The PC version contains a lot of duplicate textures, often ending in '_' inside the RenderWare Texture Dictionaries (TXD).One of them (the animated path of Grand Metropolis) is known to be different than the GC version, which compared to PC lacks a hexagonal pattern. Switching formations while on a slope is known to bump you into the air more often, killing your speed.Speed characters cannot be stunned when they're the leader making Team Battles significantly harder.Triangle Jump* doesn't work when you jump out of a Mid-air Kick* or Mid-air Star throw.Switching formations in the air before landing on a pinball / bingo table has no effect, your formation won't switch when you land on the table.Team Blast Glitch has been patched, additionally 1 method of Power-in-Flight* don't work.
Fastest loading times across all three consoles, 10 seconds average.Spatial sound mixing - similar to the PC version when "3D Sound" is enabled.Higher-quality FMVs than the other versions.Metal Madness/Metal Overlord are noticably shinier than the PS2 or GameCube versions.For example the path in Grand Metropolis.
This allows you to do the Early Start glitch more easily than in other versions. The game runs a small amount after selecting 'Restart' and 'Exit'.Start Menu prompt for 'Restart' and 'Exit'.Inaccurate emulation, slight slow-down and / or speed-up every now and then.The first letter of the boss/team battle freezes on-screen after appearing.Faster loading times than of the PS2 version.Released in South Korea as a PS2 exclusive.Voice language setting within the game itself.However unlike the NTSC version it uses the X button to navigate menus, triangle button here goes backwards unlike X and triangle button on NTSC. Has great load times on emulators, on average they are about 7 seconds flat from the time they start loading (Using 4790k OCd to 4.5GHz), faster than on Dolphin (GameCube emulator).(Using NTSC version - SLUS-20718) The circle button acts as a forward button in the menus unlike the X button which you'd expect.The game does not use soft shadowing unlike the other versions, all of the characters' shadows are circular and so are many of the objects and enemies.The game will run at half of the refresh rate of your screen (25FPS if at 50Hz and 30FPS if at 60Hz).For example the path in Grand Metropolis or water in Seaside Hill. Features animated textures as opposed to shaders found in the other versions.On PAL50 the game has a habit of sometimes doubling a player's input (pressing a button twice when it was pressed once), only happens on real hardware.PAL60 runs at roughly 120% speed hence the PAL version was programmed to run at 50FPS.Team Dark’s time stop is 5 seconds as opposed to 10 in the other versions.The draw distance of robot despawning and respawning is much shorter compared to the other versions.The loading time after choosing a team in the menu is faster than in the other versions.In Frog Forest as Team Chaotix, there are objects in the center of the small plateau holding CP1 that replace a certain sprite seen in other versions.Sometimes where a lot of rendering is required or particularly in 2P mode the framerate drops.Slowest of the loading times on real hardware, 16 seconds average.