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Jak and Daxter: The Precursor Legacy

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Title Screen

Jak and Daxter: The Precursor Legacy

Also known as: Jak x Daxter: Kyuusekai no Isan (JP), Jak and Daxter: Gusegyeui Yusan (KR)
Developer: Naughty Dog
Publisher: Sony Computer Entertainment
Platform: PlayStation 2
Released in JP: December 20, 2001
Released in US: December 3, 2001
Released in EU: December 7, 2001
Released in AU: December 7, 2001
Released in KR: February 22, 2002


AreasIcon.png This game has unused areas.
GraphicsIcon.png This game has unused graphics.
MovieIcon.png This game has unused cinematics.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.


ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article

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.

Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info
SoundIcon.png
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
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.
(Source: Luminar - Discovery)

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
ST-WIN
ST-DEATH

Unused Areas & Cutscene

DEM.DGO, a file that controls demo version functions, also includes a very small square area.
Jak and Daxter TPL Unused Area1.png Jak and Daxter TPL Unused Area2.png

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. Jak and Daxter TPL Unused Area3.png Jak and Daxter TPL Unused Area4.png Jak and Daxter TPL Unused Area5.png

The audio for the cutscene exists in the October 19 2001 prototype of the game.

Cheat & Debug Modes

Hmmm...
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.

  • Cheat mode: while holding down L3 press (using the D-Pad, not the analog stick) Up, Up, Down, Down, Left, Right, Left, Right, , , , O, , O
  • Debug mode: while holding down L3 press (using the D-Pad) 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.
Jak TPL Auto Save Debug.png

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
Jak TPL demo screen 1.png
Jak TPL demo screen 2 USA.png Jak TPL demo screen 2 EU.png
Jak TPL demo screen 3 USA.png Jak TPL demo screen 3 EU.png

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.
(Source: Luminar - Discovery)

Regional Differences

Europe/Australia

Hmmm...
To do:
Not really a regional difference. The "UK English" text file has these differences even in the US release.
  • The text at the warp gate is changed from "USE D-PAD TO SELECT LEVEL" to "USE DIRECTIONAL BUTTONS TO SELECT LEVEL".
USA EU/AU
Jak TPL Warp Gate USA.png Jak TPL Warp Gate EU.png

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
  • 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.