Spyro: Enter the Dragonfly (PlayStation 2)

Spyro: Enter the Dragonfly is a game published in 2002 by Universal Interactive. It is the only game ever developed by Check Six Games and Equinoxe Digital Entertainment.

Original Story
The original story of Spyro: Enter the Dragonfly was to be very different to the story of the final game. The original story was supposed to involve Gnasty Gnorc teaming up with Ripto to steal all of the Dragonflys. This story is hinted at in some of the early character dialogue, talking about the Gnorc enemies alongside the Riptoc enemies.

Removed Levels
There is only one known removed level in Enter the Dragonfly.

Enchanted Forest
This level is seen throughout the code of the game, but is never mentioned in the final release. It is even mentioned in some early character dialogue which was removed as well. According to the dialogue that was supposed to be in this level, the animals there could have most likely been Scottish Foxes seeing as the way they talk. In earlier versions of the game, the level was named "Emerald Forest", but the atlas code and text states the level being named "Enchanted Forest" meaning the level's original title was Emerald Forest and was changed during development. The two minigames that were supposed to appear in this level are unknown. There is no dialogue for them nor is there any code that mentions them. Oddly, the music for this level, and the music for it's two minigames exist in a Music CD given away at WalMart on release. The Disc contained the soundtrack for the game, including these 3 unused tracks. This level has no image that exists, and even during the development stages didn't have an image for it's place in the Atlas. Speaking of it's place in the atlas, this level is listed as the last level of the game.

Unused Text
Within the early version of the game, there exists multiple test strings used just for testing certain mechanics or debugging.

20: "Hi Spyro \nWelcome to the Monkey Monk Mountains" 21: "Scott" 22: "Hi Spyro \nFly to the platforms" 23: "Alex" 30: "Break the wall of ice below with your flame breath" 31: "Brent" 40: "Free your mind \nJump and glide Spyro" 41: "Joel" 50: "Thanks for helping us \nHave a dragonfly" 51: "Brian" 60: "Hello Spyro \nGive me ALL your money." 61: "Moneybags" Various unused placeholder/test dialogue. Each line of dialogue belongs to the name below it. Notice the mention of "Monkey Monk Mountains", the earliest level name of "Monkey Monastery". 200: "King Kong" This could have been a placeholder for character names before they thought of suitable names. 368: "Enchanted Forest" The Atlas title for Enchanted Forest. 253: "Pick up each gator and bring it to the sphere. You have 30 seconds. Let's go!" 254: "Sorry you didn't make it in time, play again?" 257: "Flame the red, then green, then purple gems in 60s to win." Testing scripts for debugging missions. Notice the 2 duplicate 253s that are 'commented' out. Possibly earlier/alternate missions for testing. 5100:"Branch 0" 5101:"Branch 1" 5102:"Branch 2" 5103:"Branch 3" 5104:"Branch 4" 5105:"Branch 5" 5106:"Branch 6" 5107:"Branch 7" 5108:"Branch 8" 5109:"Branch 9" 5110:"Branch 10" 5111:"Branch 11" 5112:"Branch 12" 5113:"Branch 13" 5114:"Branch 14" These are for debugging the dialogue placement and scripting. These make sure that dialogue goes through in order properly. 5200:."Sparx".. 5201:"Thanks for visiting, Spyro! Are you ready to leave?" 5202:"Nah, I think I'll look around some more." 5203:"Yeah, let me outta this crazy place!" 5204:"Ok, have fun!" 5205:"Aight. Cya" Debug text for a test area. 5206:"You just won a race or time attack but I don't know which one until I get fixed!" Debug/test dialogue for Sparx during the Speedway levels. This was placeholder until Sparx "got fixed" or until they fixed the script to know what challenge you completed in a certain Speedway level.
 * 1) Tammys Test scripts
 * 253: "Pick up all the butterfly bottles in 10 seconds to win. Make sure to avoid the sphere, though. Let's go!"
 * 253: "Flame all the gators in 30 seconds to win. Let's go!"
 * 1) Script debugging

General Differences
There are quite a few things in the early versions of the game that were changed.

Monkey Monastery
The level "Monkey Monastery" went through some big revisions over development. The earliest mention there is of this level is in some unused text in the game. This text refers to the level as "Monkey Monk Mountains". This could mean that the level might have been on regular mountains rather than icetop mountains. According to the early Atlas text, the level is referred to as "Monkey Monk Monastery". This name is also seen in most of the final game's internal code, where it is called MMM. These changes could have been made either to make the name closer to the traditional 2-word level names that the Spyro series uses, or to make the level name a bit less repetitive.

20: "Hi Spyro \nWelcome to the Monkey Monk Mountains" Text referring to the level as Monkey Monk Mountains and MMM. {0.1 0.48 Text 364 24} {0.9 0.48 PageLink 11} Page 11 {	#Monkey Monk Monastery {0.1 0.1 Text 364 24} {0.5 0.4 Image "icon_at_mmm.mrb" 22} {0.1 0.8 LevelField 1 Completion } } Code for the Atlas entry referring to the level as Monkey Monk Monastery. As for the Level layout, the only early version we have of the game is a Playstation Magazine Demo Disc from 2002. This Demo includes Monkey Monastery as the only level. The demo has no voices, no enemy sounds, and the music for the level is the "Raimbow Speedway" music rather than the final version's music. A playthrough of this level can be seen in this video: DFE9nHb7m3k In this Demo: Other than the differences that are listed above the video, there are smaller differences in this demo.
 * 1) Monkey Monk Mountains 3.1
 * 2) Yetis For Monkey Monk Mountains
 * 3) MMM Ballon Escort Baby Dragon
 * 1) Monkey Monk Monastery
 * 1) The 2 minigame portals are not in this version, so you can actually just jump around the trigger to enter them and go behind the portal. Behind the portals, the path is curved to the left so you cannot see the cutoff of the path at the end. Oddly, this was changed in the final version to a straight path where you can easily see it cut off.
 * 2) The breath images are very different from the final. Instead of being a 3D spinning ring around an image, it is a 2D color-swapping ring around the image. The images themselves are also different, having a more cartoon-y look.
 * 3) There is an unused Gate model where the exit is in the final. The shields on the Gate are used in "Jurassic Jungle" for one of the power-ups, but the Gate pieces themselves are nowhere to be seen in the final game. The gate in the demo just takes you back to the last checkpoint you hit as if you lost a life.

Luau Island
The only known change in this level is a removed NPC. The script for this NPC asks if you have his Rubber Ducky. If you say Yes, he gives you an item and says for you to take it to his friend in "Emerald Forest". Since Emerald Forest was removed from the final game, this character was also removed.

860:"Mick" 861:"Hey there, Spyro. Have you seen my rubber ducky?" 862:"No I haven't, but I'll keep an eye out for it." 863:"Yeah, I got it right here!" 864:"Thanks. Hey I got this stuffed bunny here for my friend over in Emerald Forest. Think you could take it to him for me?" 865:"" 866:"Sure thing!" The dialogue this character would have said. Lines 862 and 863 are for Spyro's answer to whether or not he have the NPC's Duck. 856 is for Spyro's response to accepting the Bunny.

Level Order
The level order in the earlier version of the game was slightly different from the final we have. The level list in the early version is as follows: Cloud 9 and Luau Island were swapped in the final game and Enchanted Forest was removed.
 * 1) Dragonfly Dojo
 * 2) Crop Circle Country
 * 3) Cloud 9
 * 4) Luau Island
 * 5) Monkey Monk Monastery
 * 6) Honey Marsh
 * 7) Thieves Den
 * 8) Jurassic Jungle
 * 9) Enchanted Forest

Unused Music
This game has a few unused tracks due to the occlusion of a whole level.

Mid-Fluteː This song most likely was going to be the main theme for "Enchanted Forest" considering it's place on the Audio CD.

Andesː This song was most likely used for one of the two minigames in "Enchanted Forest". Songaː This song was most likely used for the other minigame on "Enchanted Forest".

Piratesː This song is not known where it could have been in the game. The best speculation could be that it was for an earlier build of the level "Cloud 9" as the first two clips are taken from a video of an earlier version of the game on Cloud 9. The full clip of this song is not available since it wasn't included in the final game and was not in the Music CD for the game.

Unused Voice Clips
There are a few unused voice clips in the game that are from earlier points on production that now go unused in the game.

Dragon Realms
Various lines by Hunter about certain tutorials that are unused in the final game. Hunter is only seen one time in the Hub World in the final game. Moneybags complaining about Gems. If he played a bigger role in the game, this would be the way he repays you at the end of the game. Zoe telling Spyro how to keep Sparx Healthy. The final game has Sparx himself teach this. Spyro asking if there's any way to aim while spitting. The only level that even uses the spitting mechanic is Honey Marsh. Aiming is used in other levels, but not the Dragon Realms.

Cloud 9
Alternate voice clips of the entire level's NPCs. These are probably early clips that were used before the final voice was decideɗ Dialogue in the Cloud 9 Minigame "Defend the Puffy Palace" that is for an additional Dragonfly Challenge. The final game only has one challengɛ.

Monkey Monastery
Dialogue in the Monkey Monastery Minigame "Destroy the Riptoc Turret Factories" that is for an another Dragonfly Challenge. As with this one, the final game only has one challengɛ.

Honey Marsh
Alternate dialogue for the NPCs of Honey Marsh. These may be from earlier in development before the final voice was decided. Alternate Dialogue for one of the NPCs who wants you to destroy some Beehives by spitting rocks at them. These clips were also probably before they finalized the voice. They are mildly amusing though... An alternate version of the first NPC you meet. This could have just been a mistake to leave in the game and the final one could have been a retake of the clip.

Thieves Den
Alternate versions of all the NPCs in Thieves Den. Interestingly, the first clip talks about an early idea for the level which is having their den turned upside down.

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