Ratchet & Clank Wiki

Ratchet & Clank: Going Mobile is the first mobile phone and only two-dimensional installment in the Ratchet & Clank series, developed by Handheld Games and published by Sony Pictures Mobile. It was released on November 2, 2005, shortly after Deadlocked.[a] There are two versions of Going Mobile, with weaker phones only supporting the Series 40 version and stronger phones able to play Series 60.[b] The game won "Best Action Game" at the Third Annual Mobile Entertainment Awards.[1]

The game follows Ratchet and Clank as they are accidentally transported into a Secret Agent Clank vid-comic on the player's mobile phone[2] through an accidentally triggered bio matter converter device. They must find a way back to the real world. With help from Al, they manage to build a device to restore them to normality, but run into Maximillian, who is also trying to use it to escape the vid-comic.

Going Mobile is a 2D sidescroller that shifts away from the core third-person view gameplay, focusing on light platforming and combat engagements against a total of four enemy types, one of which is the Megacorp Chickenbot, as well as a final boss. Players cannot level up their nanotech, but they can upgrade weapons (up to v3) by using them to destroy enemies, and collect bolts to purchase ammo and new weapons at a vendor. Players can also enter The Arena and fight in various challenges to earn bolts and level their weapons. Almost all levels contain hidden titanium bolts, the collection of all of which awards the player a powerful weapon.

Although Going Mobile is not canon, it appears to take place after Up Your Arsenal, as the cover art shows Ratchet wearing the Aegis Mark V armor and wielding the N90 Hurricane, and the Secret Agent Clank holovision series is an important plot factor. Additionally, the game features Ace Hardlight posters, indicating it does not take place after Deadlocked, and it reuses four weapons and one enemy from Going Commando.

Plot[]

Ratchet and Clank upon entering the vid-comic.

Ratchet and Clank upon entering the vid-comic.

The game began as Ratchet and Clank were previewing a new bio matter converter, which accidentally triggered and transported them into the device. They found an infolink, allowing them to access the galaxy's information network and communicate with the analog world.[3] The device they entered was a Secret Agent Clank vid-comic. In the first area, Circuit Circuit, they found a software module that allowed Clank to extend his arm, functioning as a grapple gun. They ventured deeper through another infolink, allowing Clank to access the storage subsystems and Ratchet to access a weapons store.[4]

Contacting Al.

Contacting Al.

In Battleland, they found an infolink back to the operating system and an area allowing them to access the communications system; they also unlocked a virtual battle arena.[5] A locked door in the Communication Station forced a detour to the Security BIOS to unlock it.[6] Upon returning, they found a communications port and managed to contact Al. After explaining their predicament, Al proclaimed that reversing their transformation would be easy.[7]

Contacting Al again.

Contacting Al again.

Al stated they had to run their digital corporeal data through a Macro Corporeal Geo Fragmention Ion Negator (MCGuFIN) to reverse the biodigitzation process and return to the analog world. Though initially reluctant due to plans to play his 'Amoeboids and Anterchambers' game, Al resolved to help using the MCGuFIN he was using as a doorstop.[7] Upon collecting the first part, Al informed them of an transmission error: a power surge split the device into six pieces, spread throughout the vid-comic. He also opened several infolinks to new nodes for further network exploration.[8]

Bribing the bouncer.

Bribing the bouncer.

After collecting all pieces and returning to the Communication Station, they spoke with Al again. He said that to activate the MCGuFIN, they had to access a special infolink in a secure area. The codes for this were kept in a safe at Maximillian's office at the Maktar Casino. A robot bouncer blocked their way, but Al confided that he could be bribed. The only way to get enough cash was to enter the Battle Arena's pay-off vault, which was protected by a barrier. Al provided Ratchet the Circuit Jammer, allowing him to enter the vault.[9]

Entering Maximillian's office.

Entering Maximillian's office.

After collecting the Payola from the vault and bribing the bouncer, they reached the office, which was empty. Clank noted the security systems indicated Maximillian had already left, with an infolink leading to their final destination. Clank also found codes left behind, which functioned as a static barrier passage, allowing them to pass through static fields.[10]

Meeting Maximillian.

Meeting Maximillian.

In the second visit to the Security BIOS, they found a second lead to another high-security OS area, beyond which lay the exit to the real world. Ratchet and Clank worried that if Maximillian were to succeed, there would be yet another criminal mastermind in the real world.[11] They finally found Maximillian in Goldsprocket. He proclaimed he would turn 'Agent Clank' into scrap metal before using the MCGuFIN to enter the real world. Ratchet and Clank defeated him, thwarting his escape. Right before using the MCGuFIN to transmute themselves back, Ratchet asked Clank where he thought they would emerge, to which Clank replied, "Unknown."[12]

Gameplay[]

Ratchet using the .

Ratchet using the Boar-Zooka.

Gameplay in Going Mobile is largely similar to the normal games, but limited to 2D. Ratchet can shoot and hit enemies, as well as destroy bolt, nanotech, and ammo crates to collect their contents. Weapons level up to a maximum of v3, which improves their damage and changes the projectile design for some, but they do not upgrade into a more powerful form. Ratchet starts with the Lancer; future weapons are either bought at the Weapons Store, received for plot progression, or acquired through optional objectives like completing arena challenges or collecting all titanium bolts.

Ratchet retains most of his normal moves: he can smash his OmniWrench down to hit enemies or bolt locks to unlock doors, and use a Hyper-Strike to hit targets below him. He can jump and double jump, the latter of which initiates gliding using the Heli-Pack (though gliding automatically moves him forwards). Enemies hit by an attack are temporarily staggered, or stunned longer if he jumps on top of them. If he attempts to shoot an enemy in melee range, he swings his wrench instead.

Clank's grapple ability gameplay.

Clank's grapple ability gameplay.

The only gadget he obtains is a grapple ability, similar to the Swingshot, but achieved by extending Clank's arm to grapple targets (which function as versa-targets). He cannot manually swing when attached, and can only attach within a fixed distance. He also grinds on grind rails, indicating he is wearing the Grind Boots.

Location Par time
Circuit Circuit 1 0:02:40
Battleland 1 0:02:00
Communication Station 1 0:02:40
Security BIOS 1 0:02:30
Communication Station 2 0:02:10
Circuit Circuit 2 0:02:40
Battleland 2 0:02:10
Maktar Casino 1 0:01:40
Burnout Murderbowl 0:02:20
Data Mainframe 0:03:40
Megakill Blast Arena 1 0:03:00
Silver Diode 0:03:00
Communication Station 3 0:00:30
Megakill Blast Arena 2 0:01:50
Maktar Casino 2 0:02:20
Security BIOS 2 0:02:20
Central Receiver Uplink 0:05:00

At the end of each level, players receive a total score, affected by the number of enemies killed and the time taken. Bonus points are awarded for beating the par time, as well as a 'pacifist' bonus for killing no enemies.

Enemies[]

Going Mobile features only four enemy types: the Megacorp Chickenbot, the 'patrol bot', the 'explodo', and an automated turret. Enemies can be harmed with the OmniWrench or any available weapon. The Chickenbot and patrol bot can also be jumped upon for temporary stunning. Each weapon hit staggers enemies momentarily, making high rate-of-fire weapons useful for stunlocking. Area-of-effect or piercing weapons achieve a similar result by hitting multiple enemies.

Ratchet using the  on a Chickenbot.

Ratchet using the Defragmenter on a Chickenbot.

Chickenbots walk back and forth, turning only when hitting a wall or gap, and attacking only upon colliding with Ratchet. Patrol bots are green humanoid robots that function similarly, but use ranged weaponry (a three-bullet burst or a single rocket, the latter being three times stronger) if they spot Ratchet. They do not turn around when shot from behind. They are most dangerous in pairs, with one shielding the other.

Explodos are small droids that hop to move. They are faster than Chickenbots, actively turn to attack Ratchet if possible, and jump down from platforms if they see him. Their high-damage attack requires melee range, at which point they blow themselves up. In large groups, a piercing weapon is best to prevent those in the rear from using the front as cover.

Automated turrets are immobile and not very durable, but can be mounted on walls and ceilings, providing additional attack angles unlike normal enemies. Turrets automatically cycle their firing direction: right, up, left, then repeat, allowing them to hit Ratchet if he is above or below them. Each turret shoots either a three-bullet burst, a single rocket, or a single gravity bomb, which, like the real weapon, is subject to gravity and falls down.

Locations[]

Ratchet visits each location sequentially, with completion opening access to a new area. Travel is done via infolinks, which function as teleporters to and from the hub and each level. He eventually receives the Defragmenter and a static barrier passage, allowing him to revisit older levels and progress further. Infobots are present, enabling communication with the real world. The Weapon Store is always accessible after Circuit Circuit, with weapons unlocking as he progresses through the levels.

In each level, Ratchet primarily travels from left to right to reach the end, where an infobot often resides, advancing the plot, and an infolink returns him to the hub. Levels contain enemies and hazards like spikes or floating electric balls. There are only four distinctive sets of level art design, although gameplay can vary, with some levels focusing more on hazards and others on enemies, and later levels mixing both.

Circuit Circuit.

Circuit Circuit.

The levels use one of three possible aesthetic designs. The first level, Circuit Circuit, and its revisit, along with the Maktar Casino and Silver Diode, share a rich color theme primarily using blue, silver, and yellow. Features include slot machines, Maximillian statues, carpeted floors, chandeliers, and aesthetic Roman-designed support pillars. Maktar Casino is notable for its larger, more open chambers. Silver Diode uses the same aesthetic.

Battleland.

Battleland.

Battleland, and the subsequently visited Battle Arena, The Arena, Burnout Murderbowl, and Megakill Blast Arena all feature the same brown, dark red, and orange color scheme. The design includes many flashing arrow indicators and background posters of Ace Hardlight. The first visit to the Megakill Blast Arena leads along two paths; the top route requires the Circuit Jammer, but the bottom end contains the vault with the Payola.

Communication Station.

Communication Station.

The Communication Station has a predominantly dark-blue background and many silver platforms. It sometimes features sparse columns with what appears to be energy contained in a glass-like material. The first part of the Communication Station has high security (spikes, moving platforms, automated turrets), while the second visit features many more wall and ceiling-mounted turrets. Security BIOS, Data Mainframe, Central Receiver Uplink, and Goldsprocket also use this design. Data Mainframe is notable for being quite long, having less security, and featuring more and thicker walls encapsulating the tall energy cylinders.

Series 40 differences[]

A titanium bolt in the Series 40 version.

A titanium bolt in the Series 40 version.

At its core, the Series 40 version is largely similar in design but is, in reality, an almost entirely different game than the full Series 60 edition of Going Mobile. The first difference is the change in the start screen and main menu theme, followed by a complete change in graphics, which are much more pixelated. All sounds are changed and simplified, and the nanotech meter is now a single bar. The plot has been radically shortened, essentially ignoring the plotline involving Maximilian and the MCGuFIN, and simply has Ratchet follow Al's direction to run their digital corporeal data through the Macro Corporeal.

A green explodo in the Series 40 version.

A green explodo in the Series 40 version.

Both the relatively non-linear level hub and The Arena no longer exist, and Clank starts with the grapple ability by default. All weapons can only be bought from the simplified weapons store (often requiring more bolts than feasibly gained through a normal playthrough), excluding the R.Y.N.O., which still requires collecting titanium bolts. However, there are only nine titanium bolts in the game, instead of the normal 31. Both the enemies and the final boss remain functionally the same, except for the explodo, which is now colored green.

A cutscene in the Series 40 version.

A cutscene in the Series 40 version.

All locations now feature the same color scheme as the Series 60's Communication Station, though none feature the same level design. Included levels are Battleland, Communication Station, Security BIOS, Data Mainframe, and Silver Diode. New levels such as Power Alley, Macro Corporeal, and Main Display were added, with everything else not being in the game at all.

Development[]

Handheld Games developed Going Mobile without any direct interaction with Insomniac Games, despite being eager to collaborate. Instead, Sony provided feedback, though they were noted as being less familiar with the Ratchet & Clank license than the Handheld Games team, part of which were big fans of the source material.[13] Insomniac was not involved in the initial concept, which was likely a collaboration between Handheld Games' CEO Thomas Fessler, Executive Producer Seth Rosenfeld, and Sony Producer Shereef Morse.[14]

The core concept given to the team was Ratchet and Clank being trapped in the player's phone and having to escape. Seth Rosenfeld insisted on making a pun out of the main plot device "McGuffin," which became the MCGuFIN.[15] Level design was based on the main series' feature of revisiting past worlds, but this was adapted for mobile by limiting it to revisiting the same level files at different starting points, each with distinct themes. Designer Brad Wiggins aimed to include memorable themes and segments.[16]

The game received several awards, which was partly attributed to it benefiting from Ratchet's double jump and hover ability in an era when most phones struggled to register multiple button presses simultaneously. The melee attack was designed to move Ratchet forwards for this reason.[17] Seth Rosenfeld helped with early design, improved dialogue, and playtested extensively, pointing out issues with level design.[18] Shereef Morse recommended various features, though not all of them were implemented.[19]

Artist Ben Hopper also assisted with general game design. The team had to reduce the scope of their original vision due to the limitations of mobile phones at the time.[20] The Maktar Casino level artwork was done by an in-house Sony artist who disliked the work produced by Handheld Games.[21]

Canceled sequel[]

Cover of the canceled sequel.

Cover of the canceled sequel.

Ratchet & Clank: Clone Home was a planned mobile phone game scheduled for release on September 1, 2006, but was canceled. It was not developed by Handheld Games[22] but continued the Going Mobile setting. A June 16, 2006, preview stated the plot involved Ratchet and Clank miniaturizing themselves to attack some "imitators they do not find flattering." It claimed Clone Home would have fifteen levels and offer more weapons than Going Mobile, and supplied six screenshots.[23] Like its predecessor, beating it was intended to unlock a skin in another game[24], though the compatible game is unknown.

Gameplay of Clone Home.

Gameplay of Clone Home.

The reason for its cancellation is unknown. Some speculate it may have been too similar to the plot of Size Matters, which also featured miniaturization and clones, but this is unconfirmed and questionable since the game was announced after Size Matters was revealed. In November 2021, a member of the Lost Media Wiki contacted a Javaground employee who worked on the game. The employee revealed the game reached "gold master" status (meaning the game was finished) but was simply never released.[25]

As of October 2025, the game has been located online.

The cover of the game is copied from Deadlocked, as Ratchet wears the marauder armor and holds the same pose.

Gallery[]

Notes[]

Annotations[]

  1. You can acquire two exclusive skins of Eugene and the renegade armor for its multiplayer mode. First complete Going Mobile, then select 'Get Ratchet Skin' from the main menu and enter your personal multiplayer name. This generates a pair of simple directional button press codes, each of which unlock the relevant skin.
  2. This article will mostly describe the Series 60 version; for the Series 40 version, see #Series 40 differences

Citations[]

  1. Gamasutra 2006
  2. Deadlocked, game manual (NTSC), p. 52
  3. Going Mobile script § "Prologue"
  4. Going Mobile script § "Circuit Circuit (first visit)"
  5. Going Mobile script § "Battleland"
  6. Going Mobile script § "Communication Station (first visit)"
  7. 7.0 7.1 Going Mobile script § "Communication Station (second visit)"
  8. Going Mobile script § "First four MCGuFIN pieces"
  9. Going Mobile script § "Communication Station (third visit)"
  10. Going Mobile script § "Maktar Casino (second visit)"
  11. Going Mobile script § "Security BIOS (second visit)"
  12. Going Mobile script § "Epilogue"
  13. Brad Wiggins 2019, "We ended up making the game without any interaction with Insomniac, even though we would have been eager to collaborate. Sony themselves would sometimes give us feedback, but they were less familiar with the license than everyone on the team at handheld (I personally played through the first 3 games as research for this one). Specifically our producer was a big fan, and wouldn't have let us do anything other than be true to the source material."
  14. Brad Wiggins 2019, "I don't believe Insomniac was involved in the initial concept of the game at all. As I remember, they declined to be involved or offer feedback, whenever the opportunity was given to them. I think the initial pitch for the game was likely a collaboration between Handheld Games' CEO Thomas Fessler (who liked to pitch ideas a lot), with Handheld Games' Executive Producer Seth Rosenfeld and our Sony Producer contact Shereef Morse (the two of whom had become pretty good friends by this point, and were both usually on the same page as far as taste in games and both really knowledgeable fans of the Ratchet & Clank franchise)."
  15. Brad Wiggins 2019, "The concept given to me to work off of was that Ratchet & Clank get trapped in your phone and have to escape. It was Seth's insistence that we make a pun out of naming the central device "McGuffin"."
  16. Brad Wiggins 2019, "The concept given to me to work off of was that Ratchet & Clank get trapped in your phone and have to escape. It was Seth's insistence that we make a pun out of naming the central device "McGuffin". From there it was my responsibility to plan how that would work, and what the level content would be like. The PS2 games feature a lot of revisiting of past worlds, but since this was for mobile, we wanted to make it a little more intuitive and instead settled for something that feels more like distinct levels (even though you are actually revisiting the same level files as before, just at different starting locations). We didn't really have a lot of space to work with to make immersive and diverse areas that felt memorable and alive... so I tried to at least have memorable level themes and segments that would stand out. "
  17. Brad Wiggins 2019, "But given that competing platformers on mobile were unplayable, we ended up getting IGN awards for Wireless Platformer of the year 2005 Editors choice, as well as the same award in Player's choice. We also won best action game of 2005 from Gamespot's "mobies" awards. We really benefited from ratchet having a triple jump and hover, which allowed the player to move forwards and jump at the same time, when most phones didn't register more than one button press at a time."
  18. Brad Wiggins 2019, "Seth Rosenfeld also helped a lot with the early design, and improved a lot of my original dialog. He also played it a lot during development and pointed out where some of my levels weren't working."
  19. Brad Wiggins 2019, "Shereef used to also pitch all sorts of features to us he'd like to see, like wall climbing anti-gravity areas, leveraging code from Spiderman... but was quick to understand when it wasn't looking like it would work out."
  20. Brad Wiggins 2019, "The artist and my close friend, Ben Hopper was also a huge fan of the series, and was a great person to bounce ideas off of for enemies, environments, and even gameplay. We had to vastly reduce the scope of the vision both of us had for the project, based on the realities of mobile phones at the time."
  21. Brad Wiggins 2019, "The casino level artwork in going mobile was done by an in-house Sony artist, who didn't like the art we produced, so that's why I believe that they did a lot of it in-house rather than hiring another developer..."
  22. Brad Wiggins 2019, "Sadly I've never myself seen or played Clone Home. I was under the impression that Sony used our code and our editor, and just made new art and levels themselves (not that they looped us in on this plan at all)..."
  23. IGN 2006
  24. Screenshot of the title screen provided by the Lost Media Wiki.
  25. Lost Media Wiki article on Clone Home.

References[]