Spyro the Dragon (Jun 15, 1998 prototype)
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|Spyro the Dragon (Jun 15, 1998 prototype)|
|Download Spyro the Dragon (Jun 15, 1998 prototype) (info)|
A prototype of Spyro the Dragon for the Sony PlayStation, dated around two months before the final build.
The Cutting Room Floor research
- There is no title screen or intro cutscene, nor is there any option to select a save file.
- Many gems and dragons have moved relative to their final positions.
- The only dragons to feature cutscenes are the dragons in the first three homeworlds, and all of these cutscenes feature unfinished dialogue and voice recordings.
- The rest of the dragons either only present text dialogue or show no dialogue prompt at all.
- Alpine Ridge, Twilight Harbor, Gnasty Gnorc and all Flight and Boss stages use early names, as does Gnasty's World.
- Wild Flight, Crystal Flight, Haunted Towers and Gnasty Gnorc all use placeholder textures, the latter level being in an incredibly early state.
- Gnorc Cove takes the role of the Gnorc Gnexus as the first level in Gnasty's World you encounter.
- Twilight Harbor has a very early object placement and is missing all its gems.
- All exit vortices use the dragon pad model in place of the vortex base. Most levels also include a gem floating in the vortex, too, something that is never seen in the final game.
- Both Gnorc Gnexus and Gnasty's Loot are missing from this version.
- There's a placeholder level name amongst the other Gnasty's World levels called "BUNCHACRAP".
- The fairies seen in the flight levels, High Caves and Haunted Towers use an earlier and much more cartoony design.
- Many enemies throughout the game were retextured in the final version.
- The Magic Crafters home features an extra room seen in some prerelease materials, but the room is empty.
- Blowhard features an introductory message warning the player about the boss and the boss fight itself features mechanics that weren't seen in the final release.
- Dumped twice with MPF and thrice with CloneCD, all dumps matched.
These codes can be used at any time during gameplay by holding down the buttons for a few seconds at the same time. Aside from the level warp and XA playback code, whose activations are obviously signaled by audiovisual cues, the successful entry of the other combinations are indicated by Spyro doing a light jump into the air whilst in a frozen idle state.
|Toggle active/passive camera||L2 + R1|
|Toggle XA playback||Square + Triangle + Circle + X||First entry deactivates the music, re-entering the code plays the first track of the STR file in use. Pausing and unpausing the game reverts to the indented music.|
|Toggle Sparx' pick-up ability||R1 + R2 + Circle|
|Warp to next level||L1 + L2 + R1 + R2||This code can softlock the game during the level transition if the game isn't paused before entry.|
|Spyro the Dragon (Jun 15, 1998 prototype).bin||File||2021-12-10 23:17:09||425.4 MB||59AAFE14648890F13BBC50122E41B05007F879CF|
|Spyro the Dragon (Jun 15, 1998 prototype).cue||File||2021-12-10 23:17:08||107 bytes||48FD6C88907B165DC69EFDCB31B45B8103B0C9AD|
A very HUGE special thanks to hwd45 for making this release possible!