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.
To do: Many levels have several other major changes that have not been documented yet. The rest of the game's levels also need to be documented, additional screenshots uploaded and audio & video ripped where necessary.
A preview build of Ratchet & Clank: Going Commando. The build date of this prototype is August 8, 2003, while the final build date is September 30, 2003. This build unfortunately lacks a debug menu.
It also includes every level on the disc but levels beyond Tabora don't load. This is seemingly due to level code incompatibilities and the fact that references to the level locations on the disc do not exist within the game's sector table file (RC2.HDR).
Rebuilding the sector table with references to the broken levels and replacing their level code with code from a working level allows them to load, albeit in a non-functioning state due to the original level code having been replaced.
Many cutscenes, both prerendered and in-game, lack music, sound effects, or both.
Some help desk audio clips play in the incorrect language.
This has been observed to happen with the "All missions on this planet are completed" dialogue on Endako.
Nanotech boosts have a different appearance.
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Final
Ammo crates have a different appearance
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Final
The Mega Bot action menu HUD has a different appearance similar to the Gadgebot action HUD in Ratchet & Clank 1. The Salute and Hammer Bot options are also missing.
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Final
Space combat missions have an early HUD design
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Final
Weapon Vendors
The Megacorp vendor still behaves like the vendor in Ratchet & Clank 1, where the ammo purchase screen defaults to one unit.
The floating text around the vendor is blue in this prototype, unlike the final game where it was changed to white.
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Final
Slim Cognito (Mods Vendor)
Slim's eyes are green.
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Weapon mods are purchased with regular bolts instead of platinum bolts like in the final game.
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Weapon Differences
Ratchet can't double jump while certain heavy weapons are equipped. Attempting to double jump will instead activate the Heli-Pack or Thruster-Pack glide feature.
This behaviour applies to the Pulse Rifle, RYNO II and Minirocket Tube.
The Blitz Gun, Bouncer and Zodiac also seem to have this behaviour but only as the weapon is being fired or immediately after firing it.
Interestingly, likely due to a bug this behaviour only takes effect after firing the weapon at least once after equipping it.
Enemies under the effect of weapon mods (shock, acid etc) display an icon above their head corresponding to the effect of the mod.
Miniturret Glove
There is no limit to the number of miniturrets that can be placed at any given time.
Decoy Glove
The Decoy Glove doesn't work in arena challenges. Enemies ignore deployed decoys.
Gadget Differences
Thermanator
The Thermanator fires further away.
The Thermanator reticle is green instead of white like in the final game.
The Thermanator HUD is different.
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Final
Thruster-Pack
The power-slam move is still present in this build.
Charge Boots
The Charge Boots run at a constant speed and Ratchet doesn't play the collision animation when colliding with walls and other geometry.
R1 needs to be held down for the Charge Boots to work. Just double tapping R1 will cause the boots to immediately disengage.
The Charge Boots have erratic physics on moon levels.
Item Differences
Electrolyzer
The circle button can also be used to activate Electrolyzer puzzles in addition to triangle which the user is prompted to press.
Infiltrator
Infiltrator pads use the Trespasser pad model from Ratchet & Clank 1 as a placeholder.
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Final
Infiltrator puzzles have a very different appearance and use a Gadgetron branded model.
The correct path for the puzzles are indicated in green in this build, and the red paths cannot be selected at all.
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Final
Box Breaker
The Box Breaker works differently in this build. Instead of hyper-striking to destroy nearby breakables and crates, a wrench-throw is used instead.
The description for the Box Breaker in the items menu alludes to it having a different functionality, where it automatically breaks nearby crates.
Menu Differences
Title Menu
The title menu in this prototype is positioned differently. The logo is in the top left corner and the background is different to what's used in the final game.
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Final
Options Sub-Menu
The options screen is just a language selection in this prototype. In the final, you have more options.
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Pause Main Menu
The pause screen in this prototype is slightly different from the final, it is interesting to note that the pause menu UI in an earlier demo from June resembles the final pause screen more closely.
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Final
Weapons Menu
The weapons menu is sorted differently and weapon preview images are missing.
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Gadgets Menu
The gadgets menu is missing preview images.
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Final
Quick Select Menu
The L1 and R1 button prompts are different. This was likely changed due to Sony's guidelines.
There are additional spaces for more gadgets. These extra spaces were removed in the final game.
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Final
Items Menu
The description for the Box Breaker suggests at one point in development it would automatically break nearby crates.
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Final
Help Menu
None of the options in the help menu are functional.
The menu has a slightly different design.
The description for the Monsterpedia option has a spelling mistake where the word encountered is spelled encounterd.
The description for the Help Log option still refers to Gadgetron instead of Megacorp.
The description for the Controls option if different and refers to a weapon auto-swap feature that isn't present in any known builds of the game.
The final option, Items, was changed to Ship in the final game and has no description in this build.
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Final
Options Menu
Only the Controls and Camera sub-menus are functional in this build. The other options do nothing when selected.
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Final
Controls Sub-Menu
The controls menu is unfinished with no background and differently named options.
Backing out of the controls menu returns the player to the Help menu instead of the Options menu where a non-functional Controls menu item also exists.
This would suggest that earlier in development the control options were found in Help but were later moved to Options.
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Final
Camera Sub-Menu
The camera sub-menu is also very unfinished, with no background and only two options that can be toggled on or off.
These two options control whether the camera is inverted, where on is inverted and off is non-inverted camera control.
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Final
Galactic Map
L1 and R1 can't be used to navigate through unlocked planet screens.
The platinum bolt summary shows the total amount found and used (similar to Ratchet & Clank 1) instead of only for the selected planet like in the final game.
Early Level Select
There's an early level select menu in this build that can be used to navigate to any unlocked planet.
It's not clear how this menu is intended to be accessed, but it can be forcibly triggered by freezing the memory address at 2016F728 to a value of 8 and pausing the game.
Since the game tries to set this value to 1 for the pause menu, timing is key and lowering the freeze interval setting in Cheat Engine will help make this procedure more reliable.
Level Select
Level Differences
⚠️ Differences in all levels past Tabora should be taken with a grain of salt as these levels had to have their level code replaced in order to load without crashing. This means that enemies, NPCs and environmental objects that rely on level-specific code are non-functional.
Flying Lab, Aranos (First Visit)
The cinematic cutscene Thief hires Thugs-4-Less plays immediately after the cutscene where the thief flees, rather than after the player re-enters the ship from the wing like in the final game.
Megacorp Outlet, Oozla
The breakable plants found throughout the level do not award bolts when destroyed.
There is no enemy ambush near the end of the Tractor Beam path.
The salesman who sells you the Tractor Beam uses the same "scared" animation as the other NPCs in the level.
The cutscene where the salesman demonstrates the Tractor Beam is missing the Tractor Beam's visual effects.
The Dynamo platforms don't have an alpha transparency effect.
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Final
The theme for the Megacorp Outlet is an entirely different track and sounds more intense compared to the peaceful elevator music heard in the final game.
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Final
The HUD for the Swamp Monster II boss fight is unfinished.
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Final
Wupash Nebula
The name and planet graphic are missing, resulting in a blank "arrival" screen when loading into the level.
Maktar Resort, Maktar Nebula
The arena does not play its own music, instead playing the music for the normal level. The boss music is, however, used in the attract trailer shown when starting the build so it's possible that it simply hadn't been implemented yet.
The limo that appears if you leave the arena before obtaining the Electrolyzer does not disappear after obtaining it.
The bridges don't play sound effects as they deploy.
Arena enemies will follow Ratchet directly into the electrified arena barrier.
The B2 Brawler does not take damage while standing and can only be attacked during it's spinning attack.
After completing a challenge the bolt reward for a second completion seems to be lowered by 2/3, however, due to a rounding bug this causes the rounded amount to be one bolt lower. For example, the Mega Challenge which pays out 3000 bolts will pay 999 on the second completion.
When entering a weapon-specific challenge, any active Shield Chargers are not unequipped meaning that Ratchet can complete the challenge with an active shield.
Megacorp Gladiators can't friendly fire each other, but can still accidentally attack other enemy types.
Some arena challenges are missing, such the wrench only don't take a hit challenge.
Searchlights have a separate "broken" model that's used when they're destroyed instead of disappearing entirely like they do in the final game.
Jamming Array, Maktar Nebula
The name and planet graphic for this level are also missing.
Ratchet does not wear his rebreather like in the final game.
The transponders do not play sounds as they are about to explode.
The chainsaw robots have not been adjusted properly for the spherical planet, and are completely unable to damage the player.
The cinematic for Barlow uses 2D artwork for the black and white shots instead of 3D shots.
The platinum bolt is in a different place, sitting atop a platform near one of the transponders.
Interestingly, the jump pad that leads to the airborne platinum bolt in the final game is still present, but there is no platinum bolt.
Megapolis, Endako
There are floating Megacorp ads visible from the initial spawn point. In the final game, these were moved to a less prominent location behind Ratchet's ship.
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Final
The Megacorp logos that appear on the ground on Endako are different.
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Final
The trash bins on Endako are not filled with trash and don't despawn after being hit.
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Final
The floor in Clank's apartment is a different texture.
The table and Insomniac Game Pyramid are missing in Clank's apartment. There is also no Jak and Daxter image on the TV screen.
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Final
The transit tubes are transparent. This is a leftover from an earlier stage of development where NPC robots would travel through the tubes.
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The green windows present on some buildings on Endako use a different texture.
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Final
The crane cam has a different HUD overlay
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Vukovar Canyon, Barlow
The tribesmen make a different sound when dying.
The glass columns on the main path are not breakable.
The Gadgetron vendor is unfinished, with the saleswoman placed in a T-Pose and a vendor placed in the center of the room to actually purchase weapons.
There are no display pictures of Gadgetron weapons on the walls of the room with the Gadgetron vendor.
The Gadgetron vendor displays the marquee text "RC1 Saved game found....." if a Ratchet & Clank 1 save file was found. The memory card icon continues to rapidly flicker in the corner even after reading the save data until the vendor is closed.
The cutscene before fixing the Hoverbike has Ratchet holding the Lancer instead of his wrench, explaining the "plasma city" line in the final. Presumably, this was changed because the player could have already upgraded the Lancer by this point.
Thug Rendezvous, Feltzin System (Feltzon System)
Not yet documented
Canal City, Notak
The dynamic statues on the nanotech boost path are not breakable.
The skill point for breaking the planetary statue on the nanotech boost path is not yet implemented and the statue itself cannot be destroyed.
The storefront signage on the nanotech boost path is green instead of blue.
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Final
The electrified barrier near the facility entrance has a grey square object beneath it.
Instead of a TV screen, the coordinates for Slim's Ship Shack are obtained through an infobot.
There are decorative blinking lights on the walls inside the facility that are not present in the final game.
The bots at the end of the facility path are in a different position, unlike in the final game where they're standing in front of the TV screen.
Slim Cognito's Ship Shack
There's no ship landing animation when arriving to the Ship Shack. Instead, Ratchet simply spawns in the corner of the room.
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The Ship Shack identifies itself as Planet Aranos on the Map Screen.
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There's a placeholder Megacorp weapons vendor model that's used to access the upgrades vendor. The vendor that's used in the final game exists but doesn't work and has a slightly different texture.
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Raritanium is called "Ore" in the upgrades vendor.
Cosmetic ship upgrades such as wings and colour scheme can be purchased but do not appear on the ship. Additionally, the colour scheme previews just show the default ship model without the paint job applied.
There are options to purchase ammo for the ship's weapons in the upgrade vendor.
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Frozen Base, Siberius
There's no ship landing animation. Ratchet just spawns into the level near his ship.
The dropship that spawns enemies near the start of the train sequence cannot be destroyed.
There's a bug that occurs if a weapon upgrade animation plays during the train sequence. After the animation finishes, Ratchet is launched forwards in the train.
The train sequence is buggy. Many weapons don't work properly and appear to fire backwards due to the motion of the train.
The Thief has invincibility frames and can't be damaged during the boss fight when falling on their board.
The Tractor Beam platform is in a different place.
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Final
The visual effect of the barrier near the hidden platinum bolt on Siberius is missing.
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Final
Mining Area, Tabora
The room in the cave section that has the wrench upgrade looks different to the final game. The models for the cabinet with the rock and new wrench don't spawn in the room and only appear in the cutscene.
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Final
The pillars in the Glider section are rock formations instead of artificial pillars like in the final game.
This change was likely made for visibility reasons as the rock formations are difficult to distinguish from the rock walls.
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Final
The map for Tabora is missing.
Testing Facility, Dobbo
The water on Dobbo is a solid blue instead of the blue-green color used in the final game.
The armor vendor is using an oversized weapons vendor model and is placed in the middle of the platform instead of off to the side like in the final game.
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Final
Deep Space Disposal, Hrugis Cloud
Not yet documented
Megacorp Games, Joba
There's a strange plant object next to Ratchet's ship that's not present in the final game.
The landing platform for Ratchet's ship is missing the blue ring around the perimeter that's present in the final game.
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Final
The water is blue instead of purple like in the final game.
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Final
Megacorp Armory, Todano
The water graphic is missing. Interestingly, Ratchet can actually swim in the invisible water unlike in the final game, but attempting to dive underwater crashes the game.
⚠️ This may be due to the missing level code.
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Final
The secret path that leads to the platinum bolt and Zurgo's stand looks different and is much less noticeable. This may have been changed due to play-testers having difficulty finding the location during gameplay.
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Zurgo's stand is missing.
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Final
Stuart Zurgo (the Qwark fan) is standing near the zipline to Ratchet's ship instead of at his stand in the secret area.
⚠️ This may be due to the missing level code, or perhaps it was intended for the player to meet Zurgo on the main path.
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Silver City, Otwock (Boldan)
The taxi rank has a different appearance and is structured in an L shape.
⚠️ The position of the two taxis clipping into the structure is likely an unintended side effect of missing level code.
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Final
The stairs at the start of the level near Ratchet's ship are a different color.
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Final
The fountain which in the final game has the Insomniac Museum teleporter instead has a Platinum Bolt on top of it.
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Final
It's possible to walk around the right side of the building near Slim's mod shop and get behind it. In the final game, an invisible wall was added to prevent this.
The chandelier near Slim's mod shop is larger and nearby wall-mounted lights are not illuminated.
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Final
The hands on Boldan's clock tower are missing.
⚠️ This may be due to the missing level code.
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Final
The roof over the spiral Gravity Boots section is missing.
The water on Boldan is also blue instead of green like in the final game.
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Final
There is an infobot present at the end of the main path instead of the Fizzwidget robot seen in the final game.
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Final
Flying Lab, Aranos
The final room on the main path of Aranos has several differences.
The button has a slightly different appearance.
The lighting in the room is different, most notably the ceiling lights do not emit light.
The door/window that opens to lead Ratchet back to his ship is a different color.
There are no computer terminals on the walls.
The TV screen used in the cutscene is missing. (this might be due to the missing level code)
The white wall facing the button has a proper texture. Interestingly, in the final game this texture appears to be missing resulting in a solid white wall.
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Final
Thugs-4-Less Fleet, Gorn
Not yet documented
Thugs-4-Less HQ, Snivelak
Not yet documented
Distribution Facility, Smolg
There's a platform transport near the start of Smolg instead of the jump pad that's present in the final game.
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Final
Allgon City, Damosel
3D modelled backdrop objects are further away and fewer in number.
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Final
Trees have a purple underside.
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Final
The Hypnotist is using Skidd's character model.
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Final
The machines at the downtown bank have a different appearance.
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The Megacorp sign with the platinum bolt under it has a different appearance.
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Final
The Megacorp sign with the platinum bolt under it has a button present. Since the level code for Damosel is not currently working, the exact purpose of this button is currently unknown.
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Final
Some buildings on Damosel have a different appearance with brown exterior walls and a solid white roof.
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Final
Several billboards around town are different or missing.
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Final
Tundor Wastes, Grelbin
Not yet documented
Protopet Factory, Yeedil
Not yet documented
Insomniac Museum, Dantopia
The Insomniac Museum is in a very early state.
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Final
The Hydra is in a different area and is one of the very few exhibits that existed in the museum at this point.
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The other exhibits on display in this early version of the museum.