Great video as always. Some more trivia: - In addition to the gun and jetboard tracks, most music in the game also features tracks that play when you are Dark Jak or when you are in the Titan Suit. Along with that, the game also has an "excitement"/"danger" value, the higher the danger value, the more intense the music becomes. It ranges from 0 to 1 and increases depending on how many enemies are in Jak's vicinity. There are three stages of danger where the music becomes more intense, reached at 25%, 50% and 75% excitement, respectively. The danger track can also play simultaneously while one of the other special tracks is active. This means that there is a decent amount of combinations of dynamic music, some of which you almost never get to hear. For example, Haven Forest has a Titan Suit variation even though you never get to use it in that level. The Haven Forest music also changes with excitement, but you also never really get to hear this because in the only instances where enemies appear in the forest, you either don't have enough of them to trigger the different danger variants (i.e. the Metal Head Hunt mission) or there is different music playing (i.e. Protect Samos mission). For Jak 1, there are a lot of different "flavas", as the game calls them, for each music track, and quite a few unused ones as well. Fire Canyon for example has an unused flava that sounds like it came straight out of a Crash Bandicoot game. There's a few other interesting ones, like for Misty Island or the Citadel. You can listen to all of them with the OpenGOAL music player secret if you are curious. - I'm sorry to burst anyone's bubble who thinks that the horns in the mirror are an intentional easter egg, but I am 99% sure that it's just a bug. The model of Jak used for the mirror is the exact same as the default model. Jak's model actually always has these horns by default, it's just that they are tucked away whenever you are not Dark Jak. The mirror model that is spawned is what the game internally calls a "manipy", which is basically like a puppet model that you can manually animate or tell it to clone an existing model's animation. In this case, the mirror manipy is set to clone the real Jak's animations, but it has a bug where the horns come out when certain animations are played back, like the slow walking or crouching ones. This can also be seen when using the game's animation viewer on Jak's model, when playing back the walking animation, the model will also show the horns.
Awesome video. I love the idea of the crowd watching the incredible human tragedy of every other racer simultaneously dying and then having to gingerly watch while the rat makes five victory laps before they can leave.
@@NotOrdinaryInGamesshort version of it was there was an accident that killed 83 or so spectators and a driver and yet race officials still said for it to play on
07:20 to add to this dynamic music, it also changes with a few other things (there may be others, you may reply to this comment) - When using Dark Jak - Riding a zoomer - Fighting ennemies - In mar's tomb, within the insects you need to puch -while mounting a turret - while mounting a mech suit I'm not sure if it counts, but encountering ennemies, without confrontation plays a sound effect to bring up tension
I would LOVE to see this kind of content with the Ratchet and Clank games and the Sly Cooper games, along with this those three franchises were my childhood. Either way keep it up! :)
I remember as a kid for the Erol race I'd blow him up early by slowly damaging him with dark jak (I don't remember if it was possible with just tapping the button and going semi-dark jak while remaining regular, or if you had to go into his giant state, which might require NG+) and then starting the race while he's 1hp
I got a myth or two… When you do a somersault trick on the jet board in water (slums) you can do an extra somersault on the water, maybe try this in jak 3 as well? My other myth is to get to the weapons factory (and fight krew) when you first get the jet board, thanks for busting or proving these!
Bro I’m in this 😍😍😍 and you talked about it for a hot minute!! I’m stoked thanks bro great content! Ps first ever instance of dynamic music I really heard as a kid, I was blown away
When the metalheads enter the city, if you take a Krimson Guard bike and use it to shoot the yakows, a bunch of Krimson Guards will keep coming to join in beating up the yakows, of course because yakows are the true villains of the game and these metalheads are just a distraction.
Great to have you back! Imagine my surprise and glee when I see that my myths were tested in your video, that put a smile on my face. Thank you and keep up the great work :D
I'm pretty sure that music change thing happens throughout both the first and second games, and also I think in the third game, different mixes play within the same area depending on different circumstances
Enjoying the series! Here's a few suggestions to try. You can do whatever sounds interesting to you. 1. The ends of the map of Sandover in Jak II are the exact same places where the title text of the area will appear on the screen in TPL. I.e. if you walk to what is the edge of the map near where FJ would have been in Jak II, that's where the map ends, but in TPL, that exact same place is where you see the text "Forbidden Jungle" appear on the screen. 2. It is possible to somehow spawn the grenade launcher Krimzon Guards in the city. No idea how, I just think it would be neat lol. 3. Some of the music in the game uses the same leitmotifs as TPL. The ambush theme being the race theme is the only one I know of, but it would be cool to know if any others do so as well. 4. It's possible to enter what existed of the Time Cutter before it was scrapped in the final product. 5. It was explained by Evan Wells that the reason Sandover exists in the game is because all cutscenes happened in real time and thus needed to use level assets to make the background. With that in mind, is it possible to find the literal time warp in the game somewhere (the purple cosmic nothingness that Jak, Dax, Keira, and Samos travel to at the start)? 6. You can beat Baron II before he gets the Precursor Stone, and if you do so, Daxter's scripted dialogue won't play.
I've tried to spawn in the time warp bit before by removing the game disc mid-cutscene, but to no success - would be interested in seeing if that's possible too.
1. You can solve the beetles puzzle in "Pass the Second Test of Manhood" by entering first person and identifying the beetles with a low res version of the red pattern peeking out from underneath them. 2. You can remove the countdown timer from "Shuttle Underground Fighters" by clipping into the loading chamber for Dead Town then going back out. Any mission progress will have reset but you can now complete the mission at your own pace. 3. In "Destroy Hellcat Cruisers" you can instantly remove your wanted level by going back into the Underground hideout and talking to Torn. 4. Also in "Destroy Hellcat Cruisers", you will not acquire a wanted level if you indirectly blow up a Hellcat Cruiser. This can be done by kamikaze or by sacrificing civilian vehicles to blow up the Hellcat. 5. You can beat "Protect Hideout from Bomb Bots" without using guns or Dark Jak? 6. It is possible to avoid loading in the falling boulders in "Find Gear in Mountain Temple" by performing a precise extended uppercut underneath the loading trigger, so that you land on the narrow strip of grass before the platforming section. 7. The Peacemaker can wallbang in many spots e.g. the walls you break with the Titan mech in "Get Life Seed". 8. "Destroy Tower at Drill Platform" can be beaten without the Titan mech? 9. "Destroy Strip Mine Eco Wells" can be beaten without using the jetboard? 10. "Destroy Equipment at Dig Site" can be beaten without using the jetboard? 11. The Znorkle Tooths can bite you through the concrete floor at the end of "Drain Sewers". 12. You can beat "Destroy Ship at Drill Platform" without using the turret at all? I know the first two can be skipped.
Actually early samos hut is confirmed. If you walk all the way around the intended path instead of doing the boosted you did at 8:38, the hut will load in. It's walking the intended path that loads the hut. If you don't walk around and instead do the boosted in the mission "protect site at dead town", then the hut will also not load in.
wacky to see quinton being the one to ask, but years ago (roughly when the original game was turning 20) i tried to use various overhead shots to answer the same question, along with comparing the actual geometry to the minimap. i didn't get very far as jak 2 wasn't playable via opengoal yet
skipping the rings in the erol race iirc can also actually be faster because even though you lose out on a lot of speed from not hitting the rings, there's a lot of the race you can completely cut out such as ringing around mar's tomb
Ive actually had all the racers die in the class races. It was so long ago but i think I was doing the reverse racers and trying to get the high scores. At somepoint i realized i was the only one on the track. Didnt matter becuase i got myself killed near the end of the race and had to start over thus all the racers came back.
Man, I had forgotten that time I was trying to get into the hut. The hut does load in normally if you avoid doing the second boosted at 8:38 and instead go the normal route, my question was if you could get inside from that position. Edit: turns out you can actually get inside the hut: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-mLGFCiVnEvI.html But here's something for part 3: If you load "Shuttle Underground Fighters" from the level select and immediately start mashing triangle something neat happens to not only Jak, but also the camera. Can you explain both of those? :)
If you approach the area with Samos' hut in Dead Town, it can spawn. I had to use debug mode, but it can spawn on your first visit if you can get to the path you take in the normal mission.
Very cool! Maybe you'll be able to pit to bed something that has been bugging me for years - two things actually. 1) Every once in a while, seemingly at random, when firing the scatter gun continuously Jak will hold the gun sideways (imagine "thug" style). Is there a specific trigger for this? Does the game's code have a line of code specifying the frequency/probability for this event to trigger? 2) This MAY be Mandela effect or something, but I vividly remember a couple of occasions many years ago where I managed to trigger a "secret" move, also with the scatter gun (though this may not be gun dependent), where Jak will do an arcing sideways jump. I also have a memory of maybe seeing this in an old video, maybe from a dev build used in promotional material or something like that. Do you have a way of accessing all of the game's animation and seeing if there is such a thing? At this point I feel like I'm gaslighting myself lol
We do have a way to access all the animation data in the game. I remember seeing something about Jak 2 or 3 having strafing and strafe jumping similar to Ratchet and Clank, but it was removed/deactivated. I’ll look more into it 👍
12:03 Im pretty sure It used to happen on my very old ps2 Im very confident in that, BUT I sadly do not own my old ps2 anymore as I gave it to my little siblings around 5 years ago and it doesnt seem to be in their possession anymore. I dont know if even though I seem to have an actual memory of it happening, I just misremember or if there was an actual bug or slowdown related issues that made it possible, either way I am not 100% certain this isnt possible.
i need help, i remember as a kid, using the leap lizard and going iver the wather in the ocean, to the point i coukd actually reach the octupus who gets you for going over the area and the game bugged himself and crashed it was the ps2 version