<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://hiddenpalace.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Crashandcortex</id>
	<title>Hidden Palace - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://hiddenpalace.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Crashandcortex"/>
	<link rel="alternate" type="text/html" href="https://hiddenpalace.org/Special:Contributions/Crashandcortex"/>
	<updated>2026-10-04T00:01:40Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.9</generator>
	<entry>
		<id>https://hiddenpalace.org/w/index.php?title=Spyro_2:_Ripto%27s_Rage!_(Jul_13,_1999_prototype)&amp;diff=170267</id>
		<title>Spyro 2: Ripto&#039;s Rage! (Jul 13, 1999 prototype)</title>
		<link rel="alternate" type="text/html" href="https://hiddenpalace.org/w/index.php?title=Spyro_2:_Ripto%27s_Rage!_(Jul_13,_1999_prototype)&amp;diff=170267"/>
		<updated>2026-07-26T16:39:15Z</updated>

		<summary type="html">&lt;p&gt;Crashandcortex: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=Spyro 2: Ripto&#039;s Rage! (Jul 13, 1999 prototype)&lt;br /&gt;
|titlescreen=SPYRO2EXE-0000.png&lt;br /&gt;
|builddate=Jul 13, 1999&lt;br /&gt;
|buildname=Preview&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=MasterGamer423&lt;br /&gt;
|releasedby=MasterGamer423&lt;br /&gt;
|filedumpdate=July 23, 2026&lt;br /&gt;
|filereleasedate=July 23, 2026&lt;br /&gt;
|origin_type=CD-R&lt;br /&gt;
|origin_disc_type=PlayStation Preview Version&lt;br /&gt;
|game=Spyro 2: Ripto&#039;s Rage!&lt;br /&gt;
|system=PlayStation&lt;br /&gt;
|genre=Platformer&lt;br /&gt;
|final_builddate={{RegionDate|EU|Sep 30, 1999}} {{RegionDate|US|Oct 11, 1999}} {{RegionDate|JP|Jan 27, 2000}}&lt;br /&gt;
|release_date={{RegionDate|US|Nov 2, 1999}} {{RegionDate|EU|Nov 3, 1999}} {{RegionDate|JP|Mar 16, 2000}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Spyro 2 (July 13, 1999 prototype).zip&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A prototype of &#039;&#039;&#039;Spyro 2: Ripto&#039;s Rage!&#039;&#039;&#039; (also known as &#039;&#039;&#039;Spyro 2: Gateway to Glimmer&#039;&#039;&#039; in Europe) for the Sony PlayStation.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Build dates to around two and a half months before the final game.&lt;br /&gt;
* The build has dongle protection that crashes the game before it reaches gameplay. It can be circumvented using [https://files.hiddenpalace.org/8/8a/SPYRODONGLES.mcd this dongle file], inserted into slot 2.&lt;br /&gt;
* All levels are present except for Ripto&#039;s Arena. A very early version of Dragon Shores is present, but this only features an early block out version of the trolley coaster.&lt;br /&gt;
* Game starts with a logo screen and then boots straight into gameplay.&lt;br /&gt;
* Spyro&#039;s rolling ability from Spyro 1 is still present.&lt;br /&gt;
* The gems shown in the HUD equals the amount collected for the current level like Spyro 1 and early builds of Spyro 3, rather than the total.&lt;br /&gt;
* All of the text is written in capitals.&lt;br /&gt;
* Much of the audio dialogue is missing, and a lot of the audio dialogue that is present use earlier dialogue takes. Very frequently, the text dialogue differs dramatically from what is present in the audio.&lt;br /&gt;
** In Glimmer, some of this audio dialogue refers to the portal as a &amp;quot;platform&amp;quot;, a leftover from an earlier stage of development where the exit platforms from Spyro 1 were still in use. Other lines in Glimmer refer to the Lizards as &amp;quot;Ballooney Lizards&amp;quot;, which neither corresponds to the text in this build nor anything in future builds.&lt;br /&gt;
* Story cutscenes are not present, but some level entry cutscenes are, often with unfinished audio. The intro &amp;amp; outro cutscenes for Zephyr are notable for featuring multiple untextured models for the Breezebuilders and birdseed, in addition to the outro using the placeholder dev voiceover for Hurricos heard in the August build for Mystic Marsh.&lt;br /&gt;
* The dialogue and music are in separate STRs, differing from both Spyro 1 (no dialogue, just music STRs) and Spyro 2/3 (everything in one STR).&lt;br /&gt;
* Most of the music used throughout the game is from Spyro 1 - the first STR used in the PAL version of Spyro 1 is present in this build.&lt;br /&gt;
* There are two STRs labelled &amp;quot;SPYRO_1&amp;quot; and &amp;quot;SPYRO_2&amp;quot; which include a handful of early mixes of Spyro 2&#039;s music. There are many copies of the Hurricos theme in here.&lt;br /&gt;
* For &#039;&#039;most&#039;&#039; levels, music track is determined by the level ID modulo 10. As no levels have an ID of 7 modulo 10, the Sunny Flight track goes unused.&lt;br /&gt;
* In &#039;&#039;SPYRO_1.STR&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Skelos Badlands&#039;&#039;&#039; - lava lizards minigame theme 1&lt;br /&gt;
** &#039;&#039;&#039;Sunny Beach&#039;&#039;&#039; - unused minigame theme 2&lt;br /&gt;
** &#039;&#039;&#039;Sunny Beach&#039;&#039;&#039; - unused minigame theme 1&lt;br /&gt;
** &#039;&#039;&#039;Skelos Badlands&#039;&#039;&#039; - lava lizards minigame theme 2&lt;br /&gt;
** &#039;&#039;&#039;Crystal Glacier&#039;&#039;&#039; - early theme&lt;br /&gt;
** &#039;&#039;&#039;Hurricos&#039;&#039;&#039; - unused minigame theme&lt;br /&gt;
** &#039;&#039;&#039;Skelos Badlands&#039;&#039;&#039; - early theme&lt;br /&gt;
** &#039;&#039;&#039;Aquaria Towers&#039;&#039;&#039;&lt;br /&gt;
* In &#039;&#039;SPYRO_2.STR&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Sunny Beach&#039;&#039;&#039; - early theme&lt;br /&gt;
** 7 copies of &#039;&#039;&#039;Hurricos&#039;&#039;&#039;&lt;br /&gt;
* Several levels use themes from Spyro 2 instead of leftover Spyro 1 themes:&lt;br /&gt;
** Hurricos (albeit not the minigame theme)&lt;br /&gt;
** Sunny Beach (albeit not the minigame themes)&lt;br /&gt;
** Aquaria Towers&lt;br /&gt;
** Skelos Badlands (albeit not the minigame themes)&lt;br /&gt;
** The one level that has an implemented Spyro 2 theme which does not use it is Crystal Glacier.&lt;br /&gt;
* Mixing on all of the tracks seems to be worse than the final&#039;s.&lt;br /&gt;
* Themes from Spyro 2 can be heard in the levels&#039; intro cutscenes.&lt;br /&gt;
* The Guidebook has a very basic appearance. The pause menu is still themed after the Guidebook&#039;s design, but is a totally different colour, and features a much earlier design of the Orbs which doesn&#039;t match their 3D models at all.&lt;br /&gt;
* Zoe is called &amp;quot;Sparkle&amp;quot;. When she zaps you in Glimmer to explain the checkpoint system, every subsequent time that instance of her zaps you, she&#039;ll repeat this dialogue.&lt;br /&gt;
* Elora&#039;s function where she warps the player to the entrance of a level where they haven&#039;t yet collected a Talisman has not yet been implemented.&lt;br /&gt;
* Many levels do not yet have their own unique portal skyboxes, re-using Skelos Badlands&#039; as a placeholder.&lt;br /&gt;
* Aquaria Towers is simply named &amp;quot;Aquaria&amp;quot;.&lt;br /&gt;
* The Talisman for Breeze Harbor (the Glass Anchor) is coloured silver in its Guidebook icon - the actual model however is gold, as in the retail build.&lt;br /&gt;
* The Professor appears in Summer Forest, serving as the &amp;quot;change camera between Passive/Active&amp;quot; NPC in the room where Hurricos &amp;amp; Sunny Beach are located. He was replaced by Hunter in the retail game.&lt;br /&gt;
* The outer castle wall in Autumn Plains is instead an aqueduct which Spyro can swim on top of, but not dive. This was seen in pre-release screenshots, and the August 11th build references this with an Orb named &amp;quot;At the aqueduct&amp;quot;. The rest of Autumn Plains&#039; level design matches the August 11th build, such as the older path to the roof, the additional island near Icy Speedway, the extra castle archway rung, Breeze Harbor&#039;s original portal position, and the Orb hidden behind a breakable wall near the roof.&lt;br /&gt;
* Winter Tundra does not yet have any objects save for a few Gem containers lined up near where Ripto&#039;s Arena is located, presumably there for testing purposes. It lacks most of its Gems, Orbs, whirlwinds, as well as any rocks Spyro can headbash - this presents a problem where the door near Moneybags which opens when Spyro headbashes the rock next to it stays shut, blocking progress without use of the double jump glitch to bypass the door.&lt;br /&gt;
* Crush&#039;s Dungeon and Gulp&#039;s Overlook are named Crush Dungeon &amp;amp; Gulp Overlook.&lt;br /&gt;
* Glimmer and Shady Oasis have slightly differently coloured textures. Large parts of Winter Tundra and Metropolis use placeholder block-out textures.&lt;br /&gt;
* The NPCs in Shady Oasis use completely different sound effects not heard at all in the final game. Noticeably, Shorty the Hippo would shout &amp;quot;&#039;&#039;Over here!&#039;&#039;&amp;quot; if Spyro was too far away from him, and make a small grunt once a berry dropped from a tree. The shield enemy also used a different, more crude &amp;quot;dizzy&amp;quot; sound effect.&lt;br /&gt;
* Gulp&#039;s Overlook is missing its roof.&lt;br /&gt;
* Multiple levels in Winter Tundra, when finishing the main level objective and collecting its Orb, do not spawn the exit portal. Instead, the player is given a text instruction to &amp;quot;Use Pause menu if you want to exit this level&amp;quot;.&lt;br /&gt;
* Multiple enemies in Mystic Marsh have different textures to the final game. They also at this point do not have any sound effects programmed.&lt;br /&gt;
* Robotica Farms has text indicating that a harder variant of the &amp;quot;Exterminate crow bugs&amp;quot; Orb mission, with faster enemies, was planned. The mission however is impossible to complete. Erroneously, the bugs are also referred to as &amp;quot;birds&amp;quot; in the text.&lt;br /&gt;
* Metro Speedway uses a different, more primitive tally graphic for the Jumpers.&lt;br /&gt;
* Icy Speedway is noticeably unfinished - the arches are untextured, the serpents use completely different textures, the snowmobiles &amp;amp; serpents immediately disintegrate with no animations or sound effects when hit, the tally graphics are re-used from Metro Speedway, and multiple of the serpents do not spawn, rendering the level impossible to complete. Hunter and his Orb mission are also absent.&lt;br /&gt;
* Canyon Speedway is in an incredibly primitive state, with no objects, objectives, timer, or even a kill plane included, as the lava does not damage Spyro. The skybox also differs, being noticeably more yellow than in the final game.&lt;br /&gt;
* With the exception of Mystic Marsh, all of the portals in Winter Tundra cannot be entered, with many of them re-using Skelos Badlands&#039; skybox as a placeholder, and others not even appearing to have a portal skybox on both sides. The level name text in front of the portals is also improperly aligned.&lt;br /&gt;
** Moneybags explicitly tells the player that the level Canyon Speedway is under construction and &amp;quot;should be ready by November&amp;quot;.&lt;br /&gt;
* The Professor has some hopefully unused lines of dialogue in Zephyr and Mystic Marsh:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
DO NOT FUCK WITH THIS MESSAGE!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Metropolis includes an enemy styled after a raccoon in a trash can. This enemy appears in the &amp;quot;Faunas Mortas&amp;quot; section of the epilogue in the final game under the scientific nomenclature &amp;quot;Varmintum&amp;quot;.&lt;br /&gt;
* Music doesn&#039;t start properly in homeworlds and boss levels. The music can be restarted by talking to an NPC or pausing and unpausing.&lt;br /&gt;
* The NPCs in Hurricos play a strange sound effect when speaking to them.&lt;br /&gt;
* The ice hockey orb missions in Colossus, as well as the crystal popcorn missions in Magma Cone, use different animated graphics in place of Spyro, Hunter and the Goalkeeper&#039;s animated heads. Specifically, they use red &amp;amp; blue hockey pucks &amp;amp; spinning crystal popcorn graphics which aren&#039;t seen at all in the final game.&lt;br /&gt;
* The entrance to Ripto&#039;s Arena is surrounded by various different types of Gem containers, and rather than a black void, leads to an untextured hole to nowhere, softlocking the game.&lt;br /&gt;
&lt;br /&gt;
=== Accessing Levels===&lt;br /&gt;
Several of the levels in Winter Tundra cannot be accessed via normal means, and there&#039;s no cheat code to enter them. You can enter these levels by entering a portal or quitting a level whilst 80068430 is frozen to the level ID of the level you want to enter. Alternatively, this can be done by entering a portal whilst using a GameShark code set to set the value on frame end:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!ID&lt;br /&gt;
!GameShark Code&lt;br /&gt;
|-&lt;br /&gt;
|Cloud Temples&lt;br /&gt;
|52&lt;br /&gt;
|&amp;lt;code&amp;gt;80068430 0034&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Canyon Speedway&lt;br /&gt;
|55&lt;br /&gt;
|&amp;lt;code&amp;gt;80068430 0037&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Robotica Farms&lt;br /&gt;
|61&lt;br /&gt;
|&amp;lt;code&amp;gt;80068430 003D&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Metropolis&lt;br /&gt;
|62&lt;br /&gt;
|&amp;lt;code&amp;gt;80068430 003E&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Dragon Shores&lt;br /&gt;
|65&lt;br /&gt;
|&amp;lt;code&amp;gt;80068430 0041&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cheat Codes ===&lt;br /&gt;
A number of cheats are present in this version that 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. A successful entry is signaled by a sound effect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!All abilities&lt;br /&gt;
|Triangle, Triangle, Triangle, Triangle, Circle&lt;br /&gt;
|-&lt;br /&gt;
!Permanent invincibility&lt;br /&gt;
|Triangle, Triangle, Triangle, Triangle, X&lt;br /&gt;
|-&lt;br /&gt;
!Toggle active/passive camera&lt;br /&gt;
|Triangle, Triangle, Triangle, Triangle, Square&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:SPYRO2EXE-0000.png&lt;br /&gt;
File:SPYRO2EXE-0001.png&lt;br /&gt;
File:SPYRO2EXE-0002.png&lt;br /&gt;
File:SPYRO2EXE-0003.png&lt;br /&gt;
File:SPYRO2EXE-0004.png&lt;br /&gt;
File:SPYRO2EXE-0005.png&lt;br /&gt;
File:SPYRO2EXE-0006.png&lt;br /&gt;
File:SPYRO2EXE-0007.png&lt;br /&gt;
File:SPYRO2EXE-0008.png&lt;br /&gt;
File:SPYRO2EXE-0009.png&lt;br /&gt;
File:SPYRO2EXE-0010.png&lt;br /&gt;
File:SPYRO2EXE-0027.png&lt;br /&gt;
File:SPYRO2EXE-0024.png&lt;br /&gt;
File:SPYRO2EXE-0011.png&lt;br /&gt;
File:SPYRO2EXE-0012.png&lt;br /&gt;
File:SPYRO2EXE-0013.png&lt;br /&gt;
File:SPYRO2EXE-0014.png&lt;br /&gt;
File:SPYRO2EXE-0015.png&lt;br /&gt;
File:SPYRO2EXE-0016.png&lt;br /&gt;
File:SPYRO2EXE-0017.png&lt;br /&gt;
File:SPYRO2EXE-0026.png&lt;br /&gt;
File:SPYRO2EXE-0025.png&lt;br /&gt;
File:SPYRO2EXE-0018.png&lt;br /&gt;
File:SPYRO2EXE-0019.png&lt;br /&gt;
File:SPYRO2EXE-0020.png&lt;br /&gt;
File:SPYRO2EXE-0021.png&lt;br /&gt;
File:SPYRO2EXE-0022.png&lt;br /&gt;
File:SPYRO2EXE-0023.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;-lx6FbN5O7Q&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;hiFrOgHJXkg&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;1Jr0fU1PuR8&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;amN4AGmzmTo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;t7WeNHcPB_0&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Spyro 2 disc front.png|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Spyro 2: Ripto&#039;s Rage!}}}}&lt;/div&gt;</summary>
		<author><name>Crashandcortex</name></author>
	</entry>
	<entry>
		<id>https://hiddenpalace.org/w/index.php?title=Spyro_2:_Ripto%27s_Rage!_(Jul_13,_1999_prototype)&amp;diff=170266</id>
		<title>Spyro 2: Ripto&#039;s Rage! (Jul 13, 1999 prototype)</title>
		<link rel="alternate" type="text/html" href="https://hiddenpalace.org/w/index.php?title=Spyro_2:_Ripto%27s_Rage!_(Jul_13,_1999_prototype)&amp;diff=170266"/>
		<updated>2026-07-26T16:18:52Z</updated>

		<summary type="html">&lt;p&gt;Crashandcortex: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=Spyro 2: Ripto&#039;s Rage! (Jul 13, 1999 prototype)&lt;br /&gt;
|titlescreen=SPYRO2EXE-0000.png&lt;br /&gt;
|builddate=Jul 13, 1999&lt;br /&gt;
|buildname=Preview&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=MasterGamer423&lt;br /&gt;
|releasedby=MasterGamer423&lt;br /&gt;
|filedumpdate=July 23, 2026&lt;br /&gt;
|filereleasedate=July 23, 2026&lt;br /&gt;
|origin_type=CD-R&lt;br /&gt;
|origin_disc_type=PlayStation Preview Version&lt;br /&gt;
|game=Spyro 2: Ripto&#039;s Rage!&lt;br /&gt;
|system=PlayStation&lt;br /&gt;
|genre=Platformer&lt;br /&gt;
|final_builddate={{RegionDate|EU|Sep 30, 1999}} {{RegionDate|US|Oct 11, 1999}} {{RegionDate|JP|Jan 27, 2000}}&lt;br /&gt;
|release_date={{RegionDate|US|Nov 2, 1999}} {{RegionDate|EU|Nov 3, 1999}} {{RegionDate|JP|Mar 16, 2000}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Spyro 2 (July 13, 1999 prototype).zip&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A prototype of &#039;&#039;&#039;Spyro 2: Ripto&#039;s Rage!&#039;&#039;&#039; (also known as &#039;&#039;&#039;Spyro 2: Gateway to Glimmer&#039;&#039;&#039; in Europe) for the Sony PlayStation.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Build dates to around two and a half months before the final game.&lt;br /&gt;
* The build has dongle protection that crashes the game before it reaches gameplay. It can be circumvented using [https://files.hiddenpalace.org/8/8a/SPYRODONGLES.mcd this dongle file], inserted into slot 2.&lt;br /&gt;
* All levels are present except for Ripto&#039;s Arena. A very early version of Dragon Shores is present, but this only features an early block out version of the trolley coaster.&lt;br /&gt;
* Game starts with a logo screen and then boots straight into gameplay.&lt;br /&gt;
* Spyro&#039;s rolling ability from Spyro 1 is still present.&lt;br /&gt;
* The gems shown in the HUD equals the amount collected for the current level like Spyro 1 and early builds of Spyro 3, rather than the total.&lt;br /&gt;
* All of the text is written in capitals.&lt;br /&gt;
* Much of the audio dialogue is missing, and a lot of the audio dialogue that is present use earlier dialogue takes. Very frequently, the text dialogue differs dramatically from what is present in the audio.&lt;br /&gt;
** In Glimmer, some of this audio dialogue refers to the portal as a &amp;quot;platform&amp;quot;, a leftover from an earlier stage of development where the exit platforms from Spyro 1 were still in use. Other lines in Glimmer refer to the Lizards as &amp;quot;Ballooney Lizards&amp;quot;, which neither corresponds to the text in this build nor anything in future builds.&lt;br /&gt;
* Story cutscenes are not present, but some level entry cutscenes are, often with unfinished audio. The intro &amp;amp; outro cutscenes for Zephyr are notable for featuring multiple untextured models for the Breezebuilders and birdseed, in addition to the outro using the placeholder dev voiceover for Hurricos heard in the August build for Mystic Marsh.&lt;br /&gt;
* The dialogue and music are in separate STRs, differing from both Spyro 1 (no dialogue, just music STRs) and Spyro 2/3 (everything in one STR).&lt;br /&gt;
* Most of the music used throughout the game is from Spyro 1 - the first STR used in the PAL version of Spyro 1 is present in this build.&lt;br /&gt;
* There are two STRs labelled &amp;quot;SPYRO_1&amp;quot; and &amp;quot;SPYRO_2&amp;quot; which include a handful of early mixes of Spyro 2&#039;s music. There are many copies of the Hurricos theme in here.&lt;br /&gt;
* For &#039;&#039;most&#039;&#039; levels, music track is determined by the level ID modulo 10. As no levels have an ID of 7 modulo 10, the Sunny Flight track goes unused.&lt;br /&gt;
* In &#039;&#039;SPYRO_1.STR&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Skelos Badlands&#039;&#039;&#039; - lava lizards minigame theme 1&lt;br /&gt;
** &#039;&#039;&#039;Sunny Beach&#039;&#039;&#039; - unused minigame theme 2&lt;br /&gt;
** &#039;&#039;&#039;Sunny Beach&#039;&#039;&#039; - unused minigame theme 1&lt;br /&gt;
** &#039;&#039;&#039;Skelos Badlands&#039;&#039;&#039; - lava lizards minigame theme 2&lt;br /&gt;
** &#039;&#039;&#039;Crystal Glacier&#039;&#039;&#039; - early theme&lt;br /&gt;
** &#039;&#039;&#039;Hurricos&#039;&#039;&#039; - unused minigame theme&lt;br /&gt;
** &#039;&#039;&#039;Skelos Badlands&#039;&#039;&#039; - early theme&lt;br /&gt;
** &#039;&#039;&#039;Aquaria Towers&#039;&#039;&#039;&lt;br /&gt;
* In &#039;&#039;SPYRO_2.STR&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Sunny Beach&#039;&#039;&#039; - early theme&lt;br /&gt;
** 7 copies of &#039;&#039;&#039;Hurricos&#039;&#039;&#039;&lt;br /&gt;
* Several levels use themes from Spyro 2 instead of leftover Spyro 1 themes:&lt;br /&gt;
** Hurricos (albeit not the minigame theme)&lt;br /&gt;
** Sunny Beach (albeit not the minigame themes)&lt;br /&gt;
** Aquaria Towers&lt;br /&gt;
** Skelos Badlands (albeit not the minigame themes)&lt;br /&gt;
** The one level that has an implemented Spyro 2 theme which does not use it is Crystal Glacier.&lt;br /&gt;
* Mixing on all of the tracks seems to be worse than the final&#039;s.&lt;br /&gt;
* Themes from Spyro 2 can be heard in the levels&#039; intro cutscenes.&lt;br /&gt;
* The Guidebook has a very basic appearance. The pause menu is still themed after the Guidebook&#039;s design, but is a totally different colour, and features a much earlier design of the Orbs which doesn&#039;t match their 3D models at all.&lt;br /&gt;
* Zoe is called &amp;quot;Sparkle&amp;quot;. When she zaps you in Glimmer to explain the checkpoint system, every subsequent time that instance of her zaps you, she&#039;ll repeat this dialogue.&lt;br /&gt;
* Many levels do not yet have their own unique portal skyboxes, re-using Skelos Badlands&#039; as a placeholder.&lt;br /&gt;
* Aquaria Towers is simply named &amp;quot;Aquaria&amp;quot;.&lt;br /&gt;
* The Talisman for Breeze Harbor (the Glass Anchor) is coloured silver in its Guidebook icon - the actual model however is gold, as in the retail build.&lt;br /&gt;
* The Professor appears in Summer Forest, serving as the &amp;quot;change camera between Passive/Active&amp;quot; NPC in the room where Hurricos &amp;amp; Sunny Beach are located. He was replaced by Hunter in the retail game.&lt;br /&gt;
* The outer castle wall in Autumn Plains is instead an aqueduct which Spyro can swim on top of, but not dive. This was seen in pre-release screenshots, and the August 11th build references this with an Orb named &amp;quot;At the aqueduct&amp;quot;. The rest of Autumn Plains&#039; level design matches the August 11th build, such as the older path to the roof, the additional island near Icy Speedway, the extra castle archway rung, Breeze Harbor&#039;s original portal position, and the Orb hidden behind a breakable wall near the roof.&lt;br /&gt;
* Winter Tundra does not yet have any objects save for a few Gem containers lined up near where Ripto&#039;s Arena is located, presumably there for testing purposes. It lacks most of its Gems, Orbs, whirlwinds, as well as any rocks Spyro can headbash - this presents a problem where the door near Moneybags which opens when Spyro headbashes the rock next to it stays shut, blocking progress without use of the double jump glitch to bypass the door.&lt;br /&gt;
* Crush&#039;s Dungeon and Gulp&#039;s Overlook are named Crush Dungeon &amp;amp; Gulp Overlook.&lt;br /&gt;
* Glimmer and Shady Oasis have slightly differently coloured textures. Large parts of Winter Tundra and Metropolis use placeholder block-out textures.&lt;br /&gt;
* The NPCs in Shady Oasis use completely different sound effects not heard at all in the final game. Noticeably, Shorty the Hippo would shout &amp;quot;&#039;&#039;Over here!&#039;&#039;&amp;quot; if Spyro was too far away from him, and make a small grunt once a berry dropped from a tree. The shield enemy also used a different, more crude &amp;quot;dizzy&amp;quot; sound effect.&lt;br /&gt;
* Gulp&#039;s Overlook is missing its roof.&lt;br /&gt;
* Multiple levels in Winter Tundra, when finishing the main level objective and collecting its Orb, do not spawn the exit portal. Instead, the player is given a text instruction to &amp;quot;Use Pause menu if you want to exit this level&amp;quot;.&lt;br /&gt;
* Multiple enemies in Mystic Marsh have different textures to the final game. They also at this point do not have any sound effects programmed.&lt;br /&gt;
* Robotica Farms has text indicating that a harder variant of the &amp;quot;Exterminate crow bugs&amp;quot; Orb mission, with faster enemies, was planned. The mission however is impossible to complete. Erroneously, the bugs are also referred to as &amp;quot;birds&amp;quot; in the text.&lt;br /&gt;
* Metro Speedway uses a different, more primitive tally graphic for the Jumpers.&lt;br /&gt;
* Icy Speedway is noticeably unfinished - the arches are untextured, the serpents use completely different textures, the snowmobiles &amp;amp; serpents immediately disintegrate with no animations or sound effects when hit, the tally graphics are re-used from Metro Speedway, and multiple of the serpents do not spawn, rendering the level impossible to complete. Hunter and his Orb mission are also absent.&lt;br /&gt;
* Canyon Speedway is in an incredibly primitive state, with no objects, objectives, timer, or even a kill plane included, as the lava does not damage Spyro. The skybox also differs, being noticeably more yellow than in the final game.&lt;br /&gt;
* With the exception of Mystic Marsh, all of the portals in Winter Tundra cannot be entered, with many of them re-using Skelos Badlands&#039; skybox as a placeholder, and others not even appearing to have a portal skybox on both sides. The level name text in front of the portals is also improperly aligned.&lt;br /&gt;
** Moneybags explicitly tells the player that the level Canyon Speedway is under construction and &amp;quot;should be ready by November&amp;quot;.&lt;br /&gt;
* The Professor has some hopefully unused lines of dialogue in Zephyr and Mystic Marsh:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
DO NOT FUCK WITH THIS MESSAGE!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Metropolis includes an enemy styled after a raccoon in a trash can. This enemy appears in the &amp;quot;Faunas Mortas&amp;quot; section of the epilogue in the final game under the scientific nomenclature &amp;quot;Varmintum&amp;quot;.&lt;br /&gt;
* Music doesn&#039;t start properly in homeworlds and boss levels. The music can be restarted by talking to an NPC or pausing and unpausing.&lt;br /&gt;
* The NPCs in Hurricos play a strange sound effect when speaking to them.&lt;br /&gt;
* The ice hockey orb missions in Colossus, as well as the crystal popcorn missions in Magma Cone, use different animated graphics in place of Spyro, Hunter and the Goalkeeper&#039;s animated heads. Specifically, they use red &amp;amp; blue hockey pucks &amp;amp; spinning crystal popcorn graphics which aren&#039;t seen at all in the final game.&lt;br /&gt;
* The entrance to Ripto&#039;s Arena is surrounded by various different types of Gem containers, and rather than a black void, leads to an untextured hole to nowhere, softlocking the game.&lt;br /&gt;
&lt;br /&gt;
=== Accessing Levels===&lt;br /&gt;
Several of the levels in Winter Tundra cannot be accessed via normal means, and there&#039;s no cheat code to enter them. You can enter these levels by entering a portal or quitting a level whilst 80068430 is frozen to the level ID of the level you want to enter. Alternatively, this can be done by entering a portal whilst using a GameShark code set to set the value on frame end:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!ID&lt;br /&gt;
!GameShark Code&lt;br /&gt;
|-&lt;br /&gt;
|Cloud Temples&lt;br /&gt;
|52&lt;br /&gt;
|&amp;lt;code&amp;gt;80068430 0034&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Canyon Speedway&lt;br /&gt;
|55&lt;br /&gt;
|&amp;lt;code&amp;gt;80068430 0037&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Robotica Farms&lt;br /&gt;
|61&lt;br /&gt;
|&amp;lt;code&amp;gt;80068430 003D&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Metropolis&lt;br /&gt;
|62&lt;br /&gt;
|&amp;lt;code&amp;gt;80068430 003E&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Dragon Shores&lt;br /&gt;
|65&lt;br /&gt;
|&amp;lt;code&amp;gt;80068430 0041&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cheat Codes ===&lt;br /&gt;
A number of cheats are present in this version that 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. A successful entry is signaled by a sound effect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!All abilities&lt;br /&gt;
|Triangle, Triangle, Triangle, Triangle, Circle&lt;br /&gt;
|-&lt;br /&gt;
!Permanent invincibility&lt;br /&gt;
|Triangle, Triangle, Triangle, Triangle, X&lt;br /&gt;
|-&lt;br /&gt;
!Toggle active/passive camera&lt;br /&gt;
|Triangle, Triangle, Triangle, Triangle, Square&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:SPYRO2EXE-0000.png&lt;br /&gt;
File:SPYRO2EXE-0001.png&lt;br /&gt;
File:SPYRO2EXE-0002.png&lt;br /&gt;
File:SPYRO2EXE-0003.png&lt;br /&gt;
File:SPYRO2EXE-0004.png&lt;br /&gt;
File:SPYRO2EXE-0005.png&lt;br /&gt;
File:SPYRO2EXE-0006.png&lt;br /&gt;
File:SPYRO2EXE-0007.png&lt;br /&gt;
File:SPYRO2EXE-0008.png&lt;br /&gt;
File:SPYRO2EXE-0009.png&lt;br /&gt;
File:SPYRO2EXE-0010.png&lt;br /&gt;
File:SPYRO2EXE-0027.png&lt;br /&gt;
File:SPYRO2EXE-0024.png&lt;br /&gt;
File:SPYRO2EXE-0011.png&lt;br /&gt;
File:SPYRO2EXE-0012.png&lt;br /&gt;
File:SPYRO2EXE-0013.png&lt;br /&gt;
File:SPYRO2EXE-0014.png&lt;br /&gt;
File:SPYRO2EXE-0015.png&lt;br /&gt;
File:SPYRO2EXE-0016.png&lt;br /&gt;
File:SPYRO2EXE-0017.png&lt;br /&gt;
File:SPYRO2EXE-0026.png&lt;br /&gt;
File:SPYRO2EXE-0025.png&lt;br /&gt;
File:SPYRO2EXE-0018.png&lt;br /&gt;
File:SPYRO2EXE-0019.png&lt;br /&gt;
File:SPYRO2EXE-0020.png&lt;br /&gt;
File:SPYRO2EXE-0021.png&lt;br /&gt;
File:SPYRO2EXE-0022.png&lt;br /&gt;
File:SPYRO2EXE-0023.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;-lx6FbN5O7Q&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;hiFrOgHJXkg&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;1Jr0fU1PuR8&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;amN4AGmzmTo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;t7WeNHcPB_0&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Spyro 2 disc front.png|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Spyro 2: Ripto&#039;s Rage!}}}}&lt;/div&gt;</summary>
		<author><name>Crashandcortex</name></author>
	</entry>
	<entry>
		<id>https://hiddenpalace.org/w/index.php?title=Spyro_2:_Ripto%27s_Rage!_(Jul_13,_1999_prototype)&amp;diff=170265</id>
		<title>Spyro 2: Ripto&#039;s Rage! (Jul 13, 1999 prototype)</title>
		<link rel="alternate" type="text/html" href="https://hiddenpalace.org/w/index.php?title=Spyro_2:_Ripto%27s_Rage!_(Jul_13,_1999_prototype)&amp;diff=170265"/>
		<updated>2026-07-26T16:18:29Z</updated>

		<summary type="html">&lt;p&gt;Crashandcortex: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=Spyro 2: Ripto&#039;s Rage! (Jul 13, 1999 prototype)&lt;br /&gt;
|titlescreen=SPYRO2EXE-0000.png&lt;br /&gt;
|builddate=Jul 13, 1999&lt;br /&gt;
|buildname=Preview&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=MasterGamer423&lt;br /&gt;
|releasedby=MasterGamer423&lt;br /&gt;
|filedumpdate=July 23, 2026&lt;br /&gt;
|filereleasedate=July 23, 2026&lt;br /&gt;
|origin_type=CD-R&lt;br /&gt;
|origin_disc_type=PlayStation Preview Version&lt;br /&gt;
|game=Spyro 2: Ripto&#039;s Rage!&lt;br /&gt;
|system=PlayStation&lt;br /&gt;
|genre=Platformer&lt;br /&gt;
|final_builddate={{RegionDate|EU|Sep 30, 1999}} {{RegionDate|US|Oct 11, 1999}} {{RegionDate|JP|Jan 27, 2000}}&lt;br /&gt;
|release_date={{RegionDate|US|Nov 2, 1999}} {{RegionDate|EU|Nov 3, 1999}} {{RegionDate|JP|Mar 16, 2000}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Spyro 2 (July 13, 1999 prototype).zip&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A prototype of &#039;&#039;&#039;Spyro 2: Ripto&#039;s Rage!&#039;&#039;&#039; (also known as &#039;&#039;&#039;Spyro 2: Gateway to Glimmer&#039;&#039;&#039; in Europe) for the Sony PlayStation.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Build dates to around two and a half months before the final game.&lt;br /&gt;
* The build has dongle protection that crashes the game before it reaches gameplay. It can be circumvented using [https://files.hiddenpalace.org/8/8a/SPYRODONGLES.mcd this dongle file], inserted into slot 2.&lt;br /&gt;
* All levels are present except for Ripto&#039;s Arena. A very early version of Dragon Shores is present, but this only features an early block out version of the trolley coaster.&lt;br /&gt;
* Game starts with a logo screen and then boots straight into gameplay.&lt;br /&gt;
* Spyro&#039;s rolling ability from Spyro 1 is still present.&lt;br /&gt;
* The gems shown in the HUD equals the amount collected for the current level like Spyro 1 and early builds of Spyro 3, rather than the total.&lt;br /&gt;
* All of the text is written in capitals.&lt;br /&gt;
* Much of the audio dialogue is missing, and a lot of the audio dialogue that is present use earlier dialogue takes. Very frequently, the text dialogue differs dramatically from what is present in the audio.&lt;br /&gt;
** In Glimmer, some of this audio dialogue refers to the portal as a &amp;quot;platform&amp;quot;, a leftover from an earlier stage of development where the exit platforms from Spyro 1 were still in use. Other lines in Glimmer refer to the Lizards as &amp;quot;Ballooney Lizards&amp;quot;, which neither corresponds to the text in this build nor anything in future builds.&lt;br /&gt;
* Story cutscenes are not present, but some level entry cutscenes are, often with unfinished audio. The intro &amp;amp; outro cutscenes for Zephyr are notable for featuring multiple untextured models for the Breezebuilders and birdseed, in addition to the outro using the placeholder dev voiceover for Hurricos heard in the August build for Mystic Marsh.&lt;br /&gt;
* The dialogue and music are in separate STRs, differing from both Spyro 1 (no dialogue, just music STRs) and Spyro 2/3 (everything in one STR).&lt;br /&gt;
* Most of the music used throughout the game is from Spyro 1 - the first STR used in the PAL version of Spyro 1 is present in this build.&lt;br /&gt;
* There are two STRs labelled &amp;quot;SPYRO_1&amp;quot; and &amp;quot;SPYRO_2&amp;quot; which include a handful of early mixes of Spyro 2&#039;s music. There are many copies of the Hurricos theme in here.&lt;br /&gt;
* For &#039;&#039;most&#039;&#039; levels, music track is determined by the level ID modulo 10. As no levels have an ID of 7 modulo 10, the Sunny Flight track goes unused.&lt;br /&gt;
* In &#039;&#039;SPYRO_1.STR&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Skelos Badlands&#039;&#039;&#039; - lava lizards minigame theme 1&lt;br /&gt;
** &#039;&#039;&#039;Sunny Beach&#039;&#039;&#039; - unused minigame theme 2&lt;br /&gt;
** &#039;&#039;&#039;Sunny Beach&#039;&#039;&#039; - unused minigame theme 1&lt;br /&gt;
** &#039;&#039;&#039;Skelos Badlands&#039;&#039;&#039; - lava lizards minigame theme 2&lt;br /&gt;
** &#039;&#039;&#039;Crystal Glacier&#039;&#039;&#039; - early theme&lt;br /&gt;
** &#039;&#039;&#039;Hurricos&#039;&#039;&#039; - unused minigame theme&lt;br /&gt;
** &#039;&#039;&#039;Skelos Badlands&#039;&#039;&#039; - early theme&lt;br /&gt;
** &#039;&#039;&#039;Aquaria Towers&#039;&#039;&#039;&lt;br /&gt;
* In &#039;&#039;SPYRO_2.STR&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Sunny Beach&#039;&#039;&#039; - early theme&lt;br /&gt;
** 7 copies of &#039;&#039;&#039;Hurricos&#039;&#039;&#039;&lt;br /&gt;
* Several levels use themes from Spyro 2 instead of leftover Spyro 1 themes:&lt;br /&gt;
** Hurricos (albeit not the minigame theme)&lt;br /&gt;
** Sunny Beach (albeit not the minigame themes)&lt;br /&gt;
** Aquaria Towers&lt;br /&gt;
** Skelos Badlands (albeit not the minigame themes)&lt;br /&gt;
** The one level that has an implemented Spyro 2 theme which does not use it is Crystal Glacier.&lt;br /&gt;
* Mixing on all of the tracks seems to be worse than the final&#039;s.&lt;br /&gt;
* Themes from Spyro 2 can be heard in the levels&#039; intro cutscenes.&lt;br /&gt;
* The Guidebook has a very basic appearance. The pause menu is still themed after the Guidebook&#039;s design, but is a totally different colour, and features a much earlier design of the Orbs which doesn&#039;t match their 3D models at all.&lt;br /&gt;
* Zoe is called &amp;quot;Sparkle&amp;quot;. When she zaps you in Glimmer to explain the checkpoint system, every subsequent time that instance of her zaps you, she&#039;ll repeat this dialogue.&lt;br /&gt;
* Many levels do not yet have their own unique portal skyboxes, re-using Skelos Badlands&#039; as a placeholder.&lt;br /&gt;
* Aquaria Towers is simply named &amp;quot;Aquaria&amp;quot;.&lt;br /&gt;
* The Talisman for Breeze Harbour (the Glass Anchor) is coloured silver in its Guidebook icon - the actual model however is gold, as in the retail build.&lt;br /&gt;
* The Professor appears in Summer Forest, serving as the &amp;quot;change camera between Passive/Active&amp;quot; NPC in the room where Hurricos &amp;amp; Sunny Beach are located. He was replaced by Hunter in the retail game.&lt;br /&gt;
* The outer castle wall in Autumn Plains is instead an aqueduct which Spyro can swim on top of, but not dive. This was seen in pre-release screenshots, and the August 11th build references this with an Orb named &amp;quot;At the aqueduct&amp;quot;. The rest of Autumn Plains&#039; level design matches the August 11th build, such as the older path to the roof, the additional island near Icy Speedway, the extra castle archway rung, Breeze Harbor&#039;s original portal position, and the Orb hidden behind a breakable wall near the roof.&lt;br /&gt;
* Winter Tundra does not yet have any objects save for a few Gem containers lined up near where Ripto&#039;s Arena is located, presumably there for testing purposes. It lacks most of its Gems, Orbs, whirlwinds, as well as any rocks Spyro can headbash - this presents a problem where the door near Moneybags which opens when Spyro headbashes the rock next to it stays shut, blocking progress without use of the double jump glitch to bypass the door.&lt;br /&gt;
* Crush&#039;s Dungeon and Gulp&#039;s Overlook are named Crush Dungeon &amp;amp; Gulp Overlook.&lt;br /&gt;
* Glimmer and Shady Oasis have slightly differently coloured textures. Large parts of Winter Tundra and Metropolis use placeholder block-out textures.&lt;br /&gt;
* The NPCs in Shady Oasis use completely different sound effects not heard at all in the final game. Noticeably, Shorty the Hippo would shout &amp;quot;&#039;&#039;Over here!&#039;&#039;&amp;quot; if Spyro was too far away from him, and make a small grunt once a berry dropped from a tree. The shield enemy also used a different, more crude &amp;quot;dizzy&amp;quot; sound effect.&lt;br /&gt;
* Gulp&#039;s Overlook is missing its roof.&lt;br /&gt;
* Multiple levels in Winter Tundra, when finishing the main level objective and collecting its Orb, do not spawn the exit portal. Instead, the player is given a text instruction to &amp;quot;Use Pause menu if you want to exit this level&amp;quot;.&lt;br /&gt;
* Multiple enemies in Mystic Marsh have different textures to the final game. They also at this point do not have any sound effects programmed.&lt;br /&gt;
* Robotica Farms has text indicating that a harder variant of the &amp;quot;Exterminate crow bugs&amp;quot; Orb mission, with faster enemies, was planned. The mission however is impossible to complete. Erroneously, the bugs are also referred to as &amp;quot;birds&amp;quot; in the text.&lt;br /&gt;
* Metro Speedway uses a different, more primitive tally graphic for the Jumpers.&lt;br /&gt;
* Icy Speedway is noticeably unfinished - the arches are untextured, the serpents use completely different textures, the snowmobiles &amp;amp; serpents immediately disintegrate with no animations or sound effects when hit, the tally graphics are re-used from Metro Speedway, and multiple of the serpents do not spawn, rendering the level impossible to complete. Hunter and his Orb mission are also absent.&lt;br /&gt;
* Canyon Speedway is in an incredibly primitive state, with no objects, objectives, timer, or even a kill plane included, as the lava does not damage Spyro. The skybox also differs, being noticeably more yellow than in the final game.&lt;br /&gt;
* With the exception of Mystic Marsh, all of the portals in Winter Tundra cannot be entered, with many of them re-using Skelos Badlands&#039; skybox as a placeholder, and others not even appearing to have a portal skybox on both sides. The level name text in front of the portals is also improperly aligned.&lt;br /&gt;
** Moneybags explicitly tells the player that the level Canyon Speedway is under construction and &amp;quot;should be ready by November&amp;quot;.&lt;br /&gt;
* The Professor has some hopefully unused lines of dialogue in Zephyr and Mystic Marsh:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
DO NOT FUCK WITH THIS MESSAGE!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Metropolis includes an enemy styled after a raccoon in a trash can. This enemy appears in the &amp;quot;Faunas Mortas&amp;quot; section of the epilogue in the final game under the scientific nomenclature &amp;quot;Varmintum&amp;quot;.&lt;br /&gt;
* Music doesn&#039;t start properly in homeworlds and boss levels. The music can be restarted by talking to an NPC or pausing and unpausing.&lt;br /&gt;
* The NPCs in Hurricos play a strange sound effect when speaking to them.&lt;br /&gt;
* The ice hockey orb missions in Colossus, as well as the crystal popcorn missions in Magma Cone, use different animated graphics in place of Spyro, Hunter and the Goalkeeper&#039;s animated heads. Specifically, they use red &amp;amp; blue hockey pucks &amp;amp; spinning crystal popcorn graphics which aren&#039;t seen at all in the final game.&lt;br /&gt;
* The entrance to Ripto&#039;s Arena is surrounded by various different types of Gem containers, and rather than a black void, leads to an untextured hole to nowhere, softlocking the game.&lt;br /&gt;
&lt;br /&gt;
=== Accessing Levels===&lt;br /&gt;
Several of the levels in Winter Tundra cannot be accessed via normal means, and there&#039;s no cheat code to enter them. You can enter these levels by entering a portal or quitting a level whilst 80068430 is frozen to the level ID of the level you want to enter. Alternatively, this can be done by entering a portal whilst using a GameShark code set to set the value on frame end:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!ID&lt;br /&gt;
!GameShark Code&lt;br /&gt;
|-&lt;br /&gt;
|Cloud Temples&lt;br /&gt;
|52&lt;br /&gt;
|&amp;lt;code&amp;gt;80068430 0034&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Canyon Speedway&lt;br /&gt;
|55&lt;br /&gt;
|&amp;lt;code&amp;gt;80068430 0037&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Robotica Farms&lt;br /&gt;
|61&lt;br /&gt;
|&amp;lt;code&amp;gt;80068430 003D&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Metropolis&lt;br /&gt;
|62&lt;br /&gt;
|&amp;lt;code&amp;gt;80068430 003E&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Dragon Shores&lt;br /&gt;
|65&lt;br /&gt;
|&amp;lt;code&amp;gt;80068430 0041&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cheat Codes ===&lt;br /&gt;
A number of cheats are present in this version that 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. A successful entry is signaled by a sound effect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!All abilities&lt;br /&gt;
|Triangle, Triangle, Triangle, Triangle, Circle&lt;br /&gt;
|-&lt;br /&gt;
!Permanent invincibility&lt;br /&gt;
|Triangle, Triangle, Triangle, Triangle, X&lt;br /&gt;
|-&lt;br /&gt;
!Toggle active/passive camera&lt;br /&gt;
|Triangle, Triangle, Triangle, Triangle, Square&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:SPYRO2EXE-0000.png&lt;br /&gt;
File:SPYRO2EXE-0001.png&lt;br /&gt;
File:SPYRO2EXE-0002.png&lt;br /&gt;
File:SPYRO2EXE-0003.png&lt;br /&gt;
File:SPYRO2EXE-0004.png&lt;br /&gt;
File:SPYRO2EXE-0005.png&lt;br /&gt;
File:SPYRO2EXE-0006.png&lt;br /&gt;
File:SPYRO2EXE-0007.png&lt;br /&gt;
File:SPYRO2EXE-0008.png&lt;br /&gt;
File:SPYRO2EXE-0009.png&lt;br /&gt;
File:SPYRO2EXE-0010.png&lt;br /&gt;
File:SPYRO2EXE-0027.png&lt;br /&gt;
File:SPYRO2EXE-0024.png&lt;br /&gt;
File:SPYRO2EXE-0011.png&lt;br /&gt;
File:SPYRO2EXE-0012.png&lt;br /&gt;
File:SPYRO2EXE-0013.png&lt;br /&gt;
File:SPYRO2EXE-0014.png&lt;br /&gt;
File:SPYRO2EXE-0015.png&lt;br /&gt;
File:SPYRO2EXE-0016.png&lt;br /&gt;
File:SPYRO2EXE-0017.png&lt;br /&gt;
File:SPYRO2EXE-0026.png&lt;br /&gt;
File:SPYRO2EXE-0025.png&lt;br /&gt;
File:SPYRO2EXE-0018.png&lt;br /&gt;
File:SPYRO2EXE-0019.png&lt;br /&gt;
File:SPYRO2EXE-0020.png&lt;br /&gt;
File:SPYRO2EXE-0021.png&lt;br /&gt;
File:SPYRO2EXE-0022.png&lt;br /&gt;
File:SPYRO2EXE-0023.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;-lx6FbN5O7Q&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;hiFrOgHJXkg&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;1Jr0fU1PuR8&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;amN4AGmzmTo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;t7WeNHcPB_0&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Spyro 2 disc front.png|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Spyro 2: Ripto&#039;s Rage!}}}}&lt;/div&gt;</summary>
		<author><name>Crashandcortex</name></author>
	</entry>
	<entry>
		<id>https://hiddenpalace.org/w/index.php?title=Spyro_2:_Ripto%27s_Rage!_(Jul_13,_1999_prototype)&amp;diff=170264</id>
		<title>Spyro 2: Ripto&#039;s Rage! (Jul 13, 1999 prototype)</title>
		<link rel="alternate" type="text/html" href="https://hiddenpalace.org/w/index.php?title=Spyro_2:_Ripto%27s_Rage!_(Jul_13,_1999_prototype)&amp;diff=170264"/>
		<updated>2026-07-26T16:07:52Z</updated>

		<summary type="html">&lt;p&gt;Crashandcortex: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=Spyro 2: Ripto&#039;s Rage! (Jul 13, 1999 prototype)&lt;br /&gt;
|titlescreen=SPYRO2EXE-0000.png&lt;br /&gt;
|builddate=Jul 13, 1999&lt;br /&gt;
|buildname=Preview&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=MasterGamer423&lt;br /&gt;
|releasedby=MasterGamer423&lt;br /&gt;
|filedumpdate=July 23, 2026&lt;br /&gt;
|filereleasedate=July 23, 2026&lt;br /&gt;
|origin_type=CD-R&lt;br /&gt;
|origin_disc_type=PlayStation Preview Version&lt;br /&gt;
|game=Spyro 2: Ripto&#039;s Rage!&lt;br /&gt;
|system=PlayStation&lt;br /&gt;
|genre=Platformer&lt;br /&gt;
|final_builddate={{RegionDate|EU|Sep 30, 1999}} {{RegionDate|US|Oct 11, 1999}} {{RegionDate|JP|Jan 27, 2000}}&lt;br /&gt;
|release_date={{RegionDate|US|Nov 2, 1999}} {{RegionDate|EU|Nov 3, 1999}} {{RegionDate|JP|Mar 16, 2000}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Spyro 2 (July 13, 1999 prototype).zip&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A prototype of &#039;&#039;&#039;Spyro 2: Ripto&#039;s Rage!&#039;&#039;&#039; (also known as &#039;&#039;&#039;Spyro 2: Gateway to Glimmer&#039;&#039;&#039; in Europe) for the Sony PlayStation.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Build dates to around two and a half months before the final game.&lt;br /&gt;
* The build has dongle protection that crashes the game before it reaches gameplay. It can be circumvented using [https://files.hiddenpalace.org/8/8a/SPYRODONGLES.mcd this dongle file], inserted into slot 2.&lt;br /&gt;
* All levels are present except for Ripto&#039;s Arena. A very early version of Dragon Shores is present, but this only features an early block out version of the trolley coaster.&lt;br /&gt;
* Game starts with a logo screen and then boots straight into gameplay.&lt;br /&gt;
* Spyro&#039;s rolling ability from Spyro 1 is still present.&lt;br /&gt;
* The gems shown in the HUD equals the amount collected for the current level like Spyro 1 and early builds of Spyro 3, rather than the total.&lt;br /&gt;
* All of the text is written in capitals.&lt;br /&gt;
* Much of the audio dialogue is missing, and a lot of the audio dialogue that is present use earlier dialogue takes. Very frequently, the text dialogue differs dramatically from what is present in the audio.&lt;br /&gt;
** In Glimmer, some of this audio dialogue refers to the portal as a &amp;quot;platform&amp;quot;, a leftover from an earlier stage of development where the exit platforms from Spyro 1 were still in use. Other lines in Glimmer refer to the Lizards as &amp;quot;Ballooney Lizards&amp;quot;, which neither corresponds to the text in this build nor anything in future builds.&lt;br /&gt;
* Story cutscenes are not present, but some level entry cutscenes are, often with unfinished audio. The intro &amp;amp; outro cutscenes for Zephyr are notable for featuring multiple untextured models for the Breezebuilders and birdseed, in addition to the outro using the placeholder dev voiceover for Hurricos heard in the August build for Mystic Marsh.&lt;br /&gt;
* The dialogue and music are in separate STRs, differing from both Spyro 1 (no dialogue, just music STRs) and Spyro 2/3 (everything in one STR).&lt;br /&gt;
* Most of the music used throughout the game is from Spyro 1 - the first STR used in the PAL version of Spyro 1 is present in this build.&lt;br /&gt;
* There are two STRs labelled &amp;quot;SPYRO_1&amp;quot; and &amp;quot;SPYRO_2&amp;quot; which include a handful of early mixes of Spyro 2&#039;s music. There are many copies of the Hurricos theme in here.&lt;br /&gt;
* For &#039;&#039;most&#039;&#039; levels, music track is determined by the level ID modulo 10. As no levels have an ID of 7 modulo 10, the Sunny Flight track goes unused.&lt;br /&gt;
* In &#039;&#039;SPYRO_1.STR&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Skelos Badlands&#039;&#039;&#039; - lava lizards minigame theme 1&lt;br /&gt;
** &#039;&#039;&#039;Sunny Beach&#039;&#039;&#039; - unused minigame theme 2&lt;br /&gt;
** &#039;&#039;&#039;Sunny Beach&#039;&#039;&#039; - unused minigame theme 1&lt;br /&gt;
** &#039;&#039;&#039;Skelos Badlands&#039;&#039;&#039; - lava lizards minigame theme 2&lt;br /&gt;
** &#039;&#039;&#039;Crystal Glacier&#039;&#039;&#039; - early theme&lt;br /&gt;
** &#039;&#039;&#039;Hurricos&#039;&#039;&#039; - unused minigame theme&lt;br /&gt;
** &#039;&#039;&#039;Skelos Badlands&#039;&#039;&#039; - early theme&lt;br /&gt;
** &#039;&#039;&#039;Aquaria Towers&#039;&#039;&#039;&lt;br /&gt;
* In &#039;&#039;SPYRO_2.STR&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Sunny Beach&#039;&#039;&#039; - early theme&lt;br /&gt;
** 7 copies of &#039;&#039;&#039;Hurricos&#039;&#039;&#039;&lt;br /&gt;
* Several levels use themes from Spyro 2 instead of leftover Spyro 1 themes:&lt;br /&gt;
** Hurricos (albeit not the minigame theme)&lt;br /&gt;
** Sunny Beach (albeit not the minigame themes)&lt;br /&gt;
** Aquaria Towers&lt;br /&gt;
** Skelos Badlands (albeit not the minigame themes)&lt;br /&gt;
** The one level that has an implemented Spyro 2 theme which does not use it is Crystal Glacier.&lt;br /&gt;
* Mixing on all of the tracks seems to be worse than the final&#039;s.&lt;br /&gt;
* Themes from Spyro 2 can be heard in the levels&#039; intro cutscenes.&lt;br /&gt;
* The Guidebook has a very basic appearance. The pause menu is still themed after the Guidebook&#039;s design, but is a totally different colour, and features a much earlier design of the Orbs which doesn&#039;t match their 3D models at all.&lt;br /&gt;
* Zoe is called &amp;quot;Sparkle&amp;quot;. When she zaps you in Glimmer to explain the checkpoint system, every subsequent time that instance of her zaps you, she&#039;ll repeat this dialogue.&lt;br /&gt;
* Many levels do not yet have their own unique portal skyboxes, re-using Skelos Badlands&#039; as a placeholder.&lt;br /&gt;
* Aquaria Towers is simply named &amp;quot;Aquaria&amp;quot;.&lt;br /&gt;
* The Professor appears in Summer Forest, serving as the &amp;quot;change camera between Passive/Active&amp;quot; NPC in the room where Hurricos &amp;amp; Sunny Beach are located. He was replaced by Hunter in the retail game.&lt;br /&gt;
* The outer castle wall in Autumn Plains is instead an aqueduct which Spyro can swim on top of, but not dive. This was seen in pre-release screenshots, and the August 11th build references this with an Orb named &amp;quot;At the aqueduct&amp;quot;. The rest of Autumn Plains&#039; level design matches the August 11th build, such as the older path to the roof, the additional island near Icy Speedway, the extra castle archway rung, Breeze Harbor&#039;s original portal position, and the Orb hidden behind a breakable wall near the roof.&lt;br /&gt;
* Winter Tundra does not yet have any objects save for a few Gem containers lined up near where Ripto&#039;s Arena is located, presumably there for testing purposes. It lacks most of its Gems, Orbs, whirlwinds, as well as any rocks Spyro can headbash - this presents a problem where the door near Moneybags which opens when Spyro headbashes the rock next to it stays shut, blocking progress without use of the double jump glitch to bypass the door.&lt;br /&gt;
* Crush&#039;s Dungeon and Gulp&#039;s Overlook are named Crush Dungeon &amp;amp; Gulp Overlook.&lt;br /&gt;
* Glimmer and Shady Oasis have slightly differently coloured textures. Large parts of Winter Tundra and Metropolis use placeholder block-out textures.&lt;br /&gt;
* The NPCs in Shady Oasis use completely different sound effects not heard at all in the final game. Noticeably, Shorty the Hippo would shout &amp;quot;&#039;&#039;Over here!&#039;&#039;&amp;quot; if Spyro was too far away from him, and make a small grunt once a berry dropped from a tree. The shield enemy also used a different, more crude &amp;quot;dizzy&amp;quot; sound effect.&lt;br /&gt;
* Gulp&#039;s Overlook is missing its roof.&lt;br /&gt;
* Multiple levels in Winter Tundra, when finishing the main level objective and collecting its Orb, do not spawn the exit portal. Instead, the player is given a text instruction to &amp;quot;Use Pause menu if you want to exit this level&amp;quot;.&lt;br /&gt;
* Multiple enemies in Mystic Marsh have different textures to the final game. They also at this point do not have any sound effects programmed.&lt;br /&gt;
* Robotica Farms has text indicating that a harder variant of the &amp;quot;Exterminate crow bugs&amp;quot; Orb mission, with faster enemies, was planned. The mission however is impossible to complete. Erroneously, the bugs are also referred to as &amp;quot;birds&amp;quot; in the text.&lt;br /&gt;
* Metro Speedway uses a different, more primitive tally graphic for the Jumpers.&lt;br /&gt;
* Icy Speedway is noticeably unfinished - the arches are untextured, the serpents use completely different textures, the snowmobiles &amp;amp; serpents immediately disintegrate with no animations or sound effects when hit, the tally graphics are re-used from Metro Speedway, and multiple of the serpents do not spawn, rendering the level impossible to complete. Hunter and his Orb mission are also absent.&lt;br /&gt;
* Canyon Speedway is in an incredibly primitive state, with no objects, objectives, timer, or even a kill plane included, as the lava does not damage Spyro. The skybox also differs, being noticeably more yellow than in the final game.&lt;br /&gt;
* With the exception of Mystic Marsh, all of the portals in Winter Tundra cannot be entered, with many of them re-using Skelos Badlands&#039; skybox as a placeholder, and others not even appearing to have a portal skybox on both sides. The level name text in front of the portals is also improperly aligned.&lt;br /&gt;
** Moneybags explicitly tells the player that the level Canyon Speedway is under construction and &amp;quot;should be ready by November&amp;quot;.&lt;br /&gt;
* The Professor has some hopefully unused lines of dialogue in Zephyr and Mystic Marsh:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
DO NOT FUCK WITH THIS MESSAGE!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Metropolis includes an enemy styled after a raccoon in a trash can. This enemy appears in the &amp;quot;Faunas Mortas&amp;quot; section of the epilogue in the final game under the scientific nomenclature &amp;quot;Varmintum&amp;quot;.&lt;br /&gt;
* Music doesn&#039;t start properly in homeworlds and boss levels. The music can be restarted by talking to an NPC or pausing and unpausing.&lt;br /&gt;
* The NPCs in Hurricos play a strange sound effect when speaking to them.&lt;br /&gt;
* The ice hockey orb missions in Colossus, as well as the crystal popcorn missions in Magma Cone, use different animated graphics in place of Spyro, Hunter and the Goalkeeper&#039;s animated heads. Specifically, they use red &amp;amp; blue hockey pucks &amp;amp; spinning crystal popcorn graphics which aren&#039;t seen at all in the final game.&lt;br /&gt;
* The entrance to Ripto&#039;s Arena is surrounded by various different types of Gem containers, and rather than a black void, leads to an untextured hole to nowhere, softlocking the game.&lt;br /&gt;
&lt;br /&gt;
=== Accessing Levels===&lt;br /&gt;
Several of the levels in Winter Tundra cannot be accessed via normal means, and there&#039;s no cheat code to enter them. You can enter these levels by entering a portal or quitting a level whilst 80068430 is frozen to the level ID of the level you want to enter. Alternatively, this can be done by entering a portal whilst using a GameShark code set to set the value on frame end:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!ID&lt;br /&gt;
!GameShark Code&lt;br /&gt;
|-&lt;br /&gt;
|Cloud Temples&lt;br /&gt;
|52&lt;br /&gt;
|&amp;lt;code&amp;gt;80068430 0034&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Canyon Speedway&lt;br /&gt;
|55&lt;br /&gt;
|&amp;lt;code&amp;gt;80068430 0037&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Robotica Farms&lt;br /&gt;
|61&lt;br /&gt;
|&amp;lt;code&amp;gt;80068430 003D&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Metropolis&lt;br /&gt;
|62&lt;br /&gt;
|&amp;lt;code&amp;gt;80068430 003E&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Dragon Shores&lt;br /&gt;
|65&lt;br /&gt;
|&amp;lt;code&amp;gt;80068430 0041&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cheat Codes ===&lt;br /&gt;
A number of cheats are present in this version that 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. A successful entry is signaled by a sound effect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!All abilities&lt;br /&gt;
|Triangle, Triangle, Triangle, Triangle, Circle&lt;br /&gt;
|-&lt;br /&gt;
!Permanent invincibility&lt;br /&gt;
|Triangle, Triangle, Triangle, Triangle, X&lt;br /&gt;
|-&lt;br /&gt;
!Toggle active/passive camera&lt;br /&gt;
|Triangle, Triangle, Triangle, Triangle, Square&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:SPYRO2EXE-0000.png&lt;br /&gt;
File:SPYRO2EXE-0001.png&lt;br /&gt;
File:SPYRO2EXE-0002.png&lt;br /&gt;
File:SPYRO2EXE-0003.png&lt;br /&gt;
File:SPYRO2EXE-0004.png&lt;br /&gt;
File:SPYRO2EXE-0005.png&lt;br /&gt;
File:SPYRO2EXE-0006.png&lt;br /&gt;
File:SPYRO2EXE-0007.png&lt;br /&gt;
File:SPYRO2EXE-0008.png&lt;br /&gt;
File:SPYRO2EXE-0009.png&lt;br /&gt;
File:SPYRO2EXE-0010.png&lt;br /&gt;
File:SPYRO2EXE-0027.png&lt;br /&gt;
File:SPYRO2EXE-0024.png&lt;br /&gt;
File:SPYRO2EXE-0011.png&lt;br /&gt;
File:SPYRO2EXE-0012.png&lt;br /&gt;
File:SPYRO2EXE-0013.png&lt;br /&gt;
File:SPYRO2EXE-0014.png&lt;br /&gt;
File:SPYRO2EXE-0015.png&lt;br /&gt;
File:SPYRO2EXE-0016.png&lt;br /&gt;
File:SPYRO2EXE-0017.png&lt;br /&gt;
File:SPYRO2EXE-0026.png&lt;br /&gt;
File:SPYRO2EXE-0025.png&lt;br /&gt;
File:SPYRO2EXE-0018.png&lt;br /&gt;
File:SPYRO2EXE-0019.png&lt;br /&gt;
File:SPYRO2EXE-0020.png&lt;br /&gt;
File:SPYRO2EXE-0021.png&lt;br /&gt;
File:SPYRO2EXE-0022.png&lt;br /&gt;
File:SPYRO2EXE-0023.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;-lx6FbN5O7Q&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;hiFrOgHJXkg&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;1Jr0fU1PuR8&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;amN4AGmzmTo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;t7WeNHcPB_0&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Spyro 2 disc front.png|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Spyro 2: Ripto&#039;s Rage!}}}}&lt;/div&gt;</summary>
		<author><name>Crashandcortex</name></author>
	</entry>
	<entry>
		<id>https://hiddenpalace.org/w/index.php?title=Spyro_2:_Ripto%27s_Rage!_(Jul_13,_1999_prototype)&amp;diff=170263</id>
		<title>Spyro 2: Ripto&#039;s Rage! (Jul 13, 1999 prototype)</title>
		<link rel="alternate" type="text/html" href="https://hiddenpalace.org/w/index.php?title=Spyro_2:_Ripto%27s_Rage!_(Jul_13,_1999_prototype)&amp;diff=170263"/>
		<updated>2026-07-26T15:52:15Z</updated>

		<summary type="html">&lt;p&gt;Crashandcortex: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=Spyro 2: Ripto&#039;s Rage! (Jul 13, 1999 prototype)&lt;br /&gt;
|titlescreen=SPYRO2EXE-0000.png&lt;br /&gt;
|builddate=Jul 13, 1999&lt;br /&gt;
|buildname=Preview&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=MasterGamer423&lt;br /&gt;
|releasedby=MasterGamer423&lt;br /&gt;
|filedumpdate=July 23, 2026&lt;br /&gt;
|filereleasedate=July 23, 2026&lt;br /&gt;
|origin_type=CD-R&lt;br /&gt;
|origin_disc_type=PlayStation Preview Version&lt;br /&gt;
|game=Spyro 2: Ripto&#039;s Rage!&lt;br /&gt;
|system=PlayStation&lt;br /&gt;
|genre=Platformer&lt;br /&gt;
|final_builddate={{RegionDate|EU|Sep 30, 1999}} {{RegionDate|US|Oct 11, 1999}} {{RegionDate|JP|Jan 27, 2000}}&lt;br /&gt;
|release_date={{RegionDate|US|Nov 2, 1999}} {{RegionDate|EU|Nov 3, 1999}} {{RegionDate|JP|Mar 16, 2000}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Spyro 2 (July 13, 1999 prototype).zip&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A prototype of &#039;&#039;&#039;Spyro 2: Ripto&#039;s Rage!&#039;&#039;&#039; (also known as &#039;&#039;&#039;Spyro 2: Gateway to Glimmer&#039;&#039;&#039; in Europe) for the Sony PlayStation.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Build dates to around two and a half months before the final game.&lt;br /&gt;
* The build has dongle protection that crashes the game before it reaches gameplay. It can be circumvented using [https://files.hiddenpalace.org/8/8a/SPYRODONGLES.mcd this dongle file], inserted into slot 2.&lt;br /&gt;
* All levels are present except for Ripto&#039;s Arena. A very early version of Dragon Shores is present, but this only features an early block out version of the trolley coaster.&lt;br /&gt;
* Game starts with a logo screen and then boots straight into gameplay.&lt;br /&gt;
* Spyro&#039;s rolling ability from Spyro 1 is still present.&lt;br /&gt;
* The gems shown in the HUD equals the amount collected for the current level like Spyro 1 and early builds of Spyro 3, rather than the total.&lt;br /&gt;
* All of the text is written in capitals.&lt;br /&gt;
* Much of the audio dialogue is missing, and a lot of the audio dialogue that is present use earlier dialogue takes. Very frequently, the text dialogue differs dramatically from what is present in the audio.&lt;br /&gt;
** In Glimmer, some of this audio dialogue refers to the portal as a &amp;quot;platform&amp;quot;, a leftover from an earlier stage of development where the exit platforms from Spyro 1 were still in use. Other lines in Glimmer refer to the Lizards as &amp;quot;Ballooney Lizards&amp;quot;, which neither corresponds to the text in this build nor anything in future builds.&lt;br /&gt;
* Story cutscenes are not present, but some level entry cutscenes are, often with unfinished audio. The intro &amp;amp; outro cutscenes are Zephyr are notable for featuring multiple untextured models for the Breezebuilders and birdseed, in addition to the outro using the placeholder dev voiceover for Hurricos heard in the August build for Mystic Marsh.&lt;br /&gt;
* The dialogue and music are in separate STRs, differing from both Spyro 1 (no dialogue, just music STRs) and Spyro 2/3 (everything in one STR).&lt;br /&gt;
* Most of the music used throughout the game is from Spyro 1 - the first STR used in the PAL version of Spyro 1 is present in this build.&lt;br /&gt;
* There are two STRs labelled &amp;quot;SPYRO_1&amp;quot; and &amp;quot;SPYRO_2&amp;quot; which include a handful of early mixes of Spyro 2&#039;s music. There are many copies of the Hurricos theme in here.&lt;br /&gt;
* For &#039;&#039;most&#039;&#039; levels, music track is determined by the level ID modulo 10. As no levels have an ID of 7 modulo 10, the Sunny Flight track goes unused.&lt;br /&gt;
* In &#039;&#039;SPYRO_1.STR&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Skelos Badlands&#039;&#039;&#039; - lava lizards minigame theme 1&lt;br /&gt;
** &#039;&#039;&#039;Sunny Beach&#039;&#039;&#039; - unused minigame theme 2&lt;br /&gt;
** &#039;&#039;&#039;Sunny Beach&#039;&#039;&#039; - unused minigame theme 1&lt;br /&gt;
** &#039;&#039;&#039;Skelos Badlands&#039;&#039;&#039; - lava lizards minigame theme 2&lt;br /&gt;
** &#039;&#039;&#039;Crystal Glacier&#039;&#039;&#039; - early theme&lt;br /&gt;
** &#039;&#039;&#039;Hurricos&#039;&#039;&#039; - unused minigame theme&lt;br /&gt;
** &#039;&#039;&#039;Skelos Badlands&#039;&#039;&#039; - early theme&lt;br /&gt;
** &#039;&#039;&#039;Aquaria Towers&#039;&#039;&#039;&lt;br /&gt;
* In &#039;&#039;SPYRO_2.STR&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Sunny Beach&#039;&#039;&#039; - early theme&lt;br /&gt;
** 7 copies of &#039;&#039;&#039;Hurricos&#039;&#039;&#039;&lt;br /&gt;
* Several levels use themes from Spyro 2 instead of leftover Spyro 1 themes:&lt;br /&gt;
** Hurricos (albeit not the minigame theme)&lt;br /&gt;
** Sunny Beach (albeit not the minigame themes)&lt;br /&gt;
** Aquaria Towers&lt;br /&gt;
** Skelos Badlands (albeit not the minigame themes)&lt;br /&gt;
** The one level that has an implemented Spyro 2 theme which does not use it is Crystal Glacier.&lt;br /&gt;
* Mixing on all of the tracks seems to be worse than the final&#039;s.&lt;br /&gt;
* Themes from Spyro 2 can be heard in the levels&#039; intro cutscenes.&lt;br /&gt;
* The Guidebook has a very basic appearance. The pause menu is still themed after the Guidebook&#039;s design, but is a totally different colour, and features a much earlier design of the Orbs which doesn&#039;t match their 3D models at all.&lt;br /&gt;
* Zoe is called &amp;quot;Sparkle&amp;quot;. When she zaps you in Glimmer to explain the checkpoint system, every subsequent time that instance of her zaps you, she&#039;ll repeat this dialogue.&lt;br /&gt;
* Many levels do not yet have their own unique portal skyboxes, re-using Skelos Badlands&#039; as a placeholder.&lt;br /&gt;
* Aquaria Towers is simply named &amp;quot;Aquaria&amp;quot;.&lt;br /&gt;
* The Professor appears in Summer Forest, serving as the &amp;quot;change camera between Passive/Active&amp;quot; NPC in the room where Hurricos &amp;amp; Sunny Beach are located. He was replaced by Hunter in the retail game.&lt;br /&gt;
* The outer castle wall in Autumn Plains is instead an aqueduct which Spyro can swim on top of, but not dive. This was seen in pre-release screenshots, and the August 11th build references this with an Orb named &amp;quot;At the aqueduct&amp;quot;. The rest of Autumn Plains&#039; level design matches the August 11th build, such as the older path to the roof, the additional island near Icy Speedway, the extra castle archway rung, Breeze Harbor&#039;s original portal position, and the Orb hidden behind a breakable wall near the roof.&lt;br /&gt;
* Winter Tundra does not yet have any objects save for a few Gem containers lined up near where Ripto&#039;s Arena is located, presumably there for testing purposes. It lacks most of its Gems, Orbs, whirlwinds, as well as any rocks Spyro can headbash - this presents a problem where the door near Moneybags which opens when Spyro headbashes the rock next to it stays shut, blocking progress without use of the double jump glitch to bypass the door.&lt;br /&gt;
* Crush&#039;s Dungeon and Gulp&#039;s Overlook are named Crush Dungeon &amp;amp; Gulp Overlook.&lt;br /&gt;
* Glimmer and Shady Oasis have slightly differently coloured textures. Large parts of Winter Tundra and Metropolis use placeholder block-out textures.&lt;br /&gt;
* The NPCs in Shady Oasis use completely different sound effects not heard at all in the final game. Noticeably, Shorty the Hippo would shout &amp;quot;&#039;&#039;Over here!&#039;&#039;&amp;quot; if Spyro was too far away from him, and make a small grunt once a berry dropped from a tree. The shield enemy also used a different, more crude &amp;quot;dizzy&amp;quot; sound effect.&lt;br /&gt;
* Gulp&#039;s Overlook is missing its roof.&lt;br /&gt;
* Multiple levels in Winter Tundra, when finishing the main level objective and collecting its Orb, do not spawn the exit portal. Instead, the player is given a text instruction to &amp;quot;Use Pause menu if you want to exit this level&amp;quot;.&lt;br /&gt;
* Multiple enemies in Mystic Marsh have different textures to the final game. They also at this point do not have any sound effects programmed.&lt;br /&gt;
* Robotica Farms has text indicating that a harder variant of the &amp;quot;Exterminate crow bugs&amp;quot; Orb mission, with faster enemies, was planned. The mission however is impossible to complete. Erroneously, the bugs are also referred to as &amp;quot;birds&amp;quot; in the text.&lt;br /&gt;
* Metro Speedway uses a different, more primitive tally graphic for the Jumpers.&lt;br /&gt;
* Icy Speedway is noticeably unfinished - the arches are untextured, the serpents use completely different textures, the snowmobiles &amp;amp; serpents immediately disintegrate with no animations or sound effects when hit, the tally graphics are re-used from Metro Speedway, and multiple of the serpents do not spawn, rendering the level impossible to complete. Hunter and his Orb mission are also absent.&lt;br /&gt;
* Canyon Speedway is in an incredibly primitive state, with no objects, objectives, timer, or even a kill plane included, as the lava does not damage Spyro. The skybox also differs, being noticeably more yellow than in the final game.&lt;br /&gt;
* With the exception of Mystic Marsh, all of the portals in Winter Tundra cannot be entered, with many of them re-using Skelos Badlands&#039; skybox as a placeholder, and others not even appearing to have a portal skybox on both sides. The level name text in front of the portals is also improperly aligned.&lt;br /&gt;
** Moneybags explicitly tells the player that the level Canyon Speedway is under construction and &amp;quot;should be ready by November&amp;quot;.&lt;br /&gt;
* The Professor has some hopefully unused lines of dialogue in Zephyr and Mystic Marsh:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
DO NOT FUCK WITH THIS MESSAGE!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Metropolis includes an enemy styled after a raccoon in a trash can. This enemy appears in the &amp;quot;Faunas Mortas&amp;quot; section of the epilogue in the final game under the scientific nomenclature &amp;quot;Varmintum&amp;quot;.&lt;br /&gt;
* Music doesn&#039;t start properly in homeworlds and boss levels. The music can be restarted by talking to an NPC or pausing and unpausing.&lt;br /&gt;
* The NPCs in Hurricos play a strange sound effect when speaking to them.&lt;br /&gt;
* The ice hockey orb missions in Colossus, as well as the crystal popcorn missions in Magma Cone, use different animated graphics in place of Spyro, Hunter and the Goalkeeper&#039;s animated heads. Specifically, they use red &amp;amp; blue hockey pucks &amp;amp; spinning crystal popcorn graphics which aren&#039;t seen at all in the final game.&lt;br /&gt;
* The entrance to Ripto&#039;s Arena is surrounded by various different types of Gem containers, and rather than a black void, leads to an untextured hole to nowhere, softlocking the game.&lt;br /&gt;
&lt;br /&gt;
=== Accessing Levels===&lt;br /&gt;
Several of the levels in Winter Tundra cannot be accessed via normal means, and there&#039;s no cheat code to enter them. You can enter these levels by entering a portal or quitting a level whilst 80068430 is frozen to the level ID of the level you want to enter. Alternatively, this can be done by entering a portal whilst using a GameShark code set to set the value on frame end:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!ID&lt;br /&gt;
!GameShark Code&lt;br /&gt;
|-&lt;br /&gt;
|Cloud Temples&lt;br /&gt;
|52&lt;br /&gt;
|&amp;lt;code&amp;gt;80068430 0034&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Canyon Speedway&lt;br /&gt;
|55&lt;br /&gt;
|&amp;lt;code&amp;gt;80068430 0037&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Robotica Farms&lt;br /&gt;
|61&lt;br /&gt;
|&amp;lt;code&amp;gt;80068430 003D&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Metropolis&lt;br /&gt;
|62&lt;br /&gt;
|&amp;lt;code&amp;gt;80068430 003E&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Dragon Shores&lt;br /&gt;
|65&lt;br /&gt;
|&amp;lt;code&amp;gt;80068430 0041&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cheat Codes ===&lt;br /&gt;
A number of cheats are present in this version that 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. A successful entry is signaled by a sound effect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!All abilities&lt;br /&gt;
|Triangle, Triangle, Triangle, Triangle, Circle&lt;br /&gt;
|-&lt;br /&gt;
!Permanent invincibility&lt;br /&gt;
|Triangle, Triangle, Triangle, Triangle, X&lt;br /&gt;
|-&lt;br /&gt;
!Toggle active/passive camera&lt;br /&gt;
|Triangle, Triangle, Triangle, Triangle, Square&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:SPYRO2EXE-0000.png&lt;br /&gt;
File:SPYRO2EXE-0001.png&lt;br /&gt;
File:SPYRO2EXE-0002.png&lt;br /&gt;
File:SPYRO2EXE-0003.png&lt;br /&gt;
File:SPYRO2EXE-0004.png&lt;br /&gt;
File:SPYRO2EXE-0005.png&lt;br /&gt;
File:SPYRO2EXE-0006.png&lt;br /&gt;
File:SPYRO2EXE-0007.png&lt;br /&gt;
File:SPYRO2EXE-0008.png&lt;br /&gt;
File:SPYRO2EXE-0009.png&lt;br /&gt;
File:SPYRO2EXE-0010.png&lt;br /&gt;
File:SPYRO2EXE-0027.png&lt;br /&gt;
File:SPYRO2EXE-0024.png&lt;br /&gt;
File:SPYRO2EXE-0011.png&lt;br /&gt;
File:SPYRO2EXE-0012.png&lt;br /&gt;
File:SPYRO2EXE-0013.png&lt;br /&gt;
File:SPYRO2EXE-0014.png&lt;br /&gt;
File:SPYRO2EXE-0015.png&lt;br /&gt;
File:SPYRO2EXE-0016.png&lt;br /&gt;
File:SPYRO2EXE-0017.png&lt;br /&gt;
File:SPYRO2EXE-0026.png&lt;br /&gt;
File:SPYRO2EXE-0025.png&lt;br /&gt;
File:SPYRO2EXE-0018.png&lt;br /&gt;
File:SPYRO2EXE-0019.png&lt;br /&gt;
File:SPYRO2EXE-0020.png&lt;br /&gt;
File:SPYRO2EXE-0021.png&lt;br /&gt;
File:SPYRO2EXE-0022.png&lt;br /&gt;
File:SPYRO2EXE-0023.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;-lx6FbN5O7Q&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;hiFrOgHJXkg&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;1Jr0fU1PuR8&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;amN4AGmzmTo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;t7WeNHcPB_0&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Spyro 2 disc front.png|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Spyro 2: Ripto&#039;s Rage!}}}}&lt;/div&gt;</summary>
		<author><name>Crashandcortex</name></author>
	</entry>
	<entry>
		<id>https://hiddenpalace.org/w/index.php?title=Spyro_2:_Ripto%27s_Rage!_(Jul_13,_1999_prototype)&amp;diff=170262</id>
		<title>Spyro 2: Ripto&#039;s Rage! (Jul 13, 1999 prototype)</title>
		<link rel="alternate" type="text/html" href="https://hiddenpalace.org/w/index.php?title=Spyro_2:_Ripto%27s_Rage!_(Jul_13,_1999_prototype)&amp;diff=170262"/>
		<updated>2026-07-26T15:45:07Z</updated>

		<summary type="html">&lt;p&gt;Crashandcortex: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=Spyro 2: Ripto&#039;s Rage! (Jul 13, 1999 prototype)&lt;br /&gt;
|titlescreen=SPYRO2EXE-0000.png&lt;br /&gt;
|builddate=Jul 13, 1999&lt;br /&gt;
|buildname=Preview&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=MasterGamer423&lt;br /&gt;
|releasedby=MasterGamer423&lt;br /&gt;
|filedumpdate=July 23, 2026&lt;br /&gt;
|filereleasedate=July 23, 2026&lt;br /&gt;
|origin_type=CD-R&lt;br /&gt;
|origin_disc_type=PlayStation Preview Version&lt;br /&gt;
|game=Spyro 2: Ripto&#039;s Rage!&lt;br /&gt;
|system=PlayStation&lt;br /&gt;
|genre=Platformer&lt;br /&gt;
|final_builddate={{RegionDate|EU|Sep 30, 1999}} {{RegionDate|US|Oct 11, 1999}} {{RegionDate|JP|Jan 27, 2000}}&lt;br /&gt;
|release_date={{RegionDate|US|Nov 2, 1999}} {{RegionDate|EU|Nov 3, 1999}} {{RegionDate|JP|Mar 16, 2000}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Spyro 2 (July 13, 1999 prototype).zip&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A prototype of &#039;&#039;&#039;Spyro 2: Ripto&#039;s Rage!&#039;&#039;&#039; (also known as &#039;&#039;&#039;Spyro 2: Gateway to Glimmer&#039;&#039;&#039; in Europe) for the Sony PlayStation.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Build dates to around two and a half months before the final game.&lt;br /&gt;
* The build has dongle protection that crashes the game before it reaches gameplay. It can be circumvented using [https://files.hiddenpalace.org/8/8a/SPYRODONGLES.mcd this dongle file], inserted into slot 2.&lt;br /&gt;
* All levels are present except for Ripto&#039;s Arena. A very early version of Dragon Shores is present, but this only features an early block out version of the trolley coaster.&lt;br /&gt;
* Game starts with a logo screen and then boots straight into gameplay.&lt;br /&gt;
* Spyro&#039;s rolling ability from Spyro 1 is still present.&lt;br /&gt;
* The gems shown in the HUD equals the amount collected for the current level like Spyro 1 and early builds of Spyro 3, rather than the total.&lt;br /&gt;
* All of the text is written in capitals.&lt;br /&gt;
* Much of the audio dialogue is missing, and a lot of the audio dialogue that is present use earlier dialogue takes. Very frequently, the text dialogue differs dramatically from what is present in the audio.&lt;br /&gt;
** In Glimmer, some of this audio dialogue refers to the portal as a &amp;quot;platform&amp;quot;, a leftover from an earlier stage of development where the exit platforms from Spyro 1 were still in use. Other lines in Glimmer refer to the Lizards as &amp;quot;Ballooney Lizards&amp;quot;, which neither corresponds to the text in this build nor anything in future builds.&lt;br /&gt;
* Story cutscenes are not present, but some level entry cutscenes are, often with unfinished audio. The intro &amp;amp; outro cutscenes are Zephyr are notable for featuring multiple untextured models for the Breezebuilders and birdseed, in addition to the outro using the placeholder dev voiceover for Hurricos heard in the August build for Mystic Marsh.&lt;br /&gt;
* The dialogue and music are in separate STRs, differing from both Spyro 1 (no dialogue, just music STRs) and Spyro 2/3 (everything in one STR).&lt;br /&gt;
* Most of the music used throughout the game is from Spyro 1 - the first STR used in the PAL version of Spyro 1 is present in this build.&lt;br /&gt;
* There are two STRs labelled &amp;quot;SPYRO_1&amp;quot; and &amp;quot;SPYRO_2&amp;quot; which include a handful of early mixes of Spyro 2&#039;s music. There are many copies of the Hurricos theme in here.&lt;br /&gt;
* For &#039;&#039;most&#039;&#039; levels, music track is determined by the level ID modulo 10. As no levels have an ID of 7 modulo 10, the Sunny Flight track goes unused.&lt;br /&gt;
* In &#039;&#039;SPYRO_1.STR&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Skelos Badlands&#039;&#039;&#039; - lava lizards minigame theme 1&lt;br /&gt;
** &#039;&#039;&#039;Sunny Beach&#039;&#039;&#039; - unused minigame theme 2&lt;br /&gt;
** &#039;&#039;&#039;Sunny Beach&#039;&#039;&#039; - unused minigame theme 1&lt;br /&gt;
** &#039;&#039;&#039;Skelos Badlands&#039;&#039;&#039; - lava lizards minigame theme 2&lt;br /&gt;
** &#039;&#039;&#039;Crystal Glacier&#039;&#039;&#039; - early theme&lt;br /&gt;
** &#039;&#039;&#039;Hurricos&#039;&#039;&#039; - unused minigame theme&lt;br /&gt;
** &#039;&#039;&#039;Skelos Badlands&#039;&#039;&#039; - early theme&lt;br /&gt;
** &#039;&#039;&#039;Aquaria Towers&#039;&#039;&#039;&lt;br /&gt;
* In &#039;&#039;SPYRO_2.STR&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Sunny Beach&#039;&#039;&#039; - early theme&lt;br /&gt;
** 7 copies of &#039;&#039;&#039;Hurricos&#039;&#039;&#039;&lt;br /&gt;
* Several levels use themes from Spyro 2 instead of leftover Spyro 1 themes:&lt;br /&gt;
** Hurricos (albeit not the minigame theme)&lt;br /&gt;
** Sunny Beach (albeit not the minigame themes)&lt;br /&gt;
** Aquaria Towers&lt;br /&gt;
** Skelos Badlands (albeit not the minigame themes)&lt;br /&gt;
** The one level that has an implemented Spyro 2 theme which does not use it is Crystal Glacier.&lt;br /&gt;
* Mixing on all of the tracks seems to be worse than the final&#039;s.&lt;br /&gt;
* Themes from Spyro 2 can be heard in the levels&#039; intro cutscenes.&lt;br /&gt;
* The Guidebook has a very basic appearance. The pause menu is still themed after the Guidebook&#039;s design, but is a totally different colour, and features a much earlier design of the Orbs which doesn&#039;t match their 3D models at all.&lt;br /&gt;
* Zoe is called &amp;quot;Sparkle&amp;quot;. When she zaps you in Glimmer to explain the checkpoint system, every subsequent time that instance of her zaps you, she&#039;ll repeat this dialogue.&lt;br /&gt;
* Many levels do not yet have their own unique portal skyboxes, re-using Skelos Badlands&#039; as a placeholder.&lt;br /&gt;
* Aquaria Towers is simply named &amp;quot;Aquaria&amp;quot;.&lt;br /&gt;
* The outer castle wall in Autumn Plains is instead an aqueduct which Spyro can swim on top of, but not dive. This was seen in pre-release screenshots, and the August 11th build references this with an Orb named &amp;quot;At the aqueduct&amp;quot;. The rest of Autumn Plains&#039; level design matches the August 11th build, such as the older path to the roof, the additional island near Icy Speedway, the extra castle archway rung, Breeze Harbor&#039;s original portal position, and the Orb hidden behind a breakable wall near the roof.&lt;br /&gt;
* Winter Tundra does not yet have any objects save for a few Gem containers lined up near where Ripto&#039;s Arena is located, presumably there for testing purposes. It lacks most of its Gems, Orbs, whirlwinds, as well as any rocks Spyro can headbash - this presents a problem where the door near Moneybags which opens when Spyro headbashes the rock next to it stays shut, blocking progress without use of the double jump glitch to bypass the door.&lt;br /&gt;
* Crush&#039;s Dungeon and Gulp&#039;s Overlook are named Crush Dungeon &amp;amp; Gulp Overlook.&lt;br /&gt;
* Glimmer and Shady Oasis have slightly differently coloured textures. Large parts of Winter Tundra and Metropolis use placeholder block-out textures.&lt;br /&gt;
* The NPCs in Shady Oasis use completely different sound effects not heard at all in the final game. Noticeably, Shorty the Hippo would shout &amp;quot;&#039;&#039;Over here!&#039;&#039;&amp;quot; if Spyro was too far away from him, and make a small grunt once a berry dropped from a tree. The shield enemy also used a different, more crude &amp;quot;dizzy&amp;quot; sound effect.&lt;br /&gt;
* Gulp&#039;s Overlook is missing its roof.&lt;br /&gt;
* Multiple levels in Winter Tundra, when finishing the main level objective and collecting its Orb, do not spawn the exit portal. Instead, the player is given a text instruction to &amp;quot;Use Pause menu if you want to exit this level&amp;quot;.&lt;br /&gt;
* Multiple enemies in Mystic Marsh have different textures to the final game. They also at this point do not have any sound effects programmed.&lt;br /&gt;
* Robotica Farms has text indicating that a harder variant of the &amp;quot;Exterminate crow bugs&amp;quot; Orb mission, with faster enemies, was planned. The mission however is impossible to complete. Erroneously, the bugs are also referred to as &amp;quot;birds&amp;quot; in the text.&lt;br /&gt;
* Metro Speedway uses a different, more primitive tally graphic for the Jumpers.&lt;br /&gt;
* Icy Speedway is noticeably unfinished - the arches are untextured, the serpents use completely different textures, the snowmobiles &amp;amp; serpents immediately disintegrate with no animations or sound effects when hit, the tally graphics are re-used from Metro Speedway, and multiple of the serpents do not spawn, rendering the level impossible to complete. Hunter and his Orb mission are also absent.&lt;br /&gt;
* Canyon Speedway is in an incredibly primitive state, with no objects, objectives, timer, or even a kill plane included, as the lava does not damage Spyro. The skybox also differs, being noticeably more yellow than in the final game.&lt;br /&gt;
* With the exception of Mystic Marsh, all of the portals in Winter Tundra cannot be entered, with many of them re-using Skelos Badlands&#039; skybox as a placeholder, and others not even appearing to have a portal skybox on both sides. The level name text in front of the portals is also improperly aligned.&lt;br /&gt;
** Moneybags explicitly tells the player that the level Canyon Speedway is under construction and &amp;quot;should be ready by November&amp;quot;.&lt;br /&gt;
* The Professor has some hopefully unused lines of dialogue in Zephyr and Mystic Marsh:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
DO NOT FUCK WITH THIS MESSAGE!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Metropolis includes an enemy styled after a raccoon in a trash can. This enemy appears in the &amp;quot;Faunas Mortas&amp;quot; section of the epilogue in the final game under the scientific nomenclature &amp;quot;Varmintum&amp;quot;.&lt;br /&gt;
* Music doesn&#039;t start properly in homeworlds and boss levels. The music can be restarted by talking to an NPC or pausing and unpausing.&lt;br /&gt;
* The NPCs in Hurricos play a strange sound effect when speaking to them.&lt;br /&gt;
* The ice hockey orb missions in Colossus, as well as the crystal popcorn missions in Magma Cone, use different animated graphics in place of Spyro, Hunter and the Goalkeeper&#039;s animated heads. Specifically, they use red &amp;amp; blue hockey pucks &amp;amp; spinning crystal popcorn graphics which aren&#039;t seen at all in the final game.&lt;br /&gt;
* The entrance to Ripto&#039;s Arena is surrounded by various different types of Gem containers, and rather than a black void, leads to an untextured hole to nowhere, softlocking the game.&lt;br /&gt;
&lt;br /&gt;
=== Accessing Levels===&lt;br /&gt;
Several of the levels in Winter Tundra cannot be accessed via normal means, and there&#039;s no cheat code to enter them. You can enter these levels by entering a portal or quitting a level whilst 80068430 is frozen to the level ID of the level you want to enter. Alternatively, this can be done by entering a portal whilst using a GameShark code set to set the value on frame end:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!ID&lt;br /&gt;
!GameShark Code&lt;br /&gt;
|-&lt;br /&gt;
|Cloud Temples&lt;br /&gt;
|52&lt;br /&gt;
|&amp;lt;code&amp;gt;80068430 0034&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Canyon Speedway&lt;br /&gt;
|55&lt;br /&gt;
|&amp;lt;code&amp;gt;80068430 0037&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Robotica Farms&lt;br /&gt;
|61&lt;br /&gt;
|&amp;lt;code&amp;gt;80068430 003D&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Metropolis&lt;br /&gt;
|62&lt;br /&gt;
|&amp;lt;code&amp;gt;80068430 003E&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Dragon Shores&lt;br /&gt;
|65&lt;br /&gt;
|&amp;lt;code&amp;gt;80068430 0041&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cheat Codes ===&lt;br /&gt;
A number of cheats are present in this version that 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. A successful entry is signaled by a sound effect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!All abilities&lt;br /&gt;
|Triangle, Triangle, Triangle, Triangle, Circle&lt;br /&gt;
|-&lt;br /&gt;
!Permanent invincibility&lt;br /&gt;
|Triangle, Triangle, Triangle, Triangle, X&lt;br /&gt;
|-&lt;br /&gt;
!Toggle active/passive camera&lt;br /&gt;
|Triangle, Triangle, Triangle, Triangle, Square&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:SPYRO2EXE-0000.png&lt;br /&gt;
File:SPYRO2EXE-0001.png&lt;br /&gt;
File:SPYRO2EXE-0002.png&lt;br /&gt;
File:SPYRO2EXE-0003.png&lt;br /&gt;
File:SPYRO2EXE-0004.png&lt;br /&gt;
File:SPYRO2EXE-0005.png&lt;br /&gt;
File:SPYRO2EXE-0006.png&lt;br /&gt;
File:SPYRO2EXE-0007.png&lt;br /&gt;
File:SPYRO2EXE-0008.png&lt;br /&gt;
File:SPYRO2EXE-0009.png&lt;br /&gt;
File:SPYRO2EXE-0010.png&lt;br /&gt;
File:SPYRO2EXE-0027.png&lt;br /&gt;
File:SPYRO2EXE-0024.png&lt;br /&gt;
File:SPYRO2EXE-0011.png&lt;br /&gt;
File:SPYRO2EXE-0012.png&lt;br /&gt;
File:SPYRO2EXE-0013.png&lt;br /&gt;
File:SPYRO2EXE-0014.png&lt;br /&gt;
File:SPYRO2EXE-0015.png&lt;br /&gt;
File:SPYRO2EXE-0016.png&lt;br /&gt;
File:SPYRO2EXE-0017.png&lt;br /&gt;
File:SPYRO2EXE-0026.png&lt;br /&gt;
File:SPYRO2EXE-0025.png&lt;br /&gt;
File:SPYRO2EXE-0018.png&lt;br /&gt;
File:SPYRO2EXE-0019.png&lt;br /&gt;
File:SPYRO2EXE-0020.png&lt;br /&gt;
File:SPYRO2EXE-0021.png&lt;br /&gt;
File:SPYRO2EXE-0022.png&lt;br /&gt;
File:SPYRO2EXE-0023.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;-lx6FbN5O7Q&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;hiFrOgHJXkg&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;1Jr0fU1PuR8&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;amN4AGmzmTo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;t7WeNHcPB_0&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Spyro 2 disc front.png|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Spyro 2: Ripto&#039;s Rage!}}}}&lt;/div&gt;</summary>
		<author><name>Crashandcortex</name></author>
	</entry>
	<entry>
		<id>https://hiddenpalace.org/w/index.php?title=Spyro_2:_Ripto%27s_Rage!_(Jul_13,_1999_prototype)&amp;diff=170261</id>
		<title>Spyro 2: Ripto&#039;s Rage! (Jul 13, 1999 prototype)</title>
		<link rel="alternate" type="text/html" href="https://hiddenpalace.org/w/index.php?title=Spyro_2:_Ripto%27s_Rage!_(Jul_13,_1999_prototype)&amp;diff=170261"/>
		<updated>2026-07-26T15:43:08Z</updated>

		<summary type="html">&lt;p&gt;Crashandcortex: /* Notes */ Some more notes from examination&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=Spyro 2: Ripto&#039;s Rage! (Jul 13, 1999 prototype)&lt;br /&gt;
|titlescreen=SPYRO2EXE-0000.png&lt;br /&gt;
|builddate=Jul 13, 1999&lt;br /&gt;
|buildname=Preview&lt;br /&gt;
|status=Released&lt;br /&gt;
|dumper=MasterGamer423&lt;br /&gt;
|releasedby=MasterGamer423&lt;br /&gt;
|filedumpdate=July 23, 2026&lt;br /&gt;
|filereleasedate=July 23, 2026&lt;br /&gt;
|origin_type=CD-R&lt;br /&gt;
|origin_disc_type=PlayStation Preview Version&lt;br /&gt;
|game=Spyro 2: Ripto&#039;s Rage!&lt;br /&gt;
|system=PlayStation&lt;br /&gt;
|genre=Platformer&lt;br /&gt;
|final_builddate={{RegionDate|EU|Sep 30, 1999}} {{RegionDate|US|Oct 11, 1999}} {{RegionDate|JP|Jan 27, 2000}}&lt;br /&gt;
|release_date={{RegionDate|US|Nov 2, 1999}} {{RegionDate|EU|Nov 3, 1999}} {{RegionDate|JP|Mar 16, 2000}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download&lt;br /&gt;
|file=Spyro 2 (July 13, 1999 prototype).zip&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A prototype of &#039;&#039;&#039;Spyro 2: Ripto&#039;s Rage!&#039;&#039;&#039; (also known as &#039;&#039;&#039;Spyro 2: Gateway to Glimmer&#039;&#039;&#039; in Europe) for the Sony PlayStation.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Build dates to around two and a half months before the final game.&lt;br /&gt;
* The build has dongle protection that crashes the game before it reaches gameplay. It can be circumvented using [https://files.hiddenpalace.org/8/8a/SPYRODONGLES.mcd this dongle file], inserted into slot 2.&lt;br /&gt;
* All levels are present except for Ripto&#039;s Arena. A very early version of Dragon Shores is present, but this only features an early block out version of the trolley coaster.&lt;br /&gt;
* Game starts with a logo screen and then boots straight into gameplay.&lt;br /&gt;
* Spyro&#039;s rolling ability from Spyro 1 is still present.&lt;br /&gt;
* The gems shown in the HUD equals the amount collected for the current level like Spyro 1 and early builds of Spyro 3, rather than the total.&lt;br /&gt;
* All of the text is written in capitals.&lt;br /&gt;
* Much of the audio dialogue is missing, and a lot of the audio dialogue that is present use earlier dialogue takes. Very frequently, the text dialogue differs dramatically from what is present in the audio.&lt;br /&gt;
** In Glimmer, some of this audio dialogue refers to the portal as a &amp;quot;platform&amp;quot;, a leftover from an earlier stage of development where the exit platforms from Spyro 1 were still in use. Other lines in Glimmer refer to the Lizards as &amp;quot;Ballooney Lizards&amp;quot;, which neither corresponds to the text in this build nor anything in future builds.&lt;br /&gt;
* Story cutscenes are not present, but some level entry cutscenes are, often with unfinished audio. The intro &amp;amp; outro cutscenes are Zephyr are notable for featuring multiple untextured models for the Breezebuilders and birdseed, in addition to the outro using the placeholder dev voiceover for Hurricos heard in the August build for Mystic Marsh.&lt;br /&gt;
* The dialogue and music are in separate STRs, differing from both Spyro 1 (no dialogue, just music STRs) and Spyro 2/3 (everything in one STR).&lt;br /&gt;
* Most of the music used throughout the game is from Spyro 1 - the first STR used in the PAL version of Spyro 1 is present in this build.&lt;br /&gt;
* There are two STRs labelled &amp;quot;SPYRO_1&amp;quot; and &amp;quot;SPYRO_2&amp;quot; which include a handful of early mixes of Spyro 2&#039;s music. There are many copies of the Hurricos theme in here.&lt;br /&gt;
* For &#039;&#039;most&#039;&#039; levels, music track is determined by the level ID modulo 10. As no levels have an ID of 7 modulo 10, the Sunny Flight track goes unused.&lt;br /&gt;
* In &#039;&#039;SPYRO_1.STR&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Skelos Badlands&#039;&#039;&#039; - lava lizards minigame theme 1&lt;br /&gt;
** &#039;&#039;&#039;Sunny Beach&#039;&#039;&#039; - unused minigame theme 2&lt;br /&gt;
** &#039;&#039;&#039;Sunny Beach&#039;&#039;&#039; - unused minigame theme 1&lt;br /&gt;
** &#039;&#039;&#039;Skelos Badlands&#039;&#039;&#039; - lava lizards minigame theme 2&lt;br /&gt;
** &#039;&#039;&#039;Crystal Glacier&#039;&#039;&#039; - early theme&lt;br /&gt;
** &#039;&#039;&#039;Hurricos&#039;&#039;&#039; - unused minigame theme&lt;br /&gt;
** &#039;&#039;&#039;Skelos Badlands&#039;&#039;&#039; - early theme&lt;br /&gt;
** &#039;&#039;&#039;Aquaria Towers&#039;&#039;&#039;&lt;br /&gt;
* In &#039;&#039;SPYRO_2.STR&#039;&#039;:&lt;br /&gt;
** &#039;&#039;&#039;Sunny Beach&#039;&#039;&#039; - early theme&lt;br /&gt;
** 7 copies of &#039;&#039;&#039;Hurricos&#039;&#039;&#039;&lt;br /&gt;
* Several levels use themes from Spyro 2 instead of leftover Spyro 1 themes:&lt;br /&gt;
** Hurricos (albeit not the minigame theme)&lt;br /&gt;
** Sunny Beach (albeit not the minigame themes)&lt;br /&gt;
** Aquaria Towers&lt;br /&gt;
** Skelos Badlands (albeit not the minigame themes)&lt;br /&gt;
** The one level that has an implemented Spyro 2 theme which does not use it is Crystal Glacier.&lt;br /&gt;
* Mixing on all of the tracks seems to be worse than the final&#039;s.&lt;br /&gt;
* Themes from Spyro 2 can be heard in the levels&#039; intro cutscenes.&lt;br /&gt;
* The Guidebook has a very basic appearance. The pause menu is still themed after the Guidebook&#039;s design, but is a totally different colour, and features a much earlier design of the Orbs which doesn&#039;t match their 3D models at all.&lt;br /&gt;
* Zoe is called &amp;quot;Sparkle&amp;quot;. When she zaps you in Glimmer to explain the checkpoint system, every subsequent time that instance of her zaps you, she&#039;ll repeat this dialogue.&lt;br /&gt;
* Many levels do not yet have their own unique portal skyboxes, re-using Skelos Badlands&#039; as a placeholder.&lt;br /&gt;
* Aquaria Towers is simply named &amp;quot;Aquaria&amp;quot;.&lt;br /&gt;
* The outer castle wall in Autumn Plains is instead an aqueduct which Spyro can swim on top of, but not dive. This was seen in pre-release screenshots, and the August 11th build references this with an Orb named &amp;quot;At the aqueduct&amp;quot;. The rest of Autumn Plains&#039; level design matches the August 11th build, such as the older path to the roof, the additional island near Icy Speedway, the extra castle archway rung, Breeze Harbor&#039;s original portal position, and the Orb hidden behind a breakable wall near the roof.&lt;br /&gt;
* Winter Tundra does not yet have any objects save for a few Gem containers near where Ripto&#039;s Arena is located. It lacks most of its Gems, Orbs, whirlwinds, as well as any rocks Spyro can headbash - this presents a problem where the door near Moneybags which opens when Spyro headbashes the rock next to it stays shut, blocking progress without use of the double jump glitch to bypass the door.&lt;br /&gt;
* Crush&#039;s Dungeon and Gulp&#039;s Overlook are named Crush Dungeon &amp;amp; Gulp Overlook.&lt;br /&gt;
* Glimmer and Shady Oasis have slightly differently coloured textures. Large parts of Winter Tundra and Metropolis use placeholder block-out textures.&lt;br /&gt;
* The NPCs in Shady Oasis use completely different sound effects not heard at all in the final game. Noticeably, Shorty the Hippo would shout &amp;quot;&#039;&#039;Over here!&#039;&#039;&amp;quot; if Spyro was too far away from him, and make a small grunt once a berry dropped from a tree. The shield enemy also used a different, more crude &amp;quot;dizzy&amp;quot; sound effect.&lt;br /&gt;
* Gulp&#039;s Overlook is missing its roof.&lt;br /&gt;
* Multiple levels in Winter Tundra, when finishing the main level objective and collecting its Orb, do not spawn the exit portal. Instead, the player is given a text instruction to &amp;quot;Use Pause menu if you want to exit this level&amp;quot;.&lt;br /&gt;
* Multiple enemies in Mystic Marsh have different textures to the final game. They also at this point do not have any sound effects programmed.&lt;br /&gt;
* Robotica Farms has text indicating that a harder variant of the &amp;quot;Exterminate crow bugs&amp;quot; Orb mission, with faster enemies, was planned. The mission however is impossible to complete. Erroneously, the bugs are also referred to as &amp;quot;birds&amp;quot; in the text.&lt;br /&gt;
* Metro Speedway uses a different, more primitive tally graphic for the Jumpers.&lt;br /&gt;
* Icy Speedway is noticeably unfinished - the arches are untextured, the serpents use completely different textures, the snowmobiles &amp;amp; serpents immediately disintegrate with no animations or sound effects when hit, the tally graphics are re-used from Metro Speedway, and multiple of the serpents do not spawn, rendering the level impossible to complete. Hunter and his Orb mission are also absent.&lt;br /&gt;
* Canyon Speedway is in an incredibly primitive state, with no objects, objectives, timer, or even a kill plane included, as the lava does not damage Spyro. The skybox also differs, being noticeably more yellow than in the final game.&lt;br /&gt;
* With the exception of Mystic Marsh, all of the portals in Winter Tundra cannot be entered, with many of them re-using Skelos Badlands&#039; skybox as a placeholder, and others not even appearing to have a portal skybox on both sides. The level name text in front of the portals is also improperly aligned.&lt;br /&gt;
** Moneybags explicitly tells the player that the level Canyon Speedway is under construction and &amp;quot;should be ready by November&amp;quot;.&lt;br /&gt;
* The Professor has some hopefully unused lines of dialogue in Zephyr and Mystic Marsh:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
DO NOT FUCK WITH THIS MESSAGE!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Metropolis includes an enemy styled after a raccoon in a trash can. This enemy appears in the &amp;quot;Faunas Mortas&amp;quot; section of the epilogue in the final game under the scientific nomenclature &amp;quot;Varmintum&amp;quot;.&lt;br /&gt;
* Music doesn&#039;t start properly in homeworlds and boss levels. The music can be restarted by talking to an NPC or pausing and unpausing.&lt;br /&gt;
* The NPCs in Hurricos play a strange sound effect when speaking to them.&lt;br /&gt;
* The ice hockey orb missions in Colossus, as well as the crystal popcorn missions in Magma Cone, use different animated graphics in place of Spyro, Hunter and the Goalkeeper&#039;s animated heads. Specifically, they use red &amp;amp; blue hockey pucks &amp;amp; spinning crystal popcorn graphics which aren&#039;t seen at all in the final game.&lt;br /&gt;
* The entrance to Ripto&#039;s Arena is surrounded by various different types of Gem containers, and rather than a black void, leads to an untextured hole to nowhere, softlocking the game.&lt;br /&gt;
&lt;br /&gt;
=== Accessing Levels===&lt;br /&gt;
Several of the levels in Winter Tundra cannot be accessed via normal means, and there&#039;s no cheat code to enter them. You can enter these levels by entering a portal or quitting a level whilst 80068430 is frozen to the level ID of the level you want to enter. Alternatively, this can be done by entering a portal whilst using a GameShark code set to set the value on frame end:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Level&lt;br /&gt;
!ID&lt;br /&gt;
!GameShark Code&lt;br /&gt;
|-&lt;br /&gt;
|Cloud Temples&lt;br /&gt;
|52&lt;br /&gt;
|&amp;lt;code&amp;gt;80068430 0034&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Canyon Speedway&lt;br /&gt;
|55&lt;br /&gt;
|&amp;lt;code&amp;gt;80068430 0037&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Robotica Farms&lt;br /&gt;
|61&lt;br /&gt;
|&amp;lt;code&amp;gt;80068430 003D&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Metropolis&lt;br /&gt;
|62&lt;br /&gt;
|&amp;lt;code&amp;gt;80068430 003E&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Dragon Shores&lt;br /&gt;
|65&lt;br /&gt;
|&amp;lt;code&amp;gt;80068430 0041&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cheat Codes ===&lt;br /&gt;
A number of cheats are present in this version that 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. A successful entry is signaled by a sound effect.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!All abilities&lt;br /&gt;
|Triangle, Triangle, Triangle, Triangle, Circle&lt;br /&gt;
|-&lt;br /&gt;
!Permanent invincibility&lt;br /&gt;
|Triangle, Triangle, Triangle, Triangle, X&lt;br /&gt;
|-&lt;br /&gt;
!Toggle active/passive camera&lt;br /&gt;
|Triangle, Triangle, Triangle, Triangle, Square&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery heights=&amp;quot;168&amp;quot; widths=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:SPYRO2EXE-0000.png&lt;br /&gt;
File:SPYRO2EXE-0001.png&lt;br /&gt;
File:SPYRO2EXE-0002.png&lt;br /&gt;
File:SPYRO2EXE-0003.png&lt;br /&gt;
File:SPYRO2EXE-0004.png&lt;br /&gt;
File:SPYRO2EXE-0005.png&lt;br /&gt;
File:SPYRO2EXE-0006.png&lt;br /&gt;
File:SPYRO2EXE-0007.png&lt;br /&gt;
File:SPYRO2EXE-0008.png&lt;br /&gt;
File:SPYRO2EXE-0009.png&lt;br /&gt;
File:SPYRO2EXE-0010.png&lt;br /&gt;
File:SPYRO2EXE-0027.png&lt;br /&gt;
File:SPYRO2EXE-0024.png&lt;br /&gt;
File:SPYRO2EXE-0011.png&lt;br /&gt;
File:SPYRO2EXE-0012.png&lt;br /&gt;
File:SPYRO2EXE-0013.png&lt;br /&gt;
File:SPYRO2EXE-0014.png&lt;br /&gt;
File:SPYRO2EXE-0015.png&lt;br /&gt;
File:SPYRO2EXE-0016.png&lt;br /&gt;
File:SPYRO2EXE-0017.png&lt;br /&gt;
File:SPYRO2EXE-0026.png&lt;br /&gt;
File:SPYRO2EXE-0025.png&lt;br /&gt;
File:SPYRO2EXE-0018.png&lt;br /&gt;
File:SPYRO2EXE-0019.png&lt;br /&gt;
File:SPYRO2EXE-0020.png&lt;br /&gt;
File:SPYRO2EXE-0021.png&lt;br /&gt;
File:SPYRO2EXE-0022.png&lt;br /&gt;
File:SPYRO2EXE-0023.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;-lx6FbN5O7Q&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;hiFrOgHJXkg&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;1Jr0fU1PuR8&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;amN4AGmzmTo&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube width=&amp;quot;320&amp;quot; height=&amp;quot;224&amp;quot;&amp;gt;t7WeNHcPB_0&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Spyro 2 disc front.png|Disc front.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer|{{Navbox prototype|Spyro 2: Ripto&#039;s Rage!}}}}&lt;/div&gt;</summary>
		<author><name>Crashandcortex</name></author>
	</entry>
	<entry>
		<id>https://hiddenpalace.org/w/index.php?title=File:Cartridge_Back.png&amp;diff=122549</id>
		<title>File:Cartridge Back.png</title>
		<link rel="alternate" type="text/html" href="https://hiddenpalace.org/w/index.php?title=File:Cartridge_Back.png&amp;diff=122549"/>
		<updated>2024-09-02T14:18:28Z</updated>

		<summary type="html">&lt;p&gt;Crashandcortex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Crashandcortex</name></author>
	</entry>
	<entry>
		<id>https://hiddenpalace.org/w/index.php?title=File:Cartridge_Front.png&amp;diff=122548</id>
		<title>File:Cartridge Front.png</title>
		<link rel="alternate" type="text/html" href="https://hiddenpalace.org/w/index.php?title=File:Cartridge_Front.png&amp;diff=122548"/>
		<updated>2024-09-02T14:17:26Z</updated>

		<summary type="html">&lt;p&gt;Crashandcortex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Crashandcortex</name></author>
	</entry>
	<entry>
		<id>https://hiddenpalace.org/w/index.php?title=Xenoblade_Chronicles_3D_(Jan_6,_2015_prototype)&amp;diff=122547</id>
		<title>Xenoblade Chronicles 3D (Jan 6, 2015 prototype)</title>
		<link rel="alternate" type="text/html" href="https://hiddenpalace.org/w/index.php?title=Xenoblade_Chronicles_3D_(Jan_6,_2015_prototype)&amp;diff=122547"/>
		<updated>2024-09-02T14:15:06Z</updated>

		<summary type="html">&lt;p&gt;Crashandcortex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=Xenoblade Chronicles 3D (prototype)&lt;br /&gt;
|builddate=Jan 6, 2015 13:15:31&lt;br /&gt;
|status=Released&lt;br /&gt;
|releasedby=AliciaBurrito&lt;br /&gt;
|filereleasedate=July 20, 2022&lt;br /&gt;
|origin_type=3DS Development Cartridge&lt;br /&gt;
|origin_labels=4GByte CTR Flash Card with 512KByte Backup (E203500)&lt;br /&gt;
|game=Xenoblade Chronicles 3D&lt;br /&gt;
|system=Nintendo 3DS&lt;br /&gt;
|genre=Role-playing&lt;br /&gt;
|final_builddate={{RegionDate|US|Jan 6, 2015}}&lt;br /&gt;
|release_date={{RegionDate|JP|Apr 2, 2015}} {{RegionDate|EU|Apr 2, 2015}} {{RegionDate|US|Apr 10, 2015}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download}}&lt;br /&gt;
A prototype of Xenoblade Chronicles 3D for Nintendo 3DS.&lt;br /&gt;
==Notes==&lt;br /&gt;
* &#039;&#039;&#039;WARNING: DO NOT LINK TO THIS BUILD; It is a first party Nintendo prototype.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* A development build of Xenoblade Chronicles 3D that was found in a rewritable 3DS dev cartridge, which was itself mistaken as a regular Nintendo DS Flash Card at first, due to it re-using the regular DS card chassis. &lt;br /&gt;
* The game does not register as being inserted on a retail 3DS - it only registers as inserted when plugged into a 3DS dev unit.&lt;br /&gt;
* Appears to be very close to the retail build, possibly during a time where minute bugs were being addressed.&lt;br /&gt;
* Build date in &#039;&#039;mcx-version.txt&#039;&#039; is also identical to final. (Jan 6, 2015, at 13:15:31)&lt;br /&gt;
* Potentially some differences in the executable compared to the retail build - the RomFS is noted to be largely identical in both size and contents, albeit potentially stored at different memory offsets.&lt;br /&gt;
* Curiously, the version 1.1 update appears to be installable to this development build without breaking it.&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer}}&lt;/div&gt;</summary>
		<author><name>Crashandcortex</name></author>
	</entry>
	<entry>
		<id>https://hiddenpalace.org/w/index.php?title=Xenoblade_Chronicles_3D_(Jan_6,_2015_prototype)&amp;diff=122546</id>
		<title>Xenoblade Chronicles 3D (Jan 6, 2015 prototype)</title>
		<link rel="alternate" type="text/html" href="https://hiddenpalace.org/w/index.php?title=Xenoblade_Chronicles_3D_(Jan_6,_2015_prototype)&amp;diff=122546"/>
		<updated>2024-09-02T14:13:08Z</updated>

		<summary type="html">&lt;p&gt;Crashandcortex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=Xenoblade Chronicles 3D (prototype)&lt;br /&gt;
|builddate=Jan 6, 2015 13:15:31&lt;br /&gt;
|status=Released&lt;br /&gt;
|releasedby=AliciaBurrito&lt;br /&gt;
|filereleasedate=July 20, 2022&lt;br /&gt;
|origin_type=3DS Development Cartridge&lt;br /&gt;
|origin_labels=4GByte CTR Flash Card with 512KByte Backup (E203500)&lt;br /&gt;
|game=Xenoblade Chronicles 3D&lt;br /&gt;
|system=Nintendo 3DS&lt;br /&gt;
|genre=Role-playing&lt;br /&gt;
|final_builddate={{RegionDate|US|Jan 6, 2015}}&lt;br /&gt;
|release_date={{RegionDate|JP|Apr 2, 2015}} {{RegionDate|EU|Apr 2, 2015}} {{RegionDate|US|Apr 10, 2015}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download}}&lt;br /&gt;
* &#039;&#039;&#039;WARNING: DO NOT LINK TO THIS BUILD; It is a first party Nintendo prototype.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A prototype of Xenoblade Chronicles 3D for Nintendo 3DS.&lt;br /&gt;
==Notes==&lt;br /&gt;
* A development build of Xenoblade Chronicles 3D that was found in a rewritable 3DS dev cartridge, which was itself mistaken as a regular Nintendo DS Flash Card at first, due to it re-using the regular DS card chassis. &lt;br /&gt;
* The game does not register as being inserted on a retail 3DS - it only registers as inserted when plugged into a 3DS dev unit.&lt;br /&gt;
* Appears to be very close to the retail build, possibly during a time where minute bugs were being addressed.&lt;br /&gt;
* Build date in &#039;&#039;mcx-version.txt&#039;&#039; is also identical to final. (Jan 6, 2015, at 13:15:31)&lt;br /&gt;
* Potentially some differences in the executable compared to the retail build - the RomFS is noted to be largely identical in both size and contents, albeit potentially stored at different memory offsets.&lt;br /&gt;
* Curiously, the version 1.1 update appears to be installable to this development build without breaking it.&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer}}&lt;/div&gt;</summary>
		<author><name>Crashandcortex</name></author>
	</entry>
	<entry>
		<id>https://hiddenpalace.org/w/index.php?title=Xenoblade_Chronicles_3D_(Jan_6,_2015_prototype)&amp;diff=122545</id>
		<title>Xenoblade Chronicles 3D (Jan 6, 2015 prototype)</title>
		<link rel="alternate" type="text/html" href="https://hiddenpalace.org/w/index.php?title=Xenoblade_Chronicles_3D_(Jan_6,_2015_prototype)&amp;diff=122545"/>
		<updated>2024-09-02T14:11:27Z</updated>

		<summary type="html">&lt;p&gt;Crashandcortex: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=Xenoblade Chronicles 3D (prototype)&lt;br /&gt;
|builddate=Jan 6, 2015 13:15:31&lt;br /&gt;
|status=Released&lt;br /&gt;
|releasedby=AliciaBurrito&lt;br /&gt;
|filereleasedate=July 20, 2022&lt;br /&gt;
|origin_type=3DS Development Cartridge&lt;br /&gt;
|origin_labels=4GByte CTR Flash Card with 512KByte Backup (E203500)&lt;br /&gt;
|game=Xenoblade Chronicles 3D&lt;br /&gt;
|system=Nintendo 3DS&lt;br /&gt;
|genre=Role-playing&lt;br /&gt;
|final_builddate={{RegionDate|US|Jan 6, 2015}}&lt;br /&gt;
|release_date={{RegionDate|JP|Apr 2, 2015}} {{RegionDate|EU|Apr 2, 2015}} {{RegionDate|US|Apr 10, 2015}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download}}&lt;br /&gt;
* A development build of Xenoblade Chronicles 3D that was found in a rewritable 3DS dev cartridge, which was itself mistaken as a regular Nintendo DS Flash Card at first, due to it re-using the regular DS card chassis. &lt;br /&gt;
* The game does not register as being inserted on a retail 3DS - it only registers as inserted when plugged into a 3DS dev unit.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* &#039;&#039;&#039;WARNING: DO NOT LINK TO THIS BUILD; It is a first party Nintendo prototype.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Appears to be very close to the retail build, possibly during a time where minute bugs were being addressed.&lt;br /&gt;
* Build date in &#039;&#039;mcx-version.txt&#039;&#039; is also identical to final. (Jan 6, 2015, at 13:15:31)&lt;br /&gt;
* Potentially some differences in the executable compared to the retail build - the RomFS is noted to be largely identical in both size and contents, albeit potentially stored at different memory offsets.&lt;br /&gt;
* Curiously, the version 1.1 update appears to be installable to this development build without breaking it.&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer}}&lt;/div&gt;</summary>
		<author><name>Crashandcortex</name></author>
	</entry>
	<entry>
		<id>https://hiddenpalace.org/w/index.php?title=Xenoblade_Chronicles_3D_(Jan_6,_2015_prototype)&amp;diff=122543</id>
		<title>Xenoblade Chronicles 3D (Jan 6, 2015 prototype)</title>
		<link rel="alternate" type="text/html" href="https://hiddenpalace.org/w/index.php?title=Xenoblade_Chronicles_3D_(Jan_6,_2015_prototype)&amp;diff=122543"/>
		<updated>2024-09-02T14:10:41Z</updated>

		<summary type="html">&lt;p&gt;Crashandcortex: Created page with &amp;quot;{{Prototype |Page name=Xenoblade Chronicles 3D (prototype) |builddate=Jan 6, 2015 13:15:31 |status=Released |releasedby=AliciaBurrito |filereleasedate=July 20, 2022 |origin_type=3DS Development Cartridge |origin_labels=4GByte CTR Flash Card with 512KByte Backup (E203500) |game=Xenoblade Chronicles 3D |system=Nintendo 3DS |genre=Role-playing |final_builddate={{RegionDate|US|Jan 6, 2015}} |release_date={{RegionDate|JP|Apr 2, 2015}} {{RegionDate|EU|Apr 2, 2015}} {{RegionDat...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Prototype&lt;br /&gt;
|Page name=Xenoblade Chronicles 3D (prototype)&lt;br /&gt;
|builddate=Jan 6, 2015 13:15:31&lt;br /&gt;
|status=Released&lt;br /&gt;
|releasedby=AliciaBurrito&lt;br /&gt;
|filereleasedate=July 20, 2022&lt;br /&gt;
|origin_type=3DS Development Cartridge&lt;br /&gt;
|origin_labels=4GByte CTR Flash Card with 512KByte Backup (E203500)&lt;br /&gt;
|game=Xenoblade Chronicles 3D&lt;br /&gt;
|system=Nintendo 3DS&lt;br /&gt;
|genre=Role-playing&lt;br /&gt;
|final_builddate={{RegionDate|US|Jan 6, 2015}}&lt;br /&gt;
|release_date={{RegionDate|JP|Apr 2, 2015}} {{RegionDate|EU|Apr 2, 2015}} {{RegionDate|US|Apr 10, 2015}}&lt;br /&gt;
|unreleased=No&lt;br /&gt;
}}&lt;br /&gt;
{{Download}}&lt;br /&gt;
* A development build of Xenoblade Chronicles 3D that was found in a rewritable 3DS dev cartridge, which was itself mistaken as a regular Nintendo DS Flash Card at first, due to it re-using the regular DS card chassis. &lt;br /&gt;
* The game does not register as being inserted on a retail 3DS - it only registers as inserted when plugged into a 3DS dev unit.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* WARNING: DO NOT LINK TO THIS BUILD; It is a first party Nintendo prototype.&lt;br /&gt;
&lt;br /&gt;
* Appears to be very close to the retail build, possibly during a time where minute bugs were being addressed.&lt;br /&gt;
* Build date in mcx-version.txt is also identical to final. (Jan 6, 2015, at 13:15:31)&lt;br /&gt;
* Potentially some differences in the executable compared to the retail build - the RomFS is noted to be largely identical in both size and contents, albeit potentially stored at different memory offsets.&lt;br /&gt;
* Curiously, the version 1.1 update appears to be installable to this development build without breaking it.&lt;br /&gt;
&lt;br /&gt;
{{Prototype Footer}}&lt;/div&gt;</summary>
		<author><name>Crashandcortex</name></author>
	</entry>
	<entry>
		<id>https://hiddenpalace.org/w/index.php?title=User:Crashandcortex&amp;diff=121531</id>
		<title>User:Crashandcortex</title>
		<link rel="alternate" type="text/html" href="https://hiddenpalace.org/w/index.php?title=User:Crashandcortex&amp;diff=121531"/>
		<updated>2024-08-15T20:08:51Z</updated>

		<summary type="html">&lt;p&gt;Crashandcortex: create user page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User stats|{{PAGENAME}}}}&lt;/div&gt;</summary>
		<author><name>Crashandcortex</name></author>
	</entry>
</feed>