Fire Canyon Skip and Version Check: Difference between pages

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[[File:Fire Canyon Skip.gif|thumb|Infinite bounces being performed during Fire Canyon Skip]]
This page allows you to check the various differences you will encounter on each version of the Jak and Daxter games.
'''Fire Canyon Skip''', or '''FCS''' for short, is a skip in [[Jak and Daxter: The Precursor Legacy]] that bypasses the 20 power cell requirement needed to enter the second hub area (Rock Village). There is a safeguard in place that bounces Jak back to his last known grounded position if he tries stepping on the fiery canyon terrain. By using [[ground cancel jumps]], Jak is able to approach the canyon terrain without the game updating his grounded position. By Jak never having his grounded position updated, the game never enables the safeguard. Jak is then able to jump onto the canyon surface and initiate an [[infinite bounce]]. Although damage is dealt during the infinite bouncing, Jak's death sequence will not initiate unless he is in a grounded state.


During the course of the infinite bounce, the game is trying to find a grounded surface to bounce Jak to. If Jak gets too close to any object or surface that he is able to stand on, the game will take over and magnetize Jak's bounces towards that surface. There are four areas that regularly trigger this magnetization effect and are commonly called "the four horsemen" in reference to the Four Horsemen of the Apocalypse.
= PlayStation 2 (PS2) =
== Jak and Daxter: The Precursor Legacy ==
[[File:PS2 Jak and Daxter Disc 2.PNG|thumb|The number 2 on the inner ring of the disc indicates that this is a Black Label #2 (NTSC-U/C) disc, which does have Citadel Skip.]]
[[File:PS2 Disc Number Version Check Discovery.PNG|thumb|The discovery of being able to identify which PS2 discs have Citadel Skip or not.]]
If you have a North American Black Label (NTSC-U/C) copy of [[Jak and Daxter: The Precursor Legacy]], you may or may not have [[Citadel Skip]]. If you look on the back of the disc, you will find a number on the inner ring. This number indicates your version of the game and whether or not you have Citadel Skip. If you see a 1 or a 2, Citadel Skip is not patched and will work. If you see a 3 (or higher), Citadel Skip is patched and will not work.


==Technical==
[[File:Jak and Daxter TPL Disc Comparison for Citadel Skip.jpg|440px]]


The code snippet below is what checks for Jak's last known grounded position.
{| class="wikitable" style="margin:left"
|-
! Version !! Citadel Skip
|-
| Black Label #1 (NTSC-U/C) || style="background: green; color:white;" | Yes
|-
| Black Label #2 (NTSC-U/C) || style="background: green; color:white;" | Yes
|-
| Black Label #3+ (NTSC-U/C) || style="background: red; color:white;" | No
|-
| Greatest Hits (NTSC-U/C) || style="background: red; color:white;" | No
|-
| Black Label (PAL) || style="background: green; color:white;" | Yes
|-
| Platinum Label (PAL) (NTSC-U/C) || style="background: green; color:white;" | Yes
|-
| Black Label (NTSC-J/Korean) || style="background: red; color:white;" | No
|-
| Silver Label (NTSC-J) || style="background: red; color:white;" | No
|}


    (let ((s4-0 (find-ground-point (-> arg0 control) (new 'stack-no-clear 'vector) 8192.0 40960.0)))
== Jak II ==
   
In the Greatest Hits version, a patch was implemented to fix the [[Stadium Bug]] and to prevent the game from crashing during the final cutscene.
    (set! s4-0 (cond
                  (s4-0 ;; if we found it, use that
                    s4-0
                    )
                  (else
                    ;; failed to find it. Use the last known safe ground point instaed.
                    (-> arg0 control last-known-safe-ground)
                    )
                  )


==The Four Horsemen==
== Jak 3 ==
On PAL 50 Hz, the Triangle button tends to work less often. There is also a route in Sewers that is only doable on 60 Hz.


===First Crate===
== Jak X: Combat Racing ==
On the Black Label release, there is a bug referred to as [[Autosave Glitch]] that can occur. This bug causes the games autosave feature to fail and not actually save the game. It can also potentially corrupt the game's save data. You will know if the bug occurs when the memory card icon in the bottom corner flashes nonstop.


The first obstacle, or the first horseman, of Fire Canyon Skip is the first bridge with an orb crate. Often referred to as "first crate", the angles needed to bounce around the crate are so tight that most attempts end here. There is a setup that can assist with bouncing around the crate, but even then the success rate is still extremely low.
The bug only happens on [https://en.wikipedia.org/wiki/PlayStation_2 PS2 Slim models] and was fixed in the Greatest Hits version. However, it was not patched in the PAL Platinum version.


===Second Crate===
== Jak and Daxter: The Lost Frontier ==
The game was originally built for the PSP, but a PS2 port was created alongside it. The PSP and PS2 versions were released at the same time on November 3, 2009.


The second obstacle, or the second horseman, is the second bridge with an orb crate. Often referred to as "second crate", this obstacle is much more forgiving since this bridge is much wider than the first. There is a setup that involves precise camera rotation and allows for a very consistent completion rate.
Notable differences include:


===Ramp===
* Right Analog stick is used for camera controls
* All Dpad buttons are used for selecting different Gunstaff weapons
* R1 is used to shoot instead of Triangle
* L2 cycles through eco powers instead of Dpad Left/Right or Select
* Load times are worse
* Crashes are more frequent
* Graphics are lower quality
* Difficult to see when out of bounds because more textures are laoded


The third obstacle, or the third horseman, is the third ramp Jak encounters in the the canyon. Often referred to as just "ramp", this obstacle is positioned much closer to the right canyon wall and the left path around the ramp is blocked by dark eco crates which can not be bypassed. There is a setup for riding the wall around the ramp, but it requires two very precise jumps.
= PlayStation 3 (PS3) =
[[File:Jak and Daxter Collection and Trilogy PS3.jpg|thumb|The North American Jak and Daxter Collection and European Jak and Daxter Trilogy for the PlayStation 3.]]
In 2012, [https://en.wikipedia.org/wiki/Mass_Media_(company) Mass Media], a subsidiary of THQ, was tasked with porting the Jak and Daxter trilogy to the PlayStation 3. Below are the major differences for each of the games that are in this port.


===Dark Eco Crates===
All Jak games and versions on the PS3 suffer from [[Punch Glitch|punch glitch]].


This final obstacle, or the fourth horsemen, is a set of two dark eco crate bundles. The game considers the top of dark eco crates to be a viable area to trigger Jak's death animation, so infinite bounces will be magnetized towards dark eco crate if Jak gets too close. Jak's death sequence will trigger if he lands on top of the crates, but not if he slams into the sides of them. With good timing and spacing, Jak can be magnetized towards the dark eco crates as he begins a bounce. This will bounce Jak into the side of the crates instead of landing him on top of the crates like the game wants to happen.
== Jak and Daxter: The Precursor Legacy ==
Major differences compared to the PS2 versions include:
* Graphical upscale
* Slower save/load times
* No Citadel Skip
* Punch Glitch


==Discovery==
== Jak II ==
Major differences compared to the PS2 versions include:
* Graphical upscale
* Faster save/load times
* Punch Glitch


All versions of Fire Canyon Skip (FCS) were first theorized and performed by Bobbykaze. The first instance of Fire Canyon Skip being performed in a speedrun was by LouiGi on January 7, 2019.
== Jak 3 ==
Major differences compared to the PS2 versions include:
* Graphical upscale
* Faster save/load times
* Punch Glitch


===Community Reaction to LouiGi's Speedrun===
= PlayStation 4 (PS4) =
<youtube>https://www.youtube.com/watch?v=8NjdrDNQJ0g</youtube>
[[File:Jak and Daxter Bundle and Collection Artwork PSStore.jpg|thumb|The PlayStation Store artwork for the North American Jak and Daxter Bundle and European Jak and Daxter Collection.]]
In 2017, the first four Jak and Daxter games were virtually released for the PlayStation 4 in North America and Europe. The North American version is titled the [https://store.playstation.com/en-us/product/UP9000-CUSA02522_00-JADBUNDLE0000001 Jak and Daxter Bundle] and the European version is titled the [https://store.playstation.com/en-gb/product/EP9000-CUSA07934_00-JAKDAXTER0BUNDLE Jak and Daxter Collection].


===First RTA Completion===
Jak 3 and Jak X: Combat Racing are listed on the Japanese PlayStation Store, but these are the North American (NTSC-U/C) English versions.
<youtube>https://www.youtube.com/watch?v=Dzn4mxs6vhU</youtube>


==Skip Versions==
The PS4 and PS5 versions of the game are not actual ports. Instead, they are emulations of the PS2 versions.


===FCS v1.0===
<youtube>https://www.youtube.com/watch?v=WkIJV84HV2E</youtube>


The first version of Fire Canyon Skip took an approach similar to [[Lava Tube Skip]] v2.0, making use of an [[idle deload]] and [[checkpoint bypass]]. The skip would start with Jak waiting 30 seconds to perform his idle animation while in Fire Canyon. This would change Jak's stored level to Fire Canyon. Once Fire Canyon has been stored, Jak climbs over the left canyon wall to get out of bounds and maneuvers back to the Sandover Village checkpoint. Once Sandover Village becomes Jak's active level, a precise [[extended uppercut]] is used to perform a checkpoint bypass, allowing Jak to enter Fire Canyon while Sandover Village is still the active level (Sandover Village music will play while in Fire Canyon). After the bypass, Jak needs to perform an insane amount of blind ledge grabs and make his way deep enough into the canyon so that he is closer to the end of Fire Canyon than he is to the start. Once an idle deload is performed, the game will change Jak's stored level to his active level (Fire Canyon music will begin to play) and will set his checkpoint to the nearest one. In this case, the nearest checkpoint is at the end of Fire Canyon. Jak then dies and respawns at the end of Fire Canyon.
== Jak and Daxter: The Precursor Legacy ==
[[File:50 60 Hertz Bug on PAL PS4.PNG|thumb|Using the Video Mode menu option to switch between 50 and 60 Hz would result in a texture corruption on the PAL PS4 release.]]
When the bundle was first released on the PS4, it was quickly discovered that the games were not ported but were instead emulated versions of the PS2 releases. In the beginning, the North American release of [[Jak and Daxter: The Precursor Legacy]] on the PS4 was an emulation of a Black Label #1 which had Citadel Skip. Soon after, a patch was pushed out that fixed a [https://youtu.be/3Y99EIPZ1vE?si=YXWgErkss_ldTesv&t=32 texture corruption glitch] in the European release and updated the North American release from Black Label #1 to Greatest Hits, removing Citadel Skip. This made it so [https://store.playstation.com/en-gb/product/EP9000-CUSA07934_00-JAKDAXTER0BUNDLE only the European (PAL) version of the bundle contained Citadel Skip].


==FAQ==
Other notable changes include:


'''Why do you start FCS with double jumping three times after loading?'''
* Graphical upscale
* Faster saving and loading
* Controller input lag
* Lag spikes in various locations
* Center Screen option has no functionality
* Inverted camera controls (go to Graphics Options menu and press Dpad Up + R3)
* Limited directional inputs
* Jak slowly slides on the floor when idle


By performing ground cancel jumps, Jak is able to bypass the area that would tell the game to bounce Jak back to solid ground.
== Jak II ==
When Jak II was first released on the PS4, a massive frame rate issue on the PAL release was noticeable. The default frame rate for PAL is 50 Hz and the PlayStation 4 was trying to emulate the game at 60 Hz. This caused the game to run ~16.7% slower and made the game unplayable. The bug was quickly patched.


'''Are there going to be any new categories because of FCS?'''
Major differences include:


* The Any% category that preceded FCS has been added to the leaderboards as No FCS.
* Graphical upscale
* Inverted camera controls (L1 + L3)
* Crackling audio during cutscenes
* Center Screen option has no functionality
* Disabled the Progressive Scan and Refresh Rate menu options in the PAL release
* Game crashes if you skip the final cutscene at a specific time
* Texture bug on water planes
* Controller input lag
* Limited directional inputs
* Inconsistent frame rate


'''Who discovered FCS?'''
== Jak 3 ==
Major differences include:


* Bobbykaze, with help from Kuitar and LouiGi.
* Graphical upscale
* Disabled the Progressive Scan and Refresh Rate menu options in the PAL release
* Texture bug on water planes
* Controller input lag
* Limited directional inputs
* Inconsistent frame rate


'''What is the best time someone can theoretically get in Any% with FCS?'''
== Jak X: Combat Racing ==
[[File:Jak X Turbo Particle Effect Not Anchored Properly.PNG|thumb|Thruster particle effects floating behind the vehicle due to poor anchoring in the Jak X PS4 release.]]
Major differences include:


* The theorized best possible time for Any% is 15:3X.
* Graphical upscale
* Some vehicles are missing tires and get stuck on tracks
* Thruster particle effects are not anchored properly to vehicles (floating behind the vehicle)
* Controller input lag
* Limited directional inputs
* Inconsistent frame rate


'''Why do runners turn Jak backwards for FCS?'''
= PlayStation 5 (PS5) =
The PS5 releases are essentially the same as the PS4 releases with some minor fixes. See the videos below.


* Jak moves slightly faster when he is bouncing backwards.
== Jak and Daxter: The Precursor Legacy ==


'''Why does the runner sometimes stop to take damage on a lurker?'''
<youtube>https://www.youtube.com/watch?v=XBng5Rag2YQ</youtube>


* If you get bounced over the first orb crate (sometimes referred to as Kuitar Bounce) rather than bouncing around it, the bounce will change Jak's position to facing forward. Taking damage on the lurker allows the runner to change Jak's position back to backwards so they can go faster. Also, the current setups rely on Jak facing backwards.
== Jak II ==


'''I'm a new runner and I can't get Jak to start bouncing on the lava, any tips?'''
<youtube>https://www.youtube.com/watch?v=bds1TAWasmw</youtube>


* Any% is not a good category to start with. It's recommended that you start with No LTS, No FCS, or 100%. Fire Canyon Skip is in its early stages and still needs much work before it becomes beginner friendly.
== Jak 3 ==


== Other Notes ==
<youtube>https://www.youtube.com/watch?v=HCmMiCrNjfA</youtube>
[[File:Fire Canyon Skip v2 ImRubic Discord Reaction.PNG|thumb|Discord reactions to ImRubic streaming the discovery of zoom deload. Bobbykaze later then uploads a video of zoom deload being used to perform FCS v2.]]
Piggleberry first found the [https://www.twitch.tv/videos/43702248 infinite bouncing] in Fire Canyon, but starting from the end of the level. At the time this was not useful. (June 22, 2015)


Kuitar put forward the idea of using Idle Deload for Fire Canyon Skip, and then Bobby put together the rest of [https://www.youtube.com/watch?v=E_udU2V6yeU Fire Canyon Skip v1], making use of an out of bounds at the start of the level found by headstrong.
== Jak X: Combat Racing ==


ImRubic discovered ""zoom deloads"" (Idle Deload with a zoom), and used it to enter Fire Canyon from Sentinel Beach and start infinite bouncing, something not previously possible with regular deloads. Bobby then put together the rest of [https://www.youtube.com/watch?v=HjUv1-4HLLI Fire Canyon Skip v2].
The same as the PS4 release but with more bug fixes.


Kuitar showed that you could use ground cancel jumps (3-frame jumps) to start infinite bouncing from the start of Fire Canyon, and then Bobby put together the rest of Fire Canyon Skip v2.5.
= PlayStation Portable (PSP) =
== Daxter ==
Daxter was only released on the PSP, so there are no version differences.


Several runners would later contribute with setups and strategies for making the skip RTA viable, especially LouiGi who also became the first runner to complete the skip RTA, followed by the first runner to get a WR with the skip (22m51s), achieved while members of the community watched on live from AGDQ 2019."
== Jak and Daxter: The Lost Frontier ==
The game was originally built for the PSP, but a PS2 port was created alongside it. The PSP and PS2 versions were released at the same time on November 3, 2009.


{{skips}}
Notable differences include:
 
* Trigger buttons are used for camera controls instead of an analog stick
 
= PlayStation Vita (PSVita) =
In 2013, the PlayStation 3 trilogy remaster was ported to the PSVita. Later, Daxter and Jak and Daxter: The Lost Frontier would become digitally available on the console.
 
The PSVita versions of the games run terribly when compared to previous and later versions. With an average frame rate of 20 FPS combined with stiff and delayed inputs, the games are borderline unplayable.
 
== Jak and Daxter: The Precursor Legacy ==
Other major changes include:
 
* [[Lava Walk]] is nearly 100% consistent in the Klaww boss fight area
* L2, R2, L3, and R3 are bound to the Back Touch Pad and inconsistently register inputs
* Touchscreen input support
* Inputs get eaten due to poor frame rate
 
== Jak II ==
Other major changes include:
 
* L2, R2, L3, and R3 are bound to the Back Touch Pad and inconsistently register inputs
* Touchscreen input support
* Inputs get eaten due to poor frame rate
 
== Jak 3 ==
Other major changes include:
 
* L2, R2, L3, and R3 are bound to the Back Touch Pad and inconsistently register inputs
* Touchscreen input support
* Inputs get eaten due to poor frame rate
 
== Daxter ==
Notable differences:
* Can not perform memory card removal for certain skips/strats
 
== Jak and Daxter: The Lost Frontier ==
Notable differences:
* Faster loads
 
= PlayStation TV / PS Vita TV =
The PSTV is a non-handheld variant of the PlayStation Vita.
== Daxter ==
Notable differences:
* Can not perform memory card removal for certain skips/strats
 
== Jak and Daxter: The Lost Frontier ==
Notable differences:
* Fastest loads
 
= OpenGOAL PC Port =
[https://opengoal.dev/docs/usage/game_versions/ Many changes] were made in the OpenGOAL versions of the games.

Revision as of 17:49, 19 February 2024

This page allows you to check the various differences you will encounter on each version of the Jak and Daxter games.

PlayStation 2 (PS2)

Jak and Daxter: The Precursor Legacy

The number 2 on the inner ring of the disc indicates that this is a Black Label #2 (NTSC-U/C) disc, which does have Citadel Skip.
The discovery of being able to identify which PS2 discs have Citadel Skip or not.

If you have a North American Black Label (NTSC-U/C) copy of Jak and Daxter: The Precursor Legacy, you may or may not have Citadel Skip. If you look on the back of the disc, you will find a number on the inner ring. This number indicates your version of the game and whether or not you have Citadel Skip. If you see a 1 or a 2, Citadel Skip is not patched and will work. If you see a 3 (or higher), Citadel Skip is patched and will not work.

Version Citadel Skip
Black Label #1 (NTSC-U/C) Yes
Black Label #2 (NTSC-U/C) Yes
Black Label #3+ (NTSC-U/C) No
Greatest Hits (NTSC-U/C) No
Black Label (PAL) Yes
Platinum Label (PAL) (NTSC-U/C) Yes
Black Label (NTSC-J/Korean) No
Silver Label (NTSC-J) No

Jak II

In the Greatest Hits version, a patch was implemented to fix the Stadium Bug and to prevent the game from crashing during the final cutscene.

Jak 3

On PAL 50 Hz, the Triangle button tends to work less often. There is also a route in Sewers that is only doable on 60 Hz.

Jak X: Combat Racing

On the Black Label release, there is a bug referred to as Autosave Glitch that can occur. This bug causes the games autosave feature to fail and not actually save the game. It can also potentially corrupt the game's save data. You will know if the bug occurs when the memory card icon in the bottom corner flashes nonstop.

The bug only happens on PS2 Slim models and was fixed in the Greatest Hits version. However, it was not patched in the PAL Platinum version.

Jak and Daxter: The Lost Frontier

The game was originally built for the PSP, but a PS2 port was created alongside it. The PSP and PS2 versions were released at the same time on November 3, 2009.

Notable differences include:

  • Right Analog stick is used for camera controls
  • All Dpad buttons are used for selecting different Gunstaff weapons
  • R1 is used to shoot instead of Triangle
  • L2 cycles through eco powers instead of Dpad Left/Right or Select
  • Load times are worse
  • Crashes are more frequent
  • Graphics are lower quality
  • Difficult to see when out of bounds because more textures are laoded

PlayStation 3 (PS3)

The North American Jak and Daxter Collection and European Jak and Daxter Trilogy for the PlayStation 3.

In 2012, Mass Media, a subsidiary of THQ, was tasked with porting the Jak and Daxter trilogy to the PlayStation 3. Below are the major differences for each of the games that are in this port.

All Jak games and versions on the PS3 suffer from punch glitch.

Jak and Daxter: The Precursor Legacy

Major differences compared to the PS2 versions include:

  • Graphical upscale
  • Slower save/load times
  • No Citadel Skip
  • Punch Glitch

Jak II

Major differences compared to the PS2 versions include:

  • Graphical upscale
  • Faster save/load times
  • Punch Glitch

Jak 3

Major differences compared to the PS2 versions include:

  • Graphical upscale
  • Faster save/load times
  • Punch Glitch

PlayStation 4 (PS4)

The PlayStation Store artwork for the North American Jak and Daxter Bundle and European Jak and Daxter Collection.

In 2017, the first four Jak and Daxter games were virtually released for the PlayStation 4 in North America and Europe. The North American version is titled the Jak and Daxter Bundle and the European version is titled the Jak and Daxter Collection.

Jak 3 and Jak X: Combat Racing are listed on the Japanese PlayStation Store, but these are the North American (NTSC-U/C) English versions.

The PS4 and PS5 versions of the game are not actual ports. Instead, they are emulations of the PS2 versions.

Jak and Daxter: The Precursor Legacy

Using the Video Mode menu option to switch between 50 and 60 Hz would result in a texture corruption on the PAL PS4 release.

When the bundle was first released on the PS4, it was quickly discovered that the games were not ported but were instead emulated versions of the PS2 releases. In the beginning, the North American release of Jak and Daxter: The Precursor Legacy on the PS4 was an emulation of a Black Label #1 which had Citadel Skip. Soon after, a patch was pushed out that fixed a texture corruption glitch in the European release and updated the North American release from Black Label #1 to Greatest Hits, removing Citadel Skip. This made it so only the European (PAL) version of the bundle contained Citadel Skip.

Other notable changes include:

  • Graphical upscale
  • Faster saving and loading
  • Controller input lag
  • Lag spikes in various locations
  • Center Screen option has no functionality
  • Inverted camera controls (go to Graphics Options menu and press Dpad Up + R3)
  • Limited directional inputs
  • Jak slowly slides on the floor when idle

Jak II

When Jak II was first released on the PS4, a massive frame rate issue on the PAL release was noticeable. The default frame rate for PAL is 50 Hz and the PlayStation 4 was trying to emulate the game at 60 Hz. This caused the game to run ~16.7% slower and made the game unplayable. The bug was quickly patched.

Major differences include:

  • Graphical upscale
  • Inverted camera controls (L1 + L3)
  • Crackling audio during cutscenes
  • Center Screen option has no functionality
  • Disabled the Progressive Scan and Refresh Rate menu options in the PAL release
  • Game crashes if you skip the final cutscene at a specific time
  • Texture bug on water planes
  • Controller input lag
  • Limited directional inputs
  • Inconsistent frame rate

Jak 3

Major differences include:

  • Graphical upscale
  • Disabled the Progressive Scan and Refresh Rate menu options in the PAL release
  • Texture bug on water planes
  • Controller input lag
  • Limited directional inputs
  • Inconsistent frame rate

Jak X: Combat Racing

Thruster particle effects floating behind the vehicle due to poor anchoring in the Jak X PS4 release.

Major differences include:

  • Graphical upscale
  • Some vehicles are missing tires and get stuck on tracks
  • Thruster particle effects are not anchored properly to vehicles (floating behind the vehicle)
  • Controller input lag
  • Limited directional inputs
  • Inconsistent frame rate

PlayStation 5 (PS5)

The PS5 releases are essentially the same as the PS4 releases with some minor fixes. See the videos below.

Jak and Daxter: The Precursor Legacy

Jak II

Jak 3

Jak X: Combat Racing

The same as the PS4 release but with more bug fixes.

PlayStation Portable (PSP)

Daxter

Daxter was only released on the PSP, so there are no version differences.

Jak and Daxter: The Lost Frontier

The game was originally built for the PSP, but a PS2 port was created alongside it. The PSP and PS2 versions were released at the same time on November 3, 2009.

Notable differences include:

  • Trigger buttons are used for camera controls instead of an analog stick

PlayStation Vita (PSVita)

In 2013, the PlayStation 3 trilogy remaster was ported to the PSVita. Later, Daxter and Jak and Daxter: The Lost Frontier would become digitally available on the console.

The PSVita versions of the games run terribly when compared to previous and later versions. With an average frame rate of 20 FPS combined with stiff and delayed inputs, the games are borderline unplayable.

Jak and Daxter: The Precursor Legacy

Other major changes include:

  • Lava Walk is nearly 100% consistent in the Klaww boss fight area
  • L2, R2, L3, and R3 are bound to the Back Touch Pad and inconsistently register inputs
  • Touchscreen input support
  • Inputs get eaten due to poor frame rate

Jak II

Other major changes include:

  • L2, R2, L3, and R3 are bound to the Back Touch Pad and inconsistently register inputs
  • Touchscreen input support
  • Inputs get eaten due to poor frame rate

Jak 3

Other major changes include:

  • L2, R2, L3, and R3 are bound to the Back Touch Pad and inconsistently register inputs
  • Touchscreen input support
  • Inputs get eaten due to poor frame rate

Daxter

Notable differences:

  • Can not perform memory card removal for certain skips/strats

Jak and Daxter: The Lost Frontier

Notable differences:

  • Faster loads

PlayStation TV / PS Vita TV

The PSTV is a non-handheld variant of the PlayStation Vita.

Daxter

Notable differences:

  • Can not perform memory card removal for certain skips/strats

Jak and Daxter: The Lost Frontier

Notable differences:

  • Fastest loads

OpenGOAL PC Port

Many changes were made in the OpenGOAL versions of the games.