Spyro 2: Ripto's Rage! (Aug 11, 1999 prototype)
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A prototype of Spyro 2: Ripto's Rage! for the PlayStation.
First released in Project Deluge and dumped via a SCEA preview disc, a second copy was released by Hwd45 in 2022 during Project Eclipse, this time originating from a SCEE disc. The two versions are essentially identical, aside from some differences in data outside of the files.
Notes
An NTSC-U preview build dated about a month and a half before the final.
- The title screen and intro sequence are incredibly bare, and save files display the name of the level the player was in before saving.
- However, the level names on this screen are simple placeholder names using the level ID, so as an example Autumn Plains will instead read as "Level 30" in this menu.
- Loading screens when travelling between worlds are equally bare.
- Only the first two main cutscenes are present, and both are quite a bit different from the final.
- The music and many sound effects are missing from both.
- Certain objects within the cutscenes are missing.
- The first cutscene has a very large and unusually shaped cliff behind where Sparx and Spyro start.
- The level intro and outro cutscenes all contain some additional dialogue from Elora which is not present in any other known version of the game. By contrast, the final cutscenes are dialogue-free.
- Many of these cutscenes are missing music or sound effects.
- For some of the later levels, the pre-level cutscene audio is instead a duplicate of another level's audio. For one such level, this audio is actually a developer recording of another level's cutscene audio.
- The outro cutscenes in Winter Tundra's levels are missing.
- Many of the cutscenes are visually incomplete, too.
- The Guidebook is especially incomplete at this point in development, with many of its graphics and layout being changed or rearranged later in development.
- In the Guidebook, the homeworld levels are all given different names - specifically, "Summer Castle", "Autumn Castle" and "Winter Castle". This is also true for Autumn Plains in the pause menu, but loading screens and homeworld vortices use the final names for these levels.
- Many levels do not yet have their final music, and reuse the Glimmer theme instead.
- A few of the music tracks differ from their final tracks
- For example, Sunny Beach and Skelos Badlands both use uncut versions of the tracks used in the demo builds
- There are several unused minigame themes, a couple of which had not been heard before.
- Some of the audio dialogue is missing, particularly in later levels.
- Some object models use are entirely missing their textures.
- The final boss is very incomplete and only has one phase.
- A few levels have large changes to the geometry - in particular, Autumn Plains, Zephyr and Dragon Shores.
- Autumn Plains has an additional orb, resulting in there being a total of 65 orbs across the game.
- A couple gems in Robotica Farms are missing, and Zephyr has one extra gem. This results in a total of 9991 gems, rather than 10000.
- The requirement to get into Dragon Shores is higher, but due to the missing gems it's impossible to enter the main area of the level without using one of the cheat codes.
- The cinema does not yet function and there's no permanent superflame reward for reaching 100%.
- Dongle protection is present in this build, which can stop the game from running on hardware and in most emulators.
- Miscellaneous Notes:
- Game is emulatable: Yes (as of April 17, 2021).
- Game contains dongle protection: Patched.
- Game contains debugging symbols: No
- Dump was originally scrambled: No
Cheat Codes
Like the final release, a number of cheats are present in this version, but they differ dramatically from the final game and generally exhibit more debug / QA-like features. All of these can be enabled by inputting the following codes in pause menu.
All abilities | O, O, O, O, Square | |
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Max collectable totals | Square, Square, Square, Square, O | Sets the gem totals for the first 25 levels to 400,
the orb totals for the first 25 levels to their maxima according to an array of orbs per level (which doesn't actually match the in-game orb totals), and setting the total variables to 10,000 gems and 64 orbs |
Permanent invincibility | O, O, O, O, X | |
View credits | Square, O, Square, O, Square, O | Crashes the game due to the credits not being present yet |
Screenshots
Origin
Videos
Files
File | Type | Date | Size | SHA-1 |
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PSX_-_Spyro_2_8-17_Previewable.xdelta | File | 2021-04-14 20:34:21 | 1.2 KB | 8ff298cde207ef863edfca5787238eee8eec0a13 |
PSX - Spyro 2 8-17 Previewable.img | File | 2020-12-14 10:11:24 | 290.26 MB | b745621cfe2fcf5be87b9e874431ecd5150423be |
PSX - Spyro 2 8-17 Previewable.cue | File | 2020-12-14 10:03:17 | 94 bytes | b37d4962f1d5dc4a468102376415516851515347 |
PSX - Spyro 2 8-17 Previewable.ccd | File | 2020-12-14 10:03:17 | 773 bytes | 159e9055cca352d9a636266718c5d5d454e58abe |
PSX - Spyro 2 8-17 Previewable.sub | File | 2020-12-14 10:11:47 | 11.85 MB | f61d101bc6c1cbd943dae216a67fb5a3526b8c3e |
PSX - Spyro 2 8-17 Previewable.jpeg | File | 2021-03-14 12:15:20 | 1011.5 KB | 1c4dc88be65a6574cf2b221e14b4f87d9a673b5f |
Acknowledgments
A huge thanks to Hwd45 for doing the initial research on this prototype!
See also
- Project Deluge: PlayStation 1, Saturn, and CD-i (April 17, 2021)
- Cutting Room Floor (TCRF)
- Internet Archive (IA)