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Prerelease:Jak and Daxter: The Precursor Legacy
This page details prerelease information and/or media for Jak and Daxter: The Precursor Legacy.
| 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. |
Contents
Development Timeline
- January 1999 - Development begins on Naughty Dog's "Project Y"[1]
- March 2000 - Following the release of the PlayStation 2 in Japan, Naughty Dog focuses all their attention on the new title[1]
- May 14, 2001 - The new game is officially announced to be called Jak and Daxter: The Precursor Legacy, following a teaser trailer a few days prior[2]
- May 17, 2001 - A playable demo is featured at E3 2001
- September 18, 2001 - A demo build is produced and distributed a few weeks later
- October 30, 2001 - The game's final build is produced
- December 3, 2001 - The game is released in the USA with European and Japanese releases following later in the same month
Character behavior
In early footage including the E3 demo, Daxter is shown climbing and lying on Jak's head when Jak is swimming. In the final game he remains on Jak's shoulder and shivers.
Daxter has a giant grin in the game's earliest footage, both in gameplay and in some cutscenes. It was replaced with his normal smile by the time of the E3 demo.
Characters had simple circular shadows for a large portion of development before they became fully detailed. In the September 2001 demo, lurkers still have these early shadows.
HUD
Eco meter
The eco meter had significantly different designs throughout development. The most notable difference is how in early footage, including the E3 2001 demo, there was a counter in the corner which increased as more clusters were picked up. It's unclear what the purpose of this counter was for but E3 gameplay footage shows Jak picking up a single cluster of blue eco without any significant change, so it's possible that his powers would have increased the more eco was picked up. This footage also shows that when a single cluster was picked up, the whole meter would be filled instead of a small portion. At later stages of development, the meter maintained the same design but removed the counter, with eco clusters filling the same portions as the final game. It was eventually redesigned in the latest stages into how it looks in the final product. In some footage, most likely from the earliest stages, there is no meter.
| Early meter (c. E3 2001 demo) | Mid-development meter | Final meter |
|---|---|---|
Health meter
The health meter consistently remained the same throughout known development all the way up to the September 2001 demo. It was given a last minute redesign in time for the final build.
| Mid-development meter | September 2001 demo meter | Final meter |
|---|---|---|
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Text
The game had a completely different font in much of its earlier stages before changing to the font used in the final game at an unknown point. At a later stage, by which point the final font was used with a white color, the symbols used to represent the buttons (X, square, circle, triangle) was a simple white circle with the symbol inside.
| Prerelease font | Prerelease text with final font | Final game |
|---|---|---|
Some of the earliest known footage shows the pause menu consisting solely of the word "Pause" in orange text, similar to how it appears in the cutscenes of the final game. In one screenshot from a much later stage, the menu looks largely the same as the final game but with a decimal percentage counter within a yellow circle and smaller, different looking text for "options". The percentage counter in the September 2001 demo is very similar looking.
| Earlier prerelease design | Later prerelease design | September 2001 design | Final design |
|---|---|---|---|
Missions
Drilling lurkers
Concept art by Mark Koerner depicts a group of lurkers using a drill to collect Dark Eco.
In the final game, there is unused text which may describe the corresponding mission titled "STOP THE DRILLING LURKERS" and in the September 2001 demo, an unused audio file with dialogue by Keira appears to describe this mission and suggests that it would have involved the A-Grav Zoomer:
| Sound File | Line |
|---|---|
| Great flying! Those drillers were gathering a lot of Dark Eco. We have to keep the lurkers away from as much of it as possible. Good work! |
It is unclear how far this mission made it in development or what level it would have appeared in but the most likely candidate is Misty Island due to the water-based Zoomer section involving lurkers.
Objects
Dark Eco boxes
Dark Eco boxes went through at least two redesigns. The original boxes had a red outline with a yellow inner color and a black colored Dark Eco symbol. The second known design had a yellow outline with a black interior and white Dark Eco symbol. The final design has a yellow outline, gold inner color and black Dark Eco symbol.
| Early design | Mid-development design | Final design |
|---|---|---|
Audio
Most audio, including dialogue, appears to be largely unchanged throughout development, although this may be due to a lack of footage with in-game audio.
In the E3 demo, collecting precursor orbs produces the same audio as the final game but at a lower frequency. In addition, only one audio sample plays like in the September 2001 demo, while two audio samples play in the final game.
Jak's battle grunts from around the time of the E3 demo are also noticeably different. They strongly resemble his voice used in the Japanese version of the game, provided by Shotaro Morikubo, but it is unclear if Morikubo's voice is used in the prerelease footage, his portrayal is based on the voice used in the footage or the similarities are coincidental.
Music
The game's composer, Josh Mancell, has released the music for a number of levels on his SoundCloud from before the tracks were converted into the game's .MUS files. They contain differences to the music used in the final game.
| Sound file | Level | Notes |
|---|---|---|
| Sentinel Beach | The music incorporates an instrument that plays in-game near the sentinels. | |
| Forbidden Jungle | A completely different track was used in the final game, although this music was used as the basis for the fishing game. A very similar version of this music is still present in the September 2001 demo and in prerelease footage from IGN. | |
| Misty Island | The music incorporates instruments from an unused variation of the final game's theme. | |
| Rock Village | ||
| Precursor Basin | ||
| Snowy Mountain | The music incorporates an instrument that plays in-game around the snow boulders. | |
| Gol and Maia's Citadel | ||
| An extended version of the music that plays in the game's ending cutscene. |
Sandover Village
A screenshot from an unknown stage shows an extra piece of land separating Samos' hut from the rest of the village and a Blue Eco cluster near the mayor's house
| Prerelease | Final game |
|---|---|
Footage from an approximately early stage depicts text giving the name of the mayor's house at the entrance. The text is still present but unused in the final game along with other location names such as "KEIRA'S GARAGE" and "FISHERMAN'S HOUSE".
Footage which appears to be from one of the earliest stages shows the cliff that holds the Precursor Orb container in the final game instead containing a single cluster of blue eco, while the adjacent cliff that contains two Blue Eco clusters in the final game holds the orb container. Footage likely from soon afterwards shows both cliffs with two Blue Eco clusters and the orb container in the same location as the final game.
| First footage | Second footage | Final game |
|---|---|---|
Sentinel Beach
The "Chase the seagulls" mission would have spanned across the level instead of taking place only on the sentinels. They would have started on the beach near where the pelican steals the power cell and next moved to the cliff near where the power cell is retrieved from the pelican. It is unclear where the next location would have been or how many times they would have needed chasing.
During one of the earlier stages, there was a bridge which led from Sandover Village to the beach. Also at the level entrance there was no Blue Eco and less boxes.
| Prerelease | Final game |
|---|---|
The balloons above the eco harvesters had a brown color at one stage.
| Prerelease | Final game |
|---|---|
The metal boxes containing Precursor Orbs appeared in other locations including next to the pelican's nest and on one of the cliffs. This remained the case throughout much of development.
At some stage the Green Eco vents did not give Jak full health - three bars plus 50 eco droplets. Instead they would fill health up to three bars but the droplet count would remain unchanged.
Forbidden Jungle
The Forbidden Temple had a more realistic looking metal texture in the earlier footage. This texture was also used in other points in the game such as on Power Cells and Precursor Orb containers.
| Prerelease | Final game |
|---|---|
The room with the dark eco plant boss had the same realistic-looking metal texture and lacked the blue lighting seen in the final game.
| Prerelease | Final game |
|---|---|
The eco beam deflectors were depicted as tripods in earlier footage and did not remain underground when not in use.
| Prerelease | Final game |
|---|---|
These designs appeared in early sketches by Bob Rafei.
At an unknown early stage, the machine the lurkers diverted the eco beam towards had an extra component which the beam was directed into. In addition, there was also a fan-like object near the rotating platforms.
| Prerelease | Final game |
|---|---|
The Blue Eco beam from the temple appeared as more of a dotted line throughout most of the game's development.
| Prerelease | Final game |
|---|---|
Video footage from different stages of development show a launcher in a corner of the temple which is not present in the final game. In addition, the Blue Eco does not attract the Precursor Orbs unless they are of immediate vicinity.
The platforms in the temple had different designs in a similar way to how the Blue Eco platforms differed between development and release.
| Prerelease | Final game |
|---|---|
At some stage the lurker piranhas were blue and purple instead of pink and yellow. Both piranha designs would later be seen in the opening cutscene of Jak X.
| Prerelease | Final game |
|---|---|
Misty Island
A trailer and screenshot from early stages depict a group of lurkers driving forklifts containing dark eco boxes on the silo where the "Return to the dark eco pool" mission occurs in the final game. These forklifts were shown in concept art from Bob Rafei dated October 2000.
The door to the silo was originally opened by a switch which changed design at least once before eventually being replaced with Blue Eco around mid-way through development. One of the designs resembled the switches used with the Flut-Flut in Snowy Mountain, while the other design was very similar to switches used in Lost Precursor City and had to be activated with a jump-dive in the same way.
| First design | Second design | Final game |
|---|---|---|
At around mid-way through development, the sculptor's muse didn't have a glow. In addition, it disappeared into yellow particles when caught instead of activating a cutscene.
In the area that contains a Precursor Orb container in the final game there is instead an object using the same design as how platforms appeared in development. Although it's possible that this was an early design for orb containers, footage from even the earliest stages depicts the containers looking almost identical to their final game appearance. In addition, three wooden crates appeared instead of one crate and two Dark Eco boxes.
| Prerelease | Final game |
|---|---|
During the majority of development, there was different camera movement surrounding the speedboat as it arrived on the island and Jak could also depart from it before it stopped moving.
In the earlier stages, there were orbs in the center of the silo.
At some stage the Dark Eco pool did not make wave movements and had less reflection.
| Prerelease | Final game |
|---|---|
For some time the mud had a reflective surface.
| Prerelease | Final game |
|---|---|
Fire Canyon
During the earlier stages, cooling balloons were a grey-blue colour, had a strap around the middle and floated with a propeller. This was changed to the final design sometime around mid-way through development.
| Prerelease | Final game |
|---|---|
At the earlier stages, the A-Grav Zoomer didn't tilt as it turned corners.
At around mid-development the heat meter had no interior color to indicate the danger level. There was also no speedometer.
| Prerelease | Final game |
|---|---|
A clip from a mid-point has dialogue from Keira stating that 18 Power Cells were needed to power the heat shield instead of 20 in the final game.
Rock Village
A screenshot shows the Blue Sage's hut with less detail, including a missing warp gate switch. Keira is standing in a different place to normal and a T-pose Samos appears to be behind Jak.
| Prerelease | Final game |
|---|---|
Various footage shows the boulders with a different appearance.
| Prerelease | Final game |
|---|---|
Boggy Swamp
A number of trailers from earlier stages depict Jak collecting a Power Cell immediately after jumping from the poles. Unused text present in the final game likely refers to this mission: SWING ON THE POLES TO CROSS THE TAR.
A video from an unknown stage briefly shows a blue eco vent and a pier within the enclosure with the Precursor robot arm, suggesting that at some point in development it would have been an explorable area.
The lurker frog had a dark red color at one stage, similar to the rats.
| Prerelease | Final game |
|---|---|
Some trailers from around early stages show that it would have been possible to destroy the rats' nests with physical attacks instead of only with Yellow Eco.
At some point the sinking platforms would have had strings hanging from them.
| Prerelease | Final game |
|---|---|
A number of differences to the final game are depicted in this screenshot:
- Bats are a darker red, similar to the rats
- The bats appear in an area they do not appear in during the final game (although they do appear nearby)
- The tar is reflective
- The background wall consists of rocks instead of trees
- There is no Blue Eco on the rock in the center of the tar
| Prerelease | Final game |
|---|---|
The thorns were lighter and had less detail at some point.
| Prerelease | Final game |
|---|---|
Jak is shown walking into a Yellow Eco vent without jumping as he powers up. The lack of eco meter suggests this may have been from an early point in development. In addition it produces a yellow glow similar to early footage of the sculptor's muse being caught.
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At various points in the level in various trailers, there are eco clusters, orbs and boxes in different places to the final game, usually appearing more frequently.
The thorns were lighter and had less detail at some point.
| Prerelease | Final game |
|---|---|
References
- ↑ 1.0 1.1 The Evolution of Naughty Dog, Part 2: Jak and Daxter - Power Up Gaming, February 18, 2015
- ↑ Naughty Dog's secret project named - IGN, May 14, 2001

