Difference between revisions of "Ratchet and Clank"

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(Created page with "== 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...")
 
 
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== Differences between versions ==
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[[Category:PlayStation 2]]
=== 50 vs. 60 hz ===
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[[Category:PlayStation 3]]
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.
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[[Category:PlayStation Network]]
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[[Category:Games]]
  
* If you're playing any NTSC version of the game (PS2 or PS3), you will be locked in 60 hz mode.
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{{sda run|http://speeddemosarchive.com/RatchetAndClank.html}}
* 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.
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* 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.
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=== Black label vs. Platinum/Greatest Hits vs. HD ===
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= Categories =
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 & Greatest Hits version and was released in May 2012 in Europe, and October 2012 in North America.
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[[Ratchet and Clank/any%|Any%]] - Do whatever it takes to beat the game as fast as possible<br />
* Black label is the only version that can do the Oltanis magnestrip skip in New Game +.
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[[Ratchet and Clank/any% ng+|Any% ng+]] - Do whatever it takes to beat the game fast as possible from a saved file<br />
* Black label can't do the Flagship Out of Bounds glitch on Drek's Fleet.
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* HD version is the only one that can use the Pyrocitor glitch against Drek.
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== Glitches ==
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= Additional Information =
=== Slope-intercepting (SI) ===
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[[Ratchet and Clank/Game Mechanics and Glitches|Game Mechanics and Glitches]] - Some explanations about how the game works, specific techniques, and glitches <br />
'''Works in every version of the game'''<br/>
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[[Ratchet and Clank/Version Differences|Version Differences]] - Some explanations about how the game works for specific versions <br />
The Slope-intercepting (also shortened as SI) is a glitch that involves the helipack and the geometry of some levels. If you land on parts of the level you're aren't supposed to explore, the 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). But on some surfaces, it's possible to prevent Ratchet from slipping by doing a high jump as soon as Ratchet hits the ground. The best way to do it is to hold R1 and mash X as fast as possible so the game thinks you are on a "walkable" surface. This glitch permits to go out of bounds in some levels and can be used to skip entire planets.
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[[Ratchet and Clank/Additional Resources|Additional Resources]] - Links to other helpful resources
 
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Some grounds however are protected against this technique, as they are making Ratchet slipping instantly when he touches them, not letting the player to have the time to do a SI, and blocks the player to do a single movement until Ratchet has reached the ending of the slip (most of the times it leads to death). These grounds are called instant-slip.
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=== Decoy clipping ===
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'''Works in every version of the game'''<br/>
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'''Requires the Decoy Glove (7,500 bolts)'''<br/>
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Decoy clipping is a technique that is widely used by glitchers and was one of the first glitches found in the game. It involves using one or several Decoys in order to clip through walls. It works simply by putting Ratchet into first-person view next to a wall, a door or a barrier, and throwing decoys on the ground very closely to Ratchet so he can't move away from the wall. If it's done correctly, the game will think the decoys are more solid than the wall, and will throw Ratchet on the other side of the wall.
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It's a glitch that is still widely used in speedruns, but there is now a route in New Game category that completely skips it : the main reason is the Decoy Glove is quite expensive and the way to skip it is slightly faster than collecting the bolts required to acquire it.
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=== Zombie Ratchet ===
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'''Works in every version of the game'''<br/>
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'''Requires the Swingshot (1,000 bolts)'''<br/>
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The Zombie Ratchet is a state that 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 can prevent this by catching a Swingshot orb : just jump into the mud, and before touching it, use your Swingshot. Ratchet will then touch the mud, drown, but will be thrown out thanks to his Swingshot. When performed, the glitch stays until you die or if you leave the planet.
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Latest revision as of 11:49, 31 August 2013


SDAlogo runner.png This game has a run page on SDA!

Categories

Any% - Do whatever it takes to beat the game as fast as possible
Any% ng+ - Do whatever it takes to beat the game fast as possible from a saved file

Additional Information

Game Mechanics and Glitches - Some explanations about how the game works, specific techniques, and glitches
Version Differences - Some explanations about how the game works for specific versions
Additional Resources - Links to other helpful resources

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