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		<title>Ratchet and Clank/Game Mechanics and Glitches - Revision history</title>
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		<title>Orchisawesome at 16:44, 31 August 2013</title>
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				<updated>2013-08-31T16:44:59Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
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				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 16:44, 31 August 2013&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Differences between versions &lt;/del&gt;==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Glitches &lt;/ins&gt;==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;50 vs. 60 hz &lt;/del&gt;===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Slope-intercepting (SI) &lt;/ins&gt;===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Despite &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;framerate being different (50 FPS on PAL vs. 60 FPS on NTSC&lt;/del&gt;/&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;HD&lt;/del&gt;)&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;games run exactly at &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;same speed&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The game uses an optimized 50 hz display which offers &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;same experience as &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;60 hz display&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;However&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;there&lt;/del&gt;'s a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;little difference in glitching: 50 hz has slightly higher ledge grabs during &lt;/del&gt;high &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;jumps, making some glitches on Batalia (directly grabbing &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;magnestrip near &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;taxi) or &lt;/del&gt;on &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Gemlik (grabbing the top of the left pillar of the first barrier) possible&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;These &lt;/del&gt;can &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;save a few seconds&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;'''Works in every version of &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;game'''&amp;lt;br&lt;/ins&gt;/&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The Slope-intercepting (also shortened as SI&lt;/ins&gt;) &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;is a glitch that involves &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;helipack and &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;geometry of some levels&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;If you land on parts of &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;level you're aren't supposed to explore, &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;game just makes Ratchet slip to the ground when he makes contact on these surfaces (or into anything that can kill you like a void)&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;But on some surfaces&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;it&lt;/ins&gt;'s &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;possible to prevent Ratchet from slipping by doing &lt;/ins&gt;a high &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;jump as soon as Ratchet hits &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;ground. The best way to do it is to hold R1 and mash X as fast as possible so &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;game thinks you are &lt;/ins&gt;on &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;a &amp;quot;walkable&amp;quot; surface&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;This glitch permits to go out of bounds in some levels and &lt;/ins&gt;can &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;be used to skip entire planets&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;* If you're playing any NTSC version of the game (PS2 or PS3)&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;you will be locked in 60 hz mode.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Some grounds however are protected against this technique, as they are making Ratchet slipping instantly when he touches them&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;not letting &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;player to &lt;/ins&gt;have the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;time to do a SI, &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;blocks &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;player to do &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;single movement until Ratchet has reached the ending &lt;/ins&gt;of the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;slip (most of &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;times it leads to death&lt;/ins&gt;). &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;These grounds are called instant-slip&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;* If you're playing a PAL PS2 version of &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;game, you will &lt;/del&gt;have the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;choice between 50 hz &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;60 hz in &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;main menu. You can't change this mid-game.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;* If you're playing &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;PAL PS3 version &lt;/del&gt;of the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;game, &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;game doesn't offer you that choice. However, if you play the game in standard definition (composite cables&lt;/del&gt;)&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, you will be in 50 hz&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;If you play it in high definition (component or HDMI), you will be in 60 hz mode&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Black label vs. Platinum/Greatest Hits vs. HD &lt;/del&gt;===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Decoy clipping &lt;/ins&gt;===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;If most &lt;/del&gt;of the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;glitches are possible on any version&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;some glitches are version-specific. Black label &lt;/del&gt;is the first &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;version of &lt;/del&gt;the game &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;that released &lt;/del&gt;in &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;November 2002&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Platinum &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Greatest Hits is &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;budget version released in 2003&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Then&lt;/del&gt;, the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;HD Collection/Trilogy&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;available on PS3 only, is based &lt;/del&gt;on the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Platinum &amp;amp; Greatest Hits version and was released &lt;/del&gt;in &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;May 2012 in Europe&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;and October 2012 &lt;/del&gt;in &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;North America.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;'''Works in every version &lt;/ins&gt;of the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;game'''&amp;lt;br/&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;* Black label &lt;/del&gt;is the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;only version that can do &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Oltanis magnestrip &lt;/del&gt;skip &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;in New Game +&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;'''Requires the Decoy Glove (7&lt;/ins&gt;,&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;500 bolts)'''&amp;lt;br/&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;* Black label can&lt;/del&gt;'&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;t do the Flagship Out &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Bounds glitch on Drek&lt;/del&gt;'&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;s Fleet.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Decoy clipping &lt;/ins&gt;is &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;a technique that is widely used by glitchers and was one of &lt;/ins&gt;the first &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;glitches found in &lt;/ins&gt;the game&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;. It involves using one or several Decoys &lt;/ins&gt;in &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;order to clip through walls&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;It works simply by putting Ratchet into first-person view next to a wall, a door or a barrier, &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;throwing decoys on &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;ground very closely to Ratchet so he can't move away from the wall&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;If it's done correctly&lt;/ins&gt;, the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;game will think the decoys are more solid than the wall&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;and will throw Ratchet &lt;/ins&gt;on the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;other side of the wall.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;* PAL HD version is &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;only one &lt;/del&gt;that can use the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Pyrocitor &lt;/del&gt;glitch &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;against Drek&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;It's a glitch that is still widely used &lt;/ins&gt;in &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;speedruns&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;but there is now a route &lt;/ins&gt;in &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;New Game category that completely skips it : the main reason &lt;/ins&gt;is the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Decoy Glove is quite expensive and &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;way to &lt;/ins&gt;skip &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;it is slightly faster than collecting the bolts required to acquire it&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;=== Zombie Ratchet ===&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;'&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;''Works in every version &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the game&lt;/ins&gt;'&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;''&amp;lt;br/&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;'''Requires &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Swingshot (1,000 bolts)'''&amp;lt;br/&amp;gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The Zombie Ratchet is a state &lt;/ins&gt;that &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;permits Ratchet to clip through walls without Decoys. It works on two planets (Umbris and Veldin), which both have mud that kills you by drowning. However, the game considers you killed when the entire body of Ratchet is drown. You &lt;/ins&gt;can &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;prevent this by catching a Swingshot orb : just jump into the mud, and before touching it, &lt;/ins&gt;use &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;your Swingshot. Ratchet will then touch the mud, drown, but will be thrown out thanks to his Swingshot. When performed, &lt;/ins&gt;the glitch &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;stays until you die or if you leave the planet&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Orchisawesome</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/index.php?title=Ratchet_and_Clank/Game_Mechanics_and_Glitches&amp;diff=35740&amp;oldid=prev</id>
		<title>Orchisawesome: Created page with &quot;== Differences between versions == === 50 vs. 60 hz === Despite the framerate being different (50 FPS on PAL vs. 60 FPS on NTSC/HD), the games run exactly at the same speed. T...&quot;</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/index.php?title=Ratchet_and_Clank/Game_Mechanics_and_Glitches&amp;diff=35740&amp;oldid=prev"/>
				<updated>2013-08-31T16:43:14Z</updated>
		
		<summary type="html">&lt;p&gt;Created page with &amp;quot;== Differences between versions == === 50 vs. 60 hz === Despite the framerate being different (50 FPS on PAL vs. 60 FPS on NTSC/HD), the games run exactly at the same speed. T...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;== Differences between versions ==&lt;br /&gt;
=== 50 vs. 60 hz ===&lt;br /&gt;
Despite the framerate being different (50 FPS on PAL vs. 60 FPS on NTSC/HD), the games run exactly at the same speed. The game uses an optimized 50 hz display which offers the same experience as the 60 hz display. However, there's a little difference in glitching: 50 hz has slightly higher ledge grabs during high jumps, making some glitches on Batalia (directly grabbing the magnestrip near the taxi) or on Gemlik (grabbing the top of the left pillar of the first barrier) possible. These can save a few seconds.&lt;br /&gt;
&lt;br /&gt;
* If you're playing any NTSC version of the game (PS2 or PS3), you will be locked in 60 hz mode.&lt;br /&gt;
* If you're playing a PAL PS2 version of the game, you will have the choice between 50 hz and 60 hz in the main menu. You can't change this mid-game.&lt;br /&gt;
* If you're playing a PAL PS3 version of the game, the game doesn't offer you that choice. However, if you play the game in standard definition (composite cables), you will be in 50 hz. If you play it in high definition (component or HDMI), you will be in 60 hz mode.&lt;br /&gt;
&lt;br /&gt;
=== Black label vs. Platinum/Greatest Hits vs. HD ===&lt;br /&gt;
If most of the glitches are possible on any version, some glitches are version-specific. Black label is the first version of the game that released in November 2002. Platinum and Greatest Hits is the budget version released in 2003. Then, the HD Collection/Trilogy, available on PS3 only, is based on the Platinum &amp;amp; Greatest Hits version and was released in May 2012 in Europe, and October 2012 in North America.&lt;br /&gt;
* Black label is the only version that can do the Oltanis magnestrip skip in New Game +.&lt;br /&gt;
* Black label can't do the Flagship Out of Bounds glitch on Drek's Fleet.&lt;br /&gt;
* PAL HD version is the only one that can use the Pyrocitor glitch against Drek.&lt;/div&gt;</summary>
		<author><name>Orchisawesome</name></author>	</entry>

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