There is no extra programming involved outside what the Engine already has. Modern Engines can automaticly create collision for any 3d objects, so its just a matter of checking a box while importing or not.
when game developers use that much extra collision: "Please find a way out of bounds to explore my work". The game must have been begging to be "broken".
It's cool though. It rewards players who put in the time to do these glitches
8 лет назад+13
It's been common in the series These Devs have put in way too much work Like seriously the collision programmer went completely out of his way to do program parts almost every dev would skip because the player would never get there
Mike Stout explained this to Tealgamemaster in a... live stream? Can't remember, but he basically said that to save memory and time, they would copy and recycle the landscapes and buildings to fill in the rest of the backgrounds. That includes the collision programming.
Cullen Latham Reminds of how Toby Fix seriously put a jump scare esque thing (technically just a creepily voice mixed message, but you get what I mean) in the game files just to troll dataminers
Yep. Unlike the remake, there was a lot to gain with this glitch in the original. At one point in the racetrack, there was a stack of infinitely re-spawning boxes full of bolts you could crash your hoverboard through during the race. Going to that point on foot allowed you to milk the place for an infinite supply of bolts. This glitch also made getting the skill point (+ trophy if you're playing the PS3 collection) of having 1 million bolts easier to do.
Nah. I bet the extra collision detection was because the out of bound areas were under consideration for a playable area, but were never finished. I discovered the same kinda stuff in Dead Island. It was pretty neat, discovering hidden bases tucked behind mountains that you're not allowed to jump over.
+AGrayPhantom Seeing all thoses un explored islands really made me wasnt more ratchet. Like, imagine if every planet had a free roam section kinda like the first jetpack level
AGrayPhantom that’s totally it, I think it’s the cause for RaC 2 and 3, since they had bigger plans for both games but had to cut some of them short due to time constraints, you can see all the cool stuff they had to cut due to time constraints. I’m RaC 2 it’s incredibly easy to get out of bounds, because you can scale literally any wall in that game easily.
The reason those out of bounds areas have collision detection is likely because of reused assets. They use the same mountain surface object that may have been used in another part of the level, so it has the same collision detection. This is a really good way to save memory in level design, and it makes building levels easier as well.
+Andy Gilleand The funny thing is that this is even in the demo to the ps2 version of this game. Even the golden bolts you can get on the ps2 version is on places that you think should be out of bounds.
You can notice things like that even in some 2D games, for example in the GBA Pokemon games, Cave biomes use the ledge graphics that you often find in gameplay for decoration in the background, making taller and more detailed looking cave walls. If you use a walk-through-walls glitch or code, you can walk down these ledges and they actually make you hop down them like they do when you encounter them in normal gameplay, since they used the same asset to save memory.
+Sezune Mizuhana I simply find it impressive that they put so much hard work and effort into their games to the point where they overdo it. Now THAT'S work ethic!
+Xanman then why are the cutscenes lazy as fuck and the character interactions not as funny as they used to be? it hardly lives up to the first game other than good graphics
Solid Snake tripple d They had to add in a lot of new mechanics and weapons and make it in a style that specifically harkens back to the old game. I can see why they'd need to cut some corners.
Xanman there is only one new weapon in the game i liked the game but it still was an underwhelming ratchet and clank experience what are the new mechanics?
I remember when i first got the Ratchet and Clank Collection on PS3, the first time i went to Florana and entered the Path of Death, *everything* was underwater all of a sudden XD as in i could swim literally everywhere in the level because, _god knows why_, when i entered the Path of Death, it must've accidentally triggered a swimming protocol or something I swear i couldnt make this shit up if i tried
you can complete the actual level of Florana in 15 seconds as well, you can just use the backtrack drawbridge and slip through a little gap in the bridge.
I never thought you'd do an episode on this game, so cool man! I enjoyed this one a lot. :) I remember doing the pixelized plumber glitch through my 2nd run of the game.
9:35 If you have trouble getting to the end area because of the invisible wall here that jumping on results in death, commit die (if you are already out of bounds), and do everything in order, but when you set down a second springbot, go back and grab another Gadgebot and set it as a bridgebot. Once you put it where you are supposed to, go down and grab the first one (but don't reprogram it) and bring it with you. When you clip through, place said springbot where you are supposed to, then turn around, grab the bridgebot, turn it into a springbot, and bounce on the springbot going to the ceiling. You now have an extra springbot.
2:04 R&C 3 on the PS2 does this exact thing. I only found out about it using the Moonjump AR codes, but if you go so high up Ratchet will start swimming in the air and the screen will tint green sometimes. Diving too close to the map will drop you out of the ‘water’, too. Don’t know about the other PS2 games.
Anybody else miss the old Chairman Drek? They made him generic and boring as all holy hell in this reboot. Kinda miss old Quark, too... Plus Ratchet has no personality anymore...
4:34 Hey guys! if you glinched out and play as clank on ratchet's side and go to the ship where it holds the predator launcher, get the predator launcher and then after that, clank will now have his very own predator launcher.
The reason some out of bounds objects might have collision is that they are simply just placed, pre-made objects, collision included. It's not a cheap way of doing things, but it is easy.
This reminds me of the old games speedruns where people joke about the npc's seeing the main character fly by in unnatural speeds. Rayman 1 speedrun is amazing for players of the game as it is an unfair and really hard game even for veterans
"BK: Nuts and Bolts" has out-of-bounds collision in Spiral Mountain. There's a HUGE field behind Grunty's head you can explore (and where you can fall through, you can use a flying vehicle to venture to the sadly NOT solid game factory cutscene area).
Insomniac was known for adding out of bounds since they knew people will be exploring the heck out of the maps. So a lot of the out of these are actually on purpose.
I know why this game has so much collision: In the old game, not a collision was programmed, making it so that there was a lot of glitches, they tried to prevent that, but failed.
To respond to the collision confusion, a lot of modern game engines allow for automatic collision, or visible collision, essentially generating a collision from what the engine sees instead of having to make on manually.
+Gamerdactyl Doubt it, it's more likely the developers were just copy and pasting the level model for the collision model and didn't bother to remove the out of bounds stuff.
In my experience with these games I swear they intend for all these secrets. For the longest time games always had places outside of the boundaries fun to explore. Sometimes even an easter egg. Ratchet and Clank games surely never get old.
From my experience Insomniac games almost always overdone collision detection which is awesome as their games are so much fun to go out of bounds in just like the whole Resistance series.
I think it may be because they always keep an open mind to redesigning their levels. If a situation called for it, maybe they were prepared to use those islands.
It's always a joy to watch your videos. Some are lackluster simply because the glitches don't vary much, though that's beyond your control. But when your video's are full of various glitches, it's amazing to watch and try out myself. I really hope they remaster the sequel for the PS4 Pro. This game was fantastic to replay; truly a remaster.
8:20 there is a faster way to speedrun, when instead of falling down you keep moving forward, you get on a big network of roads, and if you fall off at a certain spot, you fall under the map and if you then while falling go go a certain place, you trigger the captain quark bossfight and after that the Dr.nefarious one. So you can complete the game
It's awesome that a game can have this many great glitches without being a "glitchy game". I encountered no glitches whatsoever in my 100% run of the game because I didn't try to do any of these things.
I think I may know why so many of the out-of-bounds areas are fully collision programmed. The Ratchet and Clank games were produced by Sony Computer Entertainment, who bought out Naughty Dog, the creators of Jak and Daxter. Jak and Daxter was one of the first games in the early PS2 era to have seamless world transition. I remember reading once that the game originally had loading screens between zones, until the Naughty Dog developers can up with a method for preloading zones as the player approached the boundary between them. This technique was proprietary to Naughty Dog for some time, before other developers made their own versions, so I am sure that similar methods were implemented in the Ratchet and Clank series. Since the zones preload as the player approaches, I am sure that in some test phases, an extremely fast-moving player could zone into an area before the collision loaded, causing game breaking bugs. To combat it, I bet the programmers used some form of auto-collision generation to speed up load times and prevent such bugs.
+Jeremy Higgins ...Except that Ratchet & Clank was made by Insomniac, and we're talking about a PS4 game. Not a PS2 game here. Also Jak & Daxter: The Precursor Legacy used pretty much all of the PS2's resources to make the seamless world possible. They even used the PS1 chip for that extra boost which at the time was not permitted by Sony, but they did it anyway. It's true that Naughty Dog Developers helped out with the Ratchet & Clank (2002) coding and engine, but they're still miles off.
My point being that once a team develops an engine, they make enhancments and improvements upon it. It's unlikely that they would throw the whole thing away, just because new system comes out. That would make it take much longer to produce games. The team has experience coding their games a certain way, and old habits die hard. It seems much more logical to me that a habit derived from an earlier generation, one that isn't entirely negative, might still linger in a more modern game.
Unless you're Call of Duty, you typically do remake an engine when the technology comes out, and yes, it does take upward of 3 years, but it's worth it. The collision outside the boundaries is more than likely reused collision from other parts of the stage. So there is mountains/rocks/etc somewhere else in the stage that uses the same collision. It's a great way to save on memory.
Depending on how the game engine works, collision models might be automatically made, and since systems are much faster it really doesn't matter if the physicist engine is doing calculations, even with stuff you'll never touch.
My guess as to why so much stuff has collision is maybe the geometry already had collision metadata so every time they added a new object, the collision just wrapped around the faces automatically to create collision. Not very efficient but it makes creating the parts where the player is faster because they don't need to manually add collision themselves.
Nice work with this video, A+Start! I really enjoyed this game and it was fun to see you break it and discover some programming quirks with the collision.
your job will only get easier and easier as we go further into the future....since devs release games more and more unfinished each year....because "fuck it day 1 patch"
My favorite glitch I found from a Ratchet and Clank game was in Tools of Destruction where on the last planet in the open area filled with enemies right before the final boss, if you kill an enemy and allow him to fall directly on top of you perfectly centered, he can push you through the floor and fall below the map. As you continue falling, you'll notice a small piece of land far below you. If you land on it, you'll find yourself in the final boss arena without the final boss. Not much you can do in there since you need the cutscene to trigger the boss, but still really cool to see that the supposed dimension that Tachyon sends you to is just a hole in the floor.
O Hai, Love the videos, It would be very helpful for our growing channel if you could credit us in your description for the swimming in air method and the out of bounds methods that you posted on Novalis and Pokitaru. It helps our small channel grow. -Nick
I ran into the enemy glitches getting stuck in walls, also found a number of glitches when using grav ramps when jumping off in a few places you can get out of bounds too. I love this game and the series hope they make more!
ok, the glitches are pretty hard to do but with enough practice you can do it. also if you want to learn how to do some planets skips, watch this video for some speedrun tips and skips. i wish you the best of luck! ruclips.net/video/oB2WZ4LhzYA/видео.html
The R&C games have always had some pretty interesting glitches. I remember Going Commando having a very easy to perform glitch involving using your wrench against walls and floors in the unlockable First Person to climb easily into OB areas! Maybe you should look at R&C glitches from the older games? I'd love to see a glitch video of the _original_ Ratchet & Clank! Speaking of the original, too bad there's no glitch in this game to make it run at 60 FPS just as the original. Sure it _looks_ better, but it doesn't feel better in my book to not have the same smooth framerate..
R&C have always had out of bounds glitches cos of the wide variety of gadgets etc. So they kinda just rolled with it and made the glitches more fun for the player
4:42 I remember a almost identical glitch that I myself did on the ps2 ratchet and clank (the good one) which required the decoy glove. If you wanted bring a taunter and walk along the racetrack to a certain point, then activating the taunter by putting a brick on the circle button and then going to sleep. The taunter will break the regenerating crates you were underneath so you could get infinite bolts, or at least enough to buy the RYNO.
Would have been cool if getting onto the track on foot had these effect it did in the original, getting Infinite bolts. There was an amazing, if time consuming, exploit with respawning boxes.
Once I started finding the out of bounds glitches, I knew there would be a Son of a Glitch episode on it! Was testing out of bounds on Kerwan and got stuck in trees many times.
Great video Andy! I recently played through the game and found a couple of glitches myself (including one you didn't cover in this video), but didn't realise the game was quite this glitchy!
in rilgar after reaching the racing track you can jump into the water and explore all the planet there is a lot of islands and even deleted parts of the circuit that you can explore is really amazing
I used to do a glitch like that air-swimming one in the old PS1 Spyro games. Some of the levels had water that was perfectly level with the ground/shore, and because the diving animation pushed you up before actually going underwater, you could very easily just move forward onto land and swim in the air.
6:30 HAHA since he's holding his hand out in front of him like that on the "invisible weapon", it makes him look like King Arthur "galloping" around in Monty Python and the Holy Grail, that's hilarious XD
Hey A+Start, as a novice developer, there are tools where you input a model (the world in this case), where it will generate collision for you. So it's not necessarily that they intended it to have collision, it just ended up being that way as they didn't take the time to do it themselves.
I remember I completely broke the game back then on the level where you fight qwark, but the platform left without me and never came back. It also saved the game when the platform is stuck at the bottom in the boss arena.
I love it when developers go the extra mile and add collision detection in out-of-bounds areas. I dunno, something about that I find really interesting.
I deeply respect the collision programmers..
I respect them as much as the ones in Paper Jam.
VENI A MI CASA
Riverstarship sameereeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeerreeeeeeeeeeee
Im hoping to see an out of bounds glitch in Spiderman PS4
There is no extra programming involved outside what the Engine already has. Modern Engines can automaticly create collision for any 3d objects, so its just a matter of checking a box while importing or not.
when game developers use that much extra collision: "Please find a way out of bounds to explore my work". The game must have been begging to be "broken".
Lol
It's cool though. It rewards players who put in the time to do these glitches
It's been common in the series
These Devs have put in way too much work
Like seriously the collision programmer went completely out of his way to do program parts almost every dev would skip because the player would never get there
Mike Stout explained this to Tealgamemaster in a... live stream? Can't remember, but he basically said that to save memory and time, they would copy and recycle the landscapes and buildings to fill in the rest of the backgrounds. That includes the collision programming.
Cullen Latham
Reminds of how Toby Fix seriously put a jump scare esque thing (technically just a creepily voice mixed message, but you get what I mean) in the game files just to troll dataminers
You know it's a re-imagining when they bring glitches that allow you to get on the racetrack on foot, just like in the original lol
MProductions GAMING it was in the original?
Yep. Unlike the remake, there was a lot to gain with this glitch in the original. At one point in the racetrack, there was a stack of infinitely re-spawning boxes full of bolts you could crash your hoverboard through during the race. Going to that point on foot allowed you to milk the place for an infinite supply of bolts. This glitch also made getting the skill point (+ trophy if you're playing the PS3 collection) of having 1 million bolts easier to do.
I remember that!
You just tape down the O button while holding the taunter!
Ioppsssss hohojo im sanery
RustedShutKnight memories :,)
I have a feeling that the creators wanted us to find these glitches
Nah. I bet the extra collision detection was because the out of bound areas were under consideration for a playable area, but were never finished.
I discovered the same kinda stuff in Dead Island. It was pretty neat, discovering hidden bases tucked behind mountains that you're not allowed to jump over.
+AGrayPhantom that's actually a decent theory, and I could actually see that being the case
+AGrayPhantom Seeing all thoses un explored islands really made me wasnt more ratchet. Like, imagine if every planet had a free roam section kinda like the first jetpack level
Cody Ciesielski well... I definitely got stuck in a platform on the Deplanetiser
AGrayPhantom that’s totally it, I think it’s the cause for RaC 2 and 3, since they had bigger plans for both games but had to cut some of them short due to time constraints, you can see all the cool stuff they had to cut due to time constraints. I’m RaC 2 it’s incredibly easy to get out of bounds, because you can scale literally any wall in that game easily.
The reason those out of bounds areas have collision detection is likely because of reused assets. They use the same mountain surface object that may have been used in another part of the level, so it has the same collision detection. This is a really good way to save memory in level design, and it makes building levels easier as well.
+Andy Gilleand The funny thing is that this is even in the demo to the ps2 version of this game. Even the golden bolts you can get on the ps2 version is on places that you think should be out of bounds.
@Sir Jarko it was likely completely different people working on it though
You can notice things like that even in some 2D games, for example in the GBA Pokemon games, Cave biomes use the ledge graphics that you often find in gameplay for decoration in the background, making taller and more detailed looking cave walls. If you use a walk-through-walls glitch or code, you can walk down these ledges and they actually make you hop down them like they do when you encounter them in normal gameplay, since they used the same asset to save memory.
The islands on pokitaru have collision detections because of the flying ship segment
Hi
Swimming in the sky! One of the best glitches ever made! This is Spyro all over again! Thank You Insomniac!
"Somebody overdid it on the collision programming" God, I love Insomniac Games!
+Sezune Mizuhana I simply find it impressive that they put so much hard work and effort into their games to the point where they overdo it. Now THAT'S work ethic!
Xanman Yup, Insomniac rocks!
+Xanman then why are the cutscenes lazy as fuck and the character interactions not as funny as they used to be? it hardly lives up to the first game other than good graphics
Solid Snake tripple d They had to add in a lot of new mechanics and weapons and make it in a style that specifically harkens back to the old game. I can see why they'd need to cut some corners.
Xanman there is only one new weapon in the game
i liked the game but it still was an underwhelming ratchet and clank experience
what are the new mechanics?
True to their nature, Insomniac left much room for their swimming in the air glitches.
the swim in the air glitch reminded me of the air drill hack in sonic colors😊
Someone give the collision creator a promotion!
I want to give him 1000 promotions.
+sonic meerkat Insomniac has made collision like this to all out of bounds areas since 2004. That's why these games are so fun to glitch in.
+fire2xdxd Make him/her primary collision creator. Make him/her boss over everything. It'll be alright, guys... guys....?
it's awesome that everything has a collision! it makes the glitches way more fun to explore
@@zephyrprime8 just make him owner of the company
I remember when i first got the Ratchet and Clank Collection on PS3, the first time i went to Florana and entered the Path of Death, *everything* was underwater all of a sudden XD as in i could swim literally everywhere in the level because, _god knows why_, when i entered the Path of Death, it must've accidentally triggered a swimming protocol or something
I swear i couldnt make this shit up if i tried
Do You have photos or something?
Upload them
This is why PS2 is significantly better.
you can complete the actual level of Florana in 15 seconds as well, you can just use the backtrack drawbridge and slip through a little gap in the bridge.
This game has some 'Clanky' glitches
OK kill me
+Reysinx Indeed!
Get out
+Reysinx Get out.
+Reysinx Hello Shogunyan.
I never thought you'd do an episode on this game, so cool man!
I enjoyed this one a lot. :)
I remember doing the pixelized plumber glitch through my 2nd run of the game.
HI ZONIC! I'M ONE OF YOUR FANGIRLS!
This game has way too much solid ground, something I thought I'd never say
if 70% of earth is water why isnt this game non solid
9:35 If you have trouble getting to the end area because of the invisible wall here that jumping on results in death, commit die (if you are already out of bounds), and do everything in order, but when you set down a second springbot, go back and grab another Gadgebot and set it as a bridgebot. Once you put it where you are supposed to, go down and grab the first one (but don't reprogram it) and bring it with you. When you clip through, place said springbot where you are supposed to, then turn around, grab the bridgebot, turn it into a springbot, and bounce on the springbot going to the ceiling. You now have an extra springbot.
Andy and Syckoh have a good way of narrating these kinda videos whilst making them funny and not boring, which is a good talent.
The difference is that Andy actually uploads videos sometimes
+Dalton Holsteen Ikr! Where has he been!?
Anyone here try ScykohPlays? Same host as Scykoh but he let's plays a bunch of games.
2:04 R&C 3 on the PS2 does this exact thing. I only found out about it using the Moonjump AR codes, but if you go so high up Ratchet will start swimming in the air and the screen will tint green sometimes. Diving too close to the map will drop you out of the ‘water’, too. Don’t know about the other PS2 games.
Anybody else miss the old Chairman Drek? They made him generic and boring as all holy hell in this reboot.
Kinda miss old Quark, too... Plus Ratchet has no personality anymore...
Yes.
Also, I love your profile pic.
Roxy is the best character.
What you mean? I understand the old Drek, but I can’t see the difference with how the changes with Quark and Ratchet were significant.
@Taryn Garton
Ratchet, I can sum up with 2 quotes.
Upon entering Big Al's.
R&C1: Heh, nerd.
R&C2016: I've died and gone to nerd heaven.
You are right it does seem they have a little less character but they kept quarks cowardice
Yeah, the remake is hot garbage. The graphics are just about the only thing they improved on, the story and characters all went down the drain.
You don't understand how happy I become when I see a new video on this channel. it has renewed my thirst for fun videos and I salute you sir
4:34 Hey guys! if you glinched out and play as clank on ratchet's side and go to the ship where it holds the predator launcher, get the predator launcher and then after that, clank will now have his very own predator launcher.
The reason some out of bounds objects might have collision is that they are simply just placed, pre-made objects, collision included. It's not a cheap way of doing things, but it is easy.
Somebody had way too much time to program all of that collision.
+jsleahy76 No kidding, I can totally imagine some crazy guy staying after work just to throw in random collision XD
+jsleahy76 this game was in development for 3 years so they had lots of time
They should have make a better story instead of so unnecesary colisions XD
No, someone had way too much time to figure out where they were.
The enemies getting stuck in walls has been a common glitch since the first ratchet and clank, I commonly see it in all the games
This reminds me of the old games speedruns where people joke about the npc's seeing the main character fly by in unnatural speeds. Rayman 1 speedrun is amazing for players of the game as it is an unfair and really hard game even for veterans
"BK: Nuts and Bolts" has out-of-bounds collision in Spiral Mountain. There's a HUGE field behind Grunty's head you can explore (and where you can fall through, you can use a flying vehicle to venture to the sadly NOT solid game factory cutscene area).
Groovy
*****
Oh! LOL, sorry, didn't see that one yet!
That was another great episode! It was interesting to see that there was so much active collision outside the play area! :D
Insomniac was known for adding out of bounds since they knew people will be exploring the heck out of the maps. So a lot of the out of these are actually on purpose.
I know why this game has so much collision:
In the old game, not a collision was programmed, making it so that there was a lot of glitches, they tried to prevent that, but failed.
this is a remake they didn't just change the graphics for the old game. check your facts spud
I know... I was saying, They didn't want to make the same mistake they did last time. I didn't say anything about it just being a remake...
To respond to the collision confusion, a lot of modern game engines allow for automatic collision, or visible collision, essentially generating a collision from what the engine sees instead of having to make on manually.
There is probably so much collision detection, because they were planned to be accessable
+Gamerdactyl Doubt it, it's more likely the developers were just copy and pasting the level model for the collision model and didn't bother to remove the out of bounds stuff.
In my experience with these games I swear they intend for all these secrets. For the longest time games always had places outside of the boundaries fun to explore. Sometimes even an easter egg. Ratchet and Clank games surely never get old.
From my experience Insomniac games almost always overdone collision detection which is awesome as their games are so much fun to go out of bounds in just like the whole Resistance series.
Also the Spyro-Series :)
I think it may be because they always keep an open mind to redesigning their levels. If a situation called for it, maybe they were prepared to use those islands.
It's always a joy to watch your videos. Some are lackluster simply because the glitches don't vary much, though that's beyond your control. But when your video's are full of various glitches, it's amazing to watch and try out myself.
I really hope they remaster the sequel for the PS4 Pro. This game was fantastic to replay; truly a remaster.
almost seemed like the developers expected people going out of bonds
8:20 there is a faster way to speedrun, when instead of falling down you keep moving forward, you get on a big network of roads, and if you fall off at a certain spot, you fall under the map and if you then while falling go go a certain place, you trigger the captain quark bossfight and after that the Dr.nefarious one. So you can complete the game
Pretty sure that it’s just a quicker quartu skip dosent get you straight to quark still have to do clank and deplanitiser skip
Even in the future games are still glitchy.
+Nana-Kyoto There is no game that is flawless.
of course there will never ever exist a game that has no glitches its impossible pretty much or at least nearly
+Nana-Kyoto You're saying that like it is a bad thing though.
All of you just predicted Fallout 76
I like how they made the PS4 version the same way they made the ps2 version.
Things being solid and stuff, the games are amazing.
This is unrelated to glitches, but DANG this game is gorgeous.
At like 3:35 you said negotiate the platforms, did you mean navigate? Unless you meant talking to the platforms.
Everytime you say Veldin I look up. XD Thats what I get for calling myself Veldin.
+alexveldin good to know
+Veldin461 www.veldin.com/
+alexveldin I don't think anybody cares.
I care.
***** Why do you care?
It's awesome that a game can have this many great glitches without being a "glitchy game". I encountered no glitches whatsoever in my 100% run of the game because I didn't try to do any of these things.
6:30 It's the thriller!
collision glitches are always great because it makes me hopeful for some fun any% speedruns
Sounds like you should do a speed run of this game. You seem to know tons of tricks.
This game actually looks pretty fun, gameplay and glitch-wise!
I think I may know why so many of the out-of-bounds areas are fully collision programmed.
The Ratchet and Clank games were produced by Sony Computer Entertainment, who bought out Naughty Dog, the creators of Jak and Daxter.
Jak and Daxter was one of the first games in the early PS2 era to have seamless world transition. I remember reading once that the game originally had loading screens between zones, until the Naughty Dog developers can up with a method for preloading zones as the player approached the boundary between them. This technique was proprietary to Naughty Dog for some time, before other developers made their own versions, so I am sure that similar methods were implemented in the Ratchet and Clank series.
Since the zones preload as the player approaches, I am sure that in some test phases, an extremely fast-moving player could zone into an area before the collision loaded, causing game breaking bugs. To combat it, I bet the programmers used some form of auto-collision generation to speed up load times and prevent such bugs.
+Jeremy Higgins ...Except that Ratchet & Clank was made by Insomniac, and we're talking about a PS4 game. Not a PS2 game here.
Also Jak & Daxter: The Precursor Legacy used pretty much all of the PS2's resources to make the seamless world possible. They even used the PS1 chip for that extra boost which at the time was not permitted by Sony, but they did it anyway. It's true that Naughty Dog Developers helped out with the Ratchet & Clank (2002) coding and engine, but they're still miles off.
My point being that once a team develops an engine, they make enhancments and improvements upon it.
It's unlikely that they would throw the whole thing away, just because new system comes out. That would make it take much longer to produce games.
The team has experience coding their games a certain way, and old habits die hard.
It seems much more logical to me that a habit derived from an earlier generation, one that isn't entirely negative, might still linger in a more modern game.
Unless you're Call of Duty, you typically do remake an engine when the technology comes out, and yes, it does take upward of 3 years, but it's worth it. The collision outside the boundaries is more than likely reused collision from other parts of the stage. So there is mountains/rocks/etc somewhere else in the stage that uses the same collision. It's a great way to save on memory.
I'm going to stretch out on a limb and say that you've never written any code before, have you?
Jeremy Higgins
Why do you say that?
Ratchet and Clank - Son of a Glitch
Sounds like a standard subtitle for a game in the series.
7:44 “coming back down to Earth”
At 0:24 if you have the jet pack how do you put back on the helipack?
Anyone?
I know a good game with lots of collision detection, it's called big rig racing, I suggest you do a son of a glitch on that game.
Yeah, collision detection... don't forget to shift in reverse in that one too
Yeah, you just never stop acceleratin'.
You go light speed i heard from avgn.
Depending on how the game engine works, collision models might be automatically made, and since systems are much faster it really doesn't matter if the physicist engine is doing calculations, even with stuff you'll never touch.
...
"You can negotiate these platforms."
Fairly certain you mean navigate there, friendo. :P
Negotiate is correct as well
My guess as to why so much stuff has collision is maybe the geometry already had collision metadata so every time they added a new object, the collision just wrapped around the faces automatically to create collision. Not very efficient but it makes creating the parts where the player is faster because they don't need to manually add collision themselves.
So, that's why this game has some odd OOB colision extend parts...? That's really odd and unique to this game...😅
And now a question:
Is this still working 4 years later?
Ah, yes. The more of them still working.
R&C Glitches & traversing unintended areas are one of my favorite things about R&C Games.
Aw shit, A+ is back
respond and i'll waste my savings on cola
hi
Th3miningpix3L not you
pls
Where's my cola?
A+Start well shit, now i have to
I wish I could drink cola.
Nice work with this video, A+Start! I really enjoyed this game and it was fun to see you break it and discover some programming quirks with the collision.
I am still asking you for an episode on Zelda twilight princes wii. You have done almost every other zelda game except for mine favourite one!
These guys went above and beyond, I like stuff like this.
Can you do a glitch episode on the current version of RWBY Grimm Eclipse?
i support this
+wild and wacky waifu Awesome. I really want to see what glitches are in it.
i just wanna see cute girls do glitch things
+wild and wacky waifu Alrighty then.
+wild and wacky waifu and boys
The weirdly solid out of bounds areas are a standard thing in the Ratchet and Clank series.
Why patch such cool glitches...
10:43 HOW DO YOU GET THE HELIPACK AT THE ENDING?!?!?!?!??!?!?!? {i totally love the helipack instead of the thrusterpack}
anyone else see that ratchet and clank movie?
Yeah I liked it
Out of bounds glitches are the best. Great episode!
Would you be able to do Glitches on Spongebob Squarepants The Battle For Bikini Bottom?
+Tyler Comeau I'm guessing your here because of Game Grumps?
+TenshiAzure lol yes
I remember doing most of these glitches years ago, it was real good fun
Same
your job will only get easier and easier as we go further into the future....since devs release games more and more unfinished each year....because "fuck it day 1 patch"
DimoSonic channel cool
+gillythekid We might as well call it Steam Early Access
My favorite glitch I found from a Ratchet and Clank game was in Tools of Destruction where on the last planet in the open area filled with enemies right before the final boss, if you kill an enemy and allow him to fall directly on top of you perfectly centered, he can push you through the floor and fall below the map. As you continue falling, you'll notice a small piece of land far below you. If you land on it, you'll find yourself in the final boss arena without the final boss. Not much you can do in there since you need the cutscene to trigger the boss, but still really cool to see that the supposed dimension that Tachyon sends you to is just a hole in the floor.
AM I THE ONLY ONE AROUND HERE
WHO WANTS STARFOX ADVENTURES SON OF A GLITCH!
+Crais “dextremekid” Daniel NO
ID LIKE TO SEE THAT TOO!
+Crais “dextremekid” Daniel I wanna see this as well
NOPE
6:14 "we've got ourselves a floating head" -Best quote 2016
O Hai, Love the videos, It would be very helpful for our growing channel if you could credit us in your description for the swimming in air method and the out of bounds methods that you posted on Novalis and Pokitaru. It helps our small channel grow.
-Nick
I ran into the enemy glitches getting stuck in walls, also found a number of glitches when using grav ramps when jumping off in a few places you can get out of bounds too. I love this game and the series hope they make more!
I'm looking for some clank action
hmu
peepo
o shit what up?
+iizrett dont fucc the robot
Ludus Machinae
im fuCKING THAT 3 FOOT TALL SLAB OF METAL BOY
iizrett doNT
I love the collision programming in all 3 of the originals, it’s just so wacky. Makes these games perfect for speed running.
Cant do any of them. I dont know if they change it or I'm just fucking bad, but I have been raging for the last 20 minutes on all of these
ok, the glitches are pretty hard to do but with enough practice you can do it. also if you want to learn how to do some planets skips, watch this video for some speedrun tips and skips. i wish you the best of luck! ruclips.net/video/oB2WZ4LhzYA/видео.html
The R&C games have always had some pretty interesting glitches. I remember Going Commando having a very easy to perform glitch involving using your wrench against walls and floors in the unlockable First Person to climb easily into OB areas! Maybe you should look at R&C glitches from the older games? I'd love to see a glitch video of the _original_ Ratchet & Clank!
Speaking of the original, too bad there's no glitch in this game to make it run at 60 FPS just as the original. Sure it _looks_ better, but it doesn't feel better in my book to not have the same smooth framerate..
Can you make a SON OF A GLITCH video about SUPER MARIO MAKER?
Why did you capitalize the names?
+Splargly Splargleton Pokémon Gen 3 I guess?
+Splargly Splargleton my english isn't very good 😅
super mario maker is a building game not a adventure game dude
As just one last thing i want to say, I've seen the Entire Son of a Glitch series so far (including Glitchmas) and i'm a big fan
5:54 actually you can use that glitch to get the golden bolt there
The deplanetiser drops the beat with amazing music
R&C have always had out of bounds glitches cos of the wide variety of gadgets etc. So they kinda just rolled with it and made the glitches more fun for the player
4:42 I remember a almost identical glitch that I myself did on the ps2 ratchet and clank (the good one) which required the decoy glove. If you wanted bring a taunter and walk along the racetrack to a certain point, then activating the taunter by putting a brick on the circle button and then going to sleep. The taunter will break the regenerating crates you were underneath so you could get infinite bolts, or at least enough to buy the RYNO.
Would have been cool if getting onto the track on foot had these effect it did in the original, getting Infinite bolts. There was an amazing, if time consuming, exploit with respawning boxes.
Once I started finding the out of bounds glitches, I knew there would be a Son of a Glitch episode on it! Was testing out of bounds on Kerwan and got stuck in trees many times.
Great video Andy! I recently played through the game and found a couple of glitches myself (including one you didn't cover in this video), but didn't realise the game was quite this glitchy!
in rilgar after reaching the racing track you can jump into the water and explore all the planet there is a lot of islands and even deleted parts of the circuit that you can explore is really amazing
I used to do a glitch like that air-swimming one in the old PS1 Spyro games. Some of the levels had water that was perfectly level with the ground/shore, and because the diving animation pushed you up before actually going underwater, you could very easily just move forward onto land and swim in the air.
You can do the Deplanetizer glitch in any version with invincibility on but, without invincibility, yes only version 1.01
6:30 HAHA since he's holding his hand out in front of him like that on the "invisible weapon", it makes him look like King Arthur "galloping" around in Monty Python and the Holy Grail, that's hilarious XD
8:00 how is he using Heli pack if you have to use thruster pack
So many game breaking glitches. I didn't think there would be so much!
Hey A+Start, as a novice developer, there are tools where you input a model (the world in this case), where it will generate collision for you. So it's not necessarily that they intended it to have collision, it just ended up being that way as they didn't take the time to do it themselves.
We love you guys that did the collision in this game.
I remember I completely broke the game back then on the level where you fight qwark, but the platform left without me and never came back. It also saved the game when the platform is stuck at the bottom in the boss arena.
I love it when developers go the extra mile and add collision detection in out-of-bounds areas. I dunno, something about that I find really interesting.
wasn't the glitch at 4:40 in the first game too?
Kinda but in different ways, and in this game the crates don't respawn so no infinite bolts glitch
THANK YOU!!! I've waited soooo long for this!
This game just gets so damn hilarious after the first couple new game pluses.
Yep
5:10 Not again. I thaught they checked all posibilitys, that this isnt possible again.
Failed.^^
finally you did a game that I have and didn't get bored with yet