the cutting room mirror

Early Demo

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This is a sub-page of Proto:Ratchet & Clank: Going Commando.

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Notes: This is a very early iteration of this page. Most screenshots still need to be uploaded, more detailed documentation written and instructions on how to access certain items that are not normally available in the demo (eg: all weapons, fireboots etc..)

The Early Demo build of Ratchet & Clank 2: Going Commando is the earliest known build currently in circulation.

Weapon Differences#

  • Most weapons are not normally available in this demo, however they can be unlocked through the use of memory editing.
  • There's no limit to the number of mini-turrets which can be deployed at any given time.
  • The R.Y.N.O. 2 is not functional.
  • The Bouncer is called the F.I.D.O. and is not functional, only playing a throwing animation when fired.
  • Both the Shield Charger and Zodiac use a placeholder untextured glove model.
  • A cut weapon called "Fireboots" is present, however it does not work correctly under normal circumstances.
  • The Fireboots can be made to work correctly (and will include some debug text on screen) by searching for AoB 30 F1 30 00 and replacing it with 38 92 31 00.

    This needs some investigation.
    Discuss ideas and findings on the talk page.
    Specifically: Investigate what this address does and why this works

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Final

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Final

  • The gadgets menu has a different appearance/layout.

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Final

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Final

Early Menus#

There are early versions of the local map, galactic map / level select and title menu in this build. These menus reuse the Ratchet & Clank 1 UI.

To access any of these menus, freeze the memory address at 2016F728 to the value specified and pause the game. It helps to set the freeze interval in a tool like Cheat Engine to a lower value in order to increase the reliability of this procedure since the game attempts to set the address value to 1 when pausing the game.

Local Map#

Freeze the memory address 2016F728 to a value of 2.

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Final

Mission Screen#

You can navigate to this screen from the local map.

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Final

Level Select#

Freeze the memory address 2016F728 to a value of 4.

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Final

Early Title Menu#

Freeze the memory address 2016F728 to a value of 6.

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Level Differences#

Maktar Resort#

  • The large searchlights cannot be broken.
  • There are metal crates present from Ratchet & Clank 1.
  • The floating Megacorp adverts are missing.

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Final

  • There are no platinum bolts.
  • The slot machines function differently and are much simpler, costing one bolt to play and either paying out 7 bolts for a win or no bolts for a loss.
  • The slot machines do not have working screens, instead emitting a pulsating orange glow.

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Final

  • The arena crowd/audience are 3D modelled instead of being 2D black silhouettes. These were changed due to memory constraints.

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Final

  • The floating satellites do not have collision and cannot be destroyed. Interestingly, this behaviour is also present in the PS3 Retail release.

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  • The windows in the Tractor Beam section are proper transparent windows. In the final game, they're covered up.

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Final

  • Some parts of the arena remain visible when the level chunk is not loaded. This means that some arena lights and mobys are visible in the sky at all times throughout the level.

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  • Objects in the skybox are static. In the final game, stars and planets slowly move/orbit the level.
  • The large searchlights project a whiter, less yellow light with a shorter beam.

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Final

Vukovar Canyon (Hoverbike Race)#

  • Ratchet isn't wearing the Commando Helmet during the race.
  • The boost pads during the race have a different appearance.
  • Boost pickups do not have a glow effect.
  • The platinum bolt that can be collected during the race is still gold like in Ratchet & Clank 1.