I Want Some Answers...

People contact us all the time asking questions of all shapes and sizes. More often than not though, they ask questions that are very similar. For this reason we have assembled answers to our most frequently asked questions to save you the trouble of having to wait for a response (we can take a while to get back to people when we are busy, sorry).

If after going through this Q&A section you still have questions, feel free to get in touch with us. We read all of the mail we receive, but we can't guarantee a response (although we do try). In order to get in touch just click the appropriate link below and you'll be taken to our contact information.

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20 Questions... or close to it.

Q) I seem to have a bug in precursor basin. I can’t beat the Gambler’s Time.
A)
Whoops. We screwed up big on this one. Once you get this “Bug”, there is very little that you can do. A bug is a mistake in software. Bottom line: in the nearly a million lines of programming code that make Jak and Daxter run, we had a few mistakes… this was probably the worst. We should have caught it in our bug testing… but we didn’t. It is completely our fault, but there is nothing we can do about it.

So, where does that leave you if you stumbled upon this mistake? Well, at least you can still get the 100% completion ending. The gamblers power cell is unavailable to you. But luckily, we put 101 power cells in the game, and you only need 100 for the second ending. You cannot get the gamblers power cell, or 101 power cells total in your current save game. We are truly sorry.
You can start a new game, or load a save game from BEFORE meeting the gambler. This will be little consolation to you, I am sure, but it is worth mentioning.

The bug is triggered by talking to the gambler, trying his race and failing, then talking to the gambler again, and trying the race a second time. To avoid the bug, talk to the gambler once, and only once, until you have won the race. Then, talk to him a second time.

Q) Who Did the Music in “Jak and Daxter”
A)
The music in Jak and Daxter was done by “Mutato Muzika”, a movie/tv/game/everything-else sound studio based in Hollywood, California. The company was founded by Mark Mothersbaugh, one of the founding members of the band DEVO (remember them?). He and Josh Mancell wrote the soundtrack, as well as all of the music for the four Crash Bandicoot titles that Naughty Dog did. They kick ass, so we always go to them for music!

Q) What percent of the PS2’s power are you using?
A)
People think of systems as glasses and ask: “how full is the glass”. Unfortunately, that isn’t how it works. Any developer who gives you a “percent of system used” answer is blowing smoke. The truth is that every developer uses 100% of the systems power on every game. Some just get more out of that 100% than others. And game after game, we ALL get more out of systems than we did on the previous title. Think of it this way. If the system is a glass, some developers pour in rocks till the glass overflows and then call it quits. They would claim that they use 100% of the systems space. And it is true that no more rocks fit. Some will even put in a rock too many and the game plays slow or runs funny. But there is still some space left for smarter developers. They pour pebbles into the cracks left by the rocks, and they get more into the glass. Then they call it 100% full. But some Developers will then pour in sand, to fill the cracks between the pebbles. They get even more out of the system, yet it is still just 100% full. Some developers go the extra distance, and they pour in water. Then the glass is truly full, right? Sure, but just for this title, because some of the rocks can be replaced with pebbles that do the same thing, if you work hard at it. And some of the pebbles can be made into sand. And some sand can be pressed to water. No developer ever gets a glass filled with only water, no developer has that much time, so no developer truly fills the glass. We just get more and more out of the 100%.

Q) What programming languages were used for Jak and Daxter:
A)
C++, Assembly, and a proprietary derivative of LISP called GOAL

Q) What is your next title going to be?
A)
If you are reading this early enough, we don’t know yet. If you are reading this later, we can’t say. Stay tuned, and check out game websites and video game magazines.

Q) Where can I buy toys?
A)
We are working on toys. We will announce them on the website when they happen. Usually, toys are made from established franchises… Jak and Daxter are new to the earth… give us time

Q) My kid broke his game, I want a new one?
A)
We can’t help you get a new kid, but we can help you get a new game. Call Sony’s product support line. The number is: 800.345.SONY (7669) or you can e-mail consumer services at: webmaster@playstation.sony.com

Q) I want to make video games, how do I start.
A)
This depends on what you want to do. If you want to pull an Andy and Jason and start a company on your own then you will need skills, money, and a heck of a lot of luck. These days, a game like Jak and Daxter costs ten million dollars or more. “Cheap” games start at a million. Also, the average console game these days takes 12 or more people. Jak and Daxter took 36. And you will need to find a publisher.

It might be easier to get a job working on an established team first. There are a few job options:

Programmer: Learn to code. Do it in the basement, in your garage, or in your den. Start typing. Don’t get up for years. Start in HTML, go to Java or Flash, then C++, and finally assembly. Eat code. Sleep code. Worship code. Then apply. You can take classes in (some) high schools or colleges, but good programming comes from dedication and experimentation, classes just give you a leg up. Oh, and if you know if the sun shone where you live yesterday, you aren’t trying hard enough.

Artist: Computer artists are sometimes self taught, sometimes schooled. It never hurts, and often helps, to get non computer “classical” art training. Believe it or not, knowing the difference between Monet and Degas is useful. Learn Photoshop if you want to do textures. Learn Maya or 3D Studio if you want to do modeling or animation. Practice, practice, practice. Read… there are a lot of good books on 3d and 2d art. Make your personal website look as good as the pros. Make yourself a virtual portfolio, then send your resume, with links to your site, to a game developer.

Designer: So you can’t code, and you are not an artist, but you have a lot of game playing experience and some ideas. You think you are ready to be a game designer? Wrong. Most game design is not coming up with cool ideas, though you will do that as well. Most game design is understanding what can and can’t be done, how things are made, how things are coded, and making designs that work in these environments.. then making them work when they don’t play well. If you have never seen a game made, you can’t design one. This is a common misconception. Start as a tester. Start as a gofer (as in go fer’ things like coffee). Watch how games are really made… then become an assistant to a designer… then become a designer.

Sound Designer: Get some good sound tools, mix. Capture some movies… or download some previews on the web… redo the scoring. Get a job someplace where they do sound work. Do everything you can to get your feet dirty in sound. Then apply to apprentice somewhere.
Good Luck.

Q) Why did you choose not to use subtitles?
A)
We didn’t want subtitles to get in the way of the “movie” experience that the game provided. Afterwards, we realized that some hearing impaired gamers would have difficulty with the tasks, even though all of the tasks appear as items in the inventory menu. We are looking into adding subtitles, as an option, in the future to aid these gamers.

Q) Is the game anti-aliased?
A)
There are many ways to “anti-alias,” or remove the harsh pixilated look that happens when, for example, edges of polygons are not smoothed in some fashion. Technically, we ARE anti-aliasing Jak and Daxter, though the form of anti-aliasing that we use, a blur and offset method, is not as good as the methods that may be used by other games (including some PS2 games), and different hardware systems. We are constantly doing research to make our screens look better.

Q) How can I become a tester?
A)
Naughty Dog’s products are all tested by Sony Computer Entertainment America in Foster City, California. They are always looking for testers. Try calling: 650.655.3667. Most major game publishers have testing departments. They test all year, title after title. If you are into gaming, and have a good ability to deal with bugs (that’s why you’re there!) then call your local publisher and sign on. The pay isn’t great, but the experience has led some into game designer and producer jobs.

When questions become "Frequently Asked", they wind up here. Always check first...

 

 

 

 

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"Naughty Dog", the Naughty Dog Logo, and the Naughty Dog character are registered trademarks of Naughty Dog, Inc. Naughty Dog, Inc. is a wholly owned subsidiary of Sony Computer Entertainment America, Inc. Jak & Daxter: The Precursor Legacy is a trademark of Sony Computer Entertainment America Inc. Created and developed by Naughty Dog, Inc. © 2001 Sony Computer Entertainment America Inc. Crash Bandicoot and related characters ™ & © 1999-2000 Universal Interactive Studios, Inc. Licensed by Universal Studios Licensing, Inc. All rights reserved. The Sony Computer Entertainment logo is a registered trademark of Sony Corporation. "Playstation" and the "PS" Family logo are registered trademarks of Sony Computer Entertainment Inc. The Crash Bandicoot series was developed for the Playstation game console. Jak & Daxter: The Precursor Legacy was developed for the Playstation 2 computer entertainment system. Site design by eyerus propaganda kolektiv