Jak and Daxter: The Precursor Legacy
Jak and Daxter: The Precursor Legacy |
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Also known as: Jak x Daxter: Kyuusekai no Isan (JP), Jak and Daxter: Gusegyeui Yusan (KR)
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Jak and Daxter: The Precursor Legacy is the first game in the Jak and Daxter series. One of the first platformers for the PlayStation 2, it was revolutionary for its time. You play as a mute teenage boy teamed up with his wisecracking best friend who was accidentally turned into an otter/weasel hybrid.
Contents
Sub-Pages
Prototype Info |
Prerelease Info |
Unused Dialogue |
Unused Text
Text strings in the file 0COMMON.TXT which are unused.
BIRD WATCHER'S HOUSE BLUE SAGE'S LAB EXIT DEMO FARMER'S HOUSE FISHERMAN'S HOUSE FLUT FLUT FORBIDDEN TEMPLE GREEN ECO HARVESTERS GREEN SAGE'S LAB JAK'S UNCLE'S HOUSE KEIRA'S GARAGE LEVITATING MACHINE MAYOR'S HOUSE MOUNTAIN GONDOLA ORB ORACLE RED SAGE'S LAB RIDE THE GONDOLA? ROCK LAKE SCULPTOR'S HOUSE TRANS-PAD
Tasks
Some text strings refer to tasks which were cut, never implemented, or the task itself was changed.
BLAST BOULDERS IN TAR DEFEAT THE CAVE BATS FIND THE RED VENT SWITCH GET TO THE CENTER OF THE SWAMP JUMP OVER THE LAKE PROTECT THE MINERS' GEMS IN THE STUMP REACH THE TOP OF THE MOUNTAIN SHOOT THE BIRDS STOP THE DRILLING LURKERS STOP THE LURKER ATTACK TROOP STOP THE LURKER GLACIER TROOP SWING ON THE POLES TO CROSS THE TAR
Unused Music
Track | Level | Comments |
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Sandover Village | A variation which is very similar to the music that plays in Samos' hut. | |
Forbidden Jungle | A different version of the temple theme. | |
Misty Island | This variation is mapped to flava event 23, which goes unused. | |
This is completely unused. | ||
Fire Canyon | A variation of the used theme, similar to a track located in the files of the game's demo. | |
Boggy Swamp | This variation is mapped to flava event 38, which goes unused. | |
This is completely unused. | ||
Snowy Mountain | This variation is mapped to flava event 32, which goes unused. | |
Gol and Maia's Citadel | This track is technically not unused. It plays whenever Jak is next to Samos in his cage, but the only way to reach the cage involves falling past it, which doesn't give the music enough time to start playing. | |
This track is also not unused. It plays when the communicator is active, similar to the other three villages' music. However, the only communicator message that can play in Citadel refers to using the ground pound to break scout fly boxes, which is extremely tricky to delay until the final level without cheats. | ||
Credits (Unused) | A file titled CREDITS.MUS which contains similar music to the final boss battle theme, with three variations. The file is also in Jak II, once again unused. | |
This is mapped as the default variation for this music. |
Possibly related, the three levels that have mapped but unused music variations all use the "DANGER" theme for certain areas.
Two fanfares stored in VAGWAD.ENG, with their filenames stored in VAGDIR.AYB:
Filename | Sound File |
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ST-WIN | |
ST-DEATH |
Unused Areas & Cutscene
DEM.DGO, a file that controls demo version functions, also includes a very small square area.
INT.DGO, which contains the data for the introduction cutscene, also contains an incomplete version of Misty Island, with Gol and Maia present in their standard poses. The player has the option to talk to them. Doing so will produce an unused cutscene with no sound.
The audio for the cutscene exists in the October 19 2001 prototype of the game.
Cheat & Debug Modes
To do: Describe the error messages in more detail. Or probably not. There's way too many. |
Two special modes can be accessed by entering specific button combinations. There are two combinations, and a sound effect plays upon successfully inputting each. Repeating the button combination will turn off the respective mode, with a different sound affect to accompany. The combinations don't always reliably work but have a better chance of working when entered in the pause menu. Debug mode can only be enabled if cheat mode is also enabled, and the two button combinations can be inputted one after another (with the last input being shared as the debug mode code is checked after cheat mode is done). Directional buttons specified are specifically for the D-Pad, the analog stick is NOT used.
- Cheat mode: while holding down L3 press Up, Up, Down, Down, Left, Right, Left, Right, ✕, ✕, ◻, O, ◻, O
- Debug mode (needs cheat mode): while holding down L3 press O, ◻, O, ◻, ✕, ✕, Right, Left, Right, Left, Down, Down, Up, Up
Cheat mode makes all levels and tasks available to be selected in the progress menu and also enables extra text saying whether auto-save is enabled or not.
Cheat mode enables the following actions:
- L1 + R1 while selecting task: Complete the selected task. This does not necessarily mean the corresponding power cell will disappear. You cannot "lock" a task again without resetting the game.
- L3 (warp gate must be alive): Unlocks all warp gate destinations.
- L3 (trans-pad must be alive): Spawn the Zoomer or Flut-Flut.
- Hold L3: Makes the fisherman's boat and the gondola usable.
- Hold R3 (second controller) (during plant boss fight): Plant boss becomes vulnerable.
Debug mode enables extra debug output to the on-screen console. The messages consist of various error or warning reports, such as whether the camera is outside the specified boundaries (outside of bsp).
Debug mode enables the following actions:
- Hold R2: Jak will levitate. This also applies to the Zoomer and Flut-flut.
- Hold R2 during a hurt animation: Restore health. Can also be used to revive.
- Hold L1 + R1 + L2 + Press R2: Toggles Jak. When Jak is turned off, the game enters freecam mode.
- Hold Up + Left + Press Select: Restarts the game. If Jak exists, also sends you back to the title screen.
- △ during the end credits: Skip credits.
- Hold L3 during autosave: Displays auto-save status, such as whether it's waiting on a temporary heap, writing, or finished.
- Hold L3: Displays fuel cell deaths in the progress menu.
- R2 while game is paused and Start is held down: The game will advance one frame then re-pause. If it is the menu consisting solely of the word "PAUSE" and Start is not held down, then the game will unpause.
If a second controller is plugged in, it can be used for the following:
- △: Toggles level border status. This shows the level you're in, your continue point, what level files are loaded, their display status and what chunks of bordering visibility data are being used.
- R3: Displays debug text. (Like what?)
- ✕ (during Billy mini-game): Win.
Fishing Game
A hard mode for the fishing game can be unlocked after the original mission is completed by standing next to the fisherman and using the following button sequence: Left, Left, Right, Right, Left, Left, Right, Right, ✕. If done successfully, the option to talk the the fisherman will reappear to activate the minigame. The player will once again lose if 20 pound of fish are missed, but there is now no maximum amount that can be caught.
Although this cheat didn't become widely known until 2021, it was actually revealed in Japanese strategy guides published shortly after the game's release.[2][3]
Demo Leftovers
The DEM.DGO level file and demo-start continue points are left unused. Because the game starts in play mode and not demo or demo-shared, some demo-specific actions do not trigger. For example, the wrong cutscene plays at the start, behaving as if the player talked to Samos for the first time after starting the game (which is normally done automatically by the intro cutscene), and Misty Island does not have all of its tasks already open.
The level file contains the splash screens used for the demos.
Screens
USA | EU/AU |
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Test Level Leftovers
There are references to a test level called halfpipe, which is not present in the final game:
- The game is aware of a level called halfpipe, but because the level file itself is missing, attempting to load it will result in the game repeatedly trying to do so without success.
- There is also a checkpoint called halfpipe, which does not work for the same reason.
Regional Differences
Europe/Australia
- The text at the warp gate is changed from "USE D-PAD TO SELECT LEVEL" to "USE DIRECTIONAL BUTTONS TO SELECT LEVEL". The EU/AU text is present but unused in the USA version's text files.
USA | EU/AU |
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Japan
- Jak's voice is different.
- The sound when Jak falls into Dark Eco is different. In the US/EU/AU versions, three audio samples are used while in the Japanese version only two of them are used.
US/EU/AU | JP |
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- The game's language select can only be accessed by activating it using a code entered on the title screen. The same code is used to disable it.
- Hold L3 and enter L1 R1 L1 R1 △ O ✕ ◻. After entering the code hold L2 and R2 when pressing Start.
Revisional Differences
In the original USA release, Klaww has four fingers. In the international releases and subsequent USA revisions, the number was reduced to three. The change was done by Eric Iwasaki for unknown reasons.
USA v1.0 | International/USA v1.1 |
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References
The Jak and Daxter series
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PlayStation 2 | The Precursor Legacy (Prototypes) • Jak II (Prototypes) • Jak 3 (Prototypes) • Jak X: Combat Racing (Prototypes) • The Lost Frontier |
PlayStation Portable | Daxter (Demo) • The Lost Frontier |
PlayStation Vita | Jak and Daxter Collection |
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- Games with unused cinematics
- Games with unused music
- Games with unused sounds
- Games with unused text
- Games with debugging functions
- Games with regional differences
- Games with revisional differences
- To do
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