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MysticoreG37

Gex 2 - N64 Version Differences

Sep 25th, 2018 (edited)
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  1. General
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  3. - Low and inconsistent framerate throughout the entire game, even compared to the PS1 version running on PS1 or fat PS2 consoles.
  4. - Visuals are significantly downgraded (e.g. blurry/missing textures and skyboxes, no lighting, very poor draw distance).
  5. - Sound quality is worse and several tracks are missing (e.g. most dynamic music changes, Mooshoo Pork's theme, 6/7 charge themes).
  6. - Hundreds of voice lines have been removed, as well as a few sound effects.
  7. - FMV cutscenes have been removed, without any effort to replace them like in the N64 port of Gex 3.
  8. - The main menu is completely gone. The game basically starts in the hub world at the pause screen.
  9. - Removed levels (6): Poltergex, Lava Dabba Doo, Texas Chainsaw Manicure, Mazed and Confused, I Got the Reruns, Trouble in Uranus.
  10. - Added level (1): Gecques Cousteau (commonly referred to as the "Titanic level").
  11. - In-game cheats (level timer, debug menu, etc.) have been removed.
  12. - The button mapping was poorly designed, as DPad users have to awkwardly reach around the controller to hit the crouch button (Z).
  13. - Loading screens are shorter, but you have to wait for the spawn animation to finish upon entering a level or dying.
  14. - Voices can be disabled entirely, causing Gex to enter a TV without saying anything.
  15. - Turning off the music seems to slightly reduce lag.
  16. - Tail bounces can sometimes fail when there's a lot of lag, making them less reliable. Fun!
  17. - Spacing karate kicks (and jumps in general) can be tricky because their distance is affected by lag.
  18. - Pickups spawning from destroyed enemies/objects can't be collected as soon as they appear.
  19.  
  20. Routing/Strats
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  22. - The general routes in both Any% and 100% are different due to the 6 removed levels and the added Titanic level. There's also no option of routing in a game over abuse, as getting a game over forces you to start a new game.
  23. - Lag reduction strats become even more important and are also used in more situations than on PS1.
  24. - While the massive amount of lag generally makes the run longer, it can be used to your advantage in some situations, as it allows you to jump slightly further. For example, This Old Cave can be done without the ice fly and boat skip in Fine Tooning is free.
  25. - Most TV cancels are useless in Any% due to the short loads and the option to disable voices.
  26. - TV buttons are often easier to walk onto, which changes the timing required for some slide TV cancels. This also allows you to start the TV cancel in Honey I Shrunk the Gecko without having to slide onto the button from the top of the TV.
  27. - Quick exits ("Pause TV Cancels") don't work, as you can't pause after activating a TV button until you leave the level.
  28. - The tongue buffer glitch doesn't work, as the pause screen behaves differently. This means no red/blue gate skips, and white gate skip has to be done with the slide jump method.
  29. - Glitchy buffer jumps can be used every time you have to re-enter a stage, unless there's a cutscene playing.
  30. - You can clip through the big rock platform in Out of Toon's desert area from below, causing that remote not to be cycle-based.
  31. - There's an exclusive super tail bounce in Honey I Shrunk the Gecko, which saves over 20 seconds in the I/0 tower remote.
  32. - The fish sign skip in Mao Tse Tongue isn't possible (window skip is used instead), but there's an exclusive skip involving the bank sign that allows you to reach the dragon room faster than on PS1. On the other hand, the zipline room is slower than on PS1 as you can't tail bounce straight to the final zipline, meaning that the Out of Bounds kick for the pillars remote saves less time.
  33. - Both cage elevators in Samurai Night Fever have been changed to normal platforms, forcing you to use the second one to reach the top of the temple. Funnily enough, their activation trigger still remains as small as the original cage entrance.
  34. - The area around the pool in Samurai Night Fever has been fixed (karate kicks automatically get cancelled there on PS1).
  35. - Avoiding damage from the electricity while climbing the pillars in The Umpire Strikes Out is much harder.
  36. - The upwarp onto the first moving wall in Out of Toon is easier (not position-dependent and doesn't require letting go of the crouch button) and you can upwarp onto the ones in the desert area as well, which isn't possible on PS1.
  37. - In Drag Net's pickup locations are completely different, while other levels have occasional changes to their locations.
  38. - You can pause and exit during the celebration after beating a boss or bonus level, but you can't do so during a cutscene that shows a red remote appearing. It's also possible to pause and exit while you're moving (with some exceptions, e.g. during a tail bounce).
  39. - Some camera-based cycles trigger later compared to PS1, e.g. the swing at the start of Samurai Night Fever.
  40. - Some scripted camera movement/positioning is different, e.g. after entering the portal in Pain in the Asteroids.
  41. - The fireballs in Gilligex Isle move faster (might not look like it due to N64 lag, but it's very obvious when playing on emulator). Because of this, there's no consistent way to ensure that none of the Tiki Bros. will randomly jump over them.
  42. - Rez's second phase is MUCH more frustrating due to the camera being zoomed in closer, causing buttons to often spawn in locations you can't see right away. This is especially an issue when going for the damage boost on the final hit, which in itself seems very inconsistent, making the fight heavily dependent on RNG. On top of that, the possible button locations don't have a texture and his laser attack doesn't last as long, giving you less time to reach the buttons.
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