This was very funny, but also consider: There's a dangerous to perform glitch in Jak 2 that partially loads a broken Sandover Village, presumably used in the opening of the game. Sooo you can kinda make that meme a reality already. It'd be more definitive though, for sure.
There is nothing dangerous about loading VI1 lol. Its done in the opening cutscene of the game.@@supersmily5811 Also its a pretty big stretch to call loading a level normally a "glitch". Its unintended for you to stay there, but working as it should.
Bro. Bro. Bro, Jak-the complete edition. When does it drop???? When you beat it, gotta be able to go around all the maps! The best community and one of the best games! Still get enjoyment outta it.
You know what would be cool? Somehow combining maps from Jak 1 and 2 and changing Jak 1 locations to fit more with Jak 2 world. For example adding pipes to sentinel beach to turn it into an extension of pumping station. Or making locations like Forbidden jungle or Rock village to look dead and rundown. Or adding metal head eggs to Volcanic crater and Spider cave. I wonder if it will ever be possible.
I know that those small green eco balls technically exist in jak 2 with that one mission and everything. But yet, in those crates which I assume are 1:1 the crates from the original Jak 1 level (I mean obviously with a different model and everything), there is dark eco instead of green eco. Now I have absolutely no idea how crates in jak work in general or really any objects in the game. But what really happens there? Is it that the crates on these adresses are defined differently now? Or does dark eco in jak 2 have the adress that green eco used to have in jak 1? Or is it just a case of jak 2 using just its default crates for these, and jak 2's default crates just happen to be the dark eco ones?
There is a way to load Sandover in Jak 2 on the PS2, the version from the opening cutscene, and if you do that I believe scoutfly crates get replaced by Krimzon guard ones. There's almost certainly been some repurposing of stuff from Jak 1 in the development of 2.
So the crates have their contents defined by a index in the pickup-type enum. These crates are unmodified from Jak 1, so the indexes refer to a type in jak 1's pickup type enum. Jak 2 adds a few things like gun upgrades, ammo, and the jetboard as pickups so the order is shuffled a bit. In jak 2, the small eco is (eco-pill-green 6) but in jak 1 it is (eco-pill 7)
@@Poldovico Its just that both scout fly boxes and guard crates use the "crate" type in the code. Fun fact - In jak 1 orbs are "money" but in Jak 2 Skull Gems are "money" and orbs are "skill"
Id love a mod that lets you play Jak 2 & 3 without guns and with eco powers instead of using evo for ammo, with a mute OG Jak. Like a whatif Jak escaped in the first few weeks.
its stuff like this that makes me wonder if we could port code and game mechanics from jak 1 to jak 2 and vice versa. like could we put flut flut in jak 2, or guns in jak 1?
Here to say I was the funny ahh 420th sub, can't wait to maybe one day try to play Jak II without dying or else being sent back to Geyser. Totally kidding, that sounds like hell.