers produces red particles. It also sometimes produces a brighter purple effect than normal.
  • The raisable chamber has differences in lighting and textures.

Prototype

Final

  • There are no water ripples above the raisable chamber.

Prototype

Final

  • During the cutscene when the chamber rises to the surface, there is a rendering issue.
  • When the rising Dark Eco switch is stepped on, the cutscene to show it rising always plays, even if it isn't the player's first attempt.
  • Walking on the Dark Eco switch produces grass footstep effects.
  • The front of some of the platforms that move in and out of the wall sink partially into the wall.
  • The tube where the player escapes the rising Dark Eco with the final launcher has different texturing.

Prototype

Final

  • The floor which closes after escaping the Dark Eco moves quicker.
  • The level has 209 orbs, although the pause menu gives a total of 189 (200 in the final version).

Boggy Swamp#

  • The final game has some extra ground textures that aren't in this version.

Prototype

Final

  • Rat nests have skulls on them.

Prototype

Final

  • The sinking platforms in the mud have strings hanging from them.

Prototype

Final

  • Boulders need to be shot three times for them to break.
  • When the lurker ambush mission is completed, the spikes blocking the way to the robot arm will lower so the player can enter the area. Surrounding the arm are a pier, stone platforms with orbs on them and a Blue Eco vent. The Blue Eco is used to leave the area with the launcher, as the cluster from the final game doesn't appear.

Prototype

Final

  • Boggy Billy's house is darker.

Prototype

Final

  • Some of the ocean water isn't rendered.
  • Near the end of the level, water clips through the ground.
  • Upon obtaining each "Break the Tethers on the Zeppelin" Power Cell, they appear in the pause menu in a right-to-left order based on order of completion, instead of a left-to-right order based on where they appear in the level.
  • There are more enemies:
    • There are two frogs next to the second boulder instead of one.

Prototype

Final

    • There is a frog just before the last boulder.
    • There are two groups of bats instead of one just before the cave containing the launcher to the lurker ambush.

Prototype

Final

  • There are some differences in placements of eco and boxes:
    • The Yellow Eco at the beginning of the level isn't in boxes.

Prototype

Final

    • One of two Yellow Eco clusters next to the first wooden spikes is placed before the spikes instead of after.

Prototype

Final

    • In the middle of the area with several poles used to swing over the tar is a group of metal boxes with Yellow Eco above them, and Blue Eco to the side of them.
    • Towards the end of the pole swinging mission are two Dark Eco boxes instead of wooden boxes.

Prototype

Final

    • At the end of the pole swinging mission are two wooden boxes instead of four. Unlike the final game, none of them contain Yellow Eco, and to destroy the boulder, the player must instead pick up the eco from the vent in the next area.

Prototype

Final

    • There are no boxes approaching the cave with the launcher to the ambush.

Prototype

Final

    • There is blue and yellow eco next to the flut-flut transpad along with metal boxes in the tar.
  • There is no checkpoint before the second boulder.
  • The level has 203 orbs (200 in the final version).

Precursor Basin#

  • A Scout Fly box is located within the gorge race, while in the final game it is placed next to the first flying lurker.

Prototype

Final

  • There are different placements of wooden and Dark Eco boxes throughout the level, while there are no metal boxes.
  • There is less detail on the pistons in the gorge race.

Prototype

Final

  • The text during the race is different and is larger and a different color.

Prototype

Final

  • The text when the player completes or fails the race appears on the top right under the timer and doesn't flash. The text for a new record reads "A NEW RECORD!!!" instead of "NEW RECORD".

Prototype

Final

  • If the race is abandoned, the "RACE ABORTED" text appears at the top-right of the screen and doesn't flash.

Prototype

Final

  • The blue ring next to the trans pad is further to the right in the final game.

Prototype

Final

  • The Power Cell from defeating the last flying lurker isn't collected automatically.
  • The level has 72 orbs (200 in the final version).

Mountain Pass#

  • There is different lighting throughout the level.
  • The grass turns black at the edge of the cliff at the beginning of the level.

Prototype

Final

  • The metal platform during the Klaww battle has different texturing.

Prototype

Final

  • There are several differences in particle effects during the Klaww battle:
    • Klaww shooting boulders.
    • Klaww diving in and out of the lava.
    • The giant boulder charging above Klaww's head.
    • The giant boulder sinking into the lava.

Prototype

Final

  • Keira doesn't speak to the player with the communicator at any point in the level.
  • If the player dies during the zoomer mission against the helicopter lurkers, the cutscene which introduces them will play again when the zoomer is approached.
  • Several stones near the cave entrance are missing.

Prototype

Final

  • The rocks blocking the hidden Power Cell have a different layout. They also have no collision and cannot be destroyed.

Prototype

Final

  • There are more wooden crates next to the hidden Power Cell.

Prototype

Final

  • The cave crystals and mushrooms are different colors.

Prototype

Final

  • The bottomless pits don't blend with the floor.

Prototype

Final

  • Next to the bottomless pit near the end of the level are two bombs instead of a group of Dark Eco boxes.

Prototype

Final

  • Grass textures can be seen in the ceiling in some parts of the cave.
  • There are missing crystals and mushrooms near the end of the level.
  • There are differences in the scaffolding seen at the end of the level.

Prototype

Final

  • If the cave is detonated, the zoomer will explode if the player is using it, while if they are on foot, it will show Jak's standard death animation. In the final game, the screen simply goes to black before reloading the checkpoint.
  • The zoomer will go through the lurker controlling the detonator when defeating it.
  • There is no checkpoint at the end of the level.
  • The level has no orbs (50 in the final version).