Jak 1 September 2001 Preview - Hub 2 Playthrough

Semi-casual playthrough of the preview build. Played on PCSX2 with 6x resolution, using Luminar's patches for debug mode, stability fixes, and no interlacing. This build is 2 months older than the final release version, and has many differences. I'll try to list the ones I noticed below (excluding ones I already mentioned in Part 1    • Jak 1 September 2001 Preview - Hub 1 Playt...  ) Sorry for skipping a few cutscenes, OpenGOAL habits are hard to break. General camera while on zoomer over water seems lower/different jumping on elevators gives way more height can shoot yellow eco after picking up blue eco? pretty sure this doesn't happen in final build at least flutflut jump mechanics are slightly different (less height?) different daxter death cutscene ("Say goodnight!") Rock Village collision was improved in some areas (wall sticking out along path from blue eco to orb cache) no pontoons leading to LPC extra barrels near warrior/gambler scout fly near boggy swamp moved next to levitator different orb placements (by scout fly near geologist, missing along pontoons, around boggy swamp entrance) different orb count 51/51 Precursor Basin the "keep you out on-foot" mechanics are different - the grass past the metal ramp forces your direction and the invisible wall is further back scout fly near moles in final build is in dead man's gorge instead (and timer keeps ticking during cell cutscene here!) when purple lurkers' cell drops is isn't immediately picked up different orb/crate placements (both orb crates and dark eco crates) different orb count 72/72 Jak is still visible during happy-plant cell drop cutscene HUD text for dead man's gorge race is different Lost Precursor City misc shrubs sticking through walls no puffer lurkers! (Larry and son) very annoying SFX throughout entire level stumbled upon a debug feature where pressing L2 opens the exit chamber, removed in final build green eco pills above orb cache in pipe room circling platforms in dark eco room are different (some aren't moving) "piggyback" door opens when near, even without having collected cell slide animation is different - you ride on Daxter LOL running into crates on slide behaves differently, sometimes it breaks your momentum slide mechanics seem harder to control at top speed different orb placement (somewhere?) different orb count 209/189 ? Boggy Swamp different eco/crate placements (missing yellow eco/eco not in crates at start, yellow eco/dark eco crates/missing green eco crates along swingpole path, missing crates after 2nd tether, yellow/blue eco in tar near flutflut) extra swarm of bats over orb crates near 2nd tether tethers each take 3 yellow eco hits before blowing up rats nests have yakow skull on them, mushroom platforms look different ambush ending is so much cooler different orb placements (near robot arm after ambush, crates along swingpole path, crates near flutflut) different orb count 203/203 two frogs near 2nd tether (only 1 in final build), frog near final tether crouching in tar behaves differently (e.g. can't clip OOB from final tether) Mountain Pass Klaww has 4 fingers, dropped to 3 in final build for JP audience flying lurker race plays every time, even if you've collected the cell at the end plunger lurker doesn't have collision no orbs! walls near secret cell are "ground" collision so you can drive/walk up them failing race during scout fly cell cutscene... leads to weird things, including half-softlocked cutscene state (letterboxing) after respawning, where I couldn't use the zoomer no checkpoint at end of level