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Prerelease:Spyro 2: Ripto's Rage!

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This page details one or more prerelease versions of Spyro 2: Ripto's Rage!.
This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.

Conception

Spyro 2ː Ripto's Rageǃ soon started development following the positive reception to the first Spyro The Dragon game. Insomniac decided this time around to make the game more focused toward full-on completion, as opposed to the previous game's simpler "collect things" approach.[1] Another change to the first game's formula is an emphasis on minigames and other side-quests, which serve the purpose of fleshing out the levels and give the player a more appealing game experience, as well as a stronger focus on characters.

As said by Ami Blaire, SCEA's director of product development, "Spyro 2 isn't just another sequel. Players will surely be lured by Spyro's playful antics, but they'll experience gameplay that's more challenging and more fun then ever before".[2]

(Source: The Making of Spyro 2 Ripto's Rageǃ)

Development Timeline

  • Conceptual phase (Late 1998)
  • May 13th to the 15th
    • E3 1999 began, and footage[3] from an early build of the game was shown. Said build had a few notable differences from the final gameː
      • The game is simply referred to as "Spyro the Dragon 2" and the release date was first planned for January 2000 (as opposed to November 1999).
      • The HUD font is different.
      • Most sound effects are different (such as the spitting sound, which can be heard at 0ː18).
      • The power-up gates look completely different, being closer to the skate-board pads from Spyro 3.
      • The buttons in Hurricos are square-shaped instead of round.
      • The spitting target is a red cross as opposed to a blue circle.
      • The Lava lizards don't make any sound when hit.
      • The layout of the beginning area of Sunny Beach was more complicated.
  • September 30th 1999
    • Roughly the date that the PAL version of Spyro 2ː Ripto's Rageǃ finished development, according to the final game's WAD file.
  • October 9th 1999
    • Roughly the date that the NTSC version of Spyro 2ː Ripto's Rageǃ finished development, according to the final game's WAD file.
  • Late 1999
    • Nov. Spyro 2ː Ripto's Rageǃ is released in North America, Europe, and Australia.
  • 2000
    • Mar. Spyro 2ː Ripto's Rageǃ is released in Japan.

Concept Art

Former Animation Director for Insomniac Games Oliver Wade released the following initial concept art showing a few of the characters seen in the game.

Zoe

Spyro2-ConceptArtZoe.jpg

An early design of Zoe which looks completely different from the more human-like approach seen in the final game.

Elora

Spyro2-ConceptArtElora.jpg

An early design of Elora, depicting her as a centaur as opposed to a faun. She is also seen wearing lipstick and she appears to have either a mole or a dimple on her cheek, whereas none of these elements are present on her final design.

Professor

Spyro2-ConceptArtProfessor.jpg

An early design of the Professor. This design features small differences from the final one, such as his lab coat having a collar and a button and lacking the pocket. The Professor's eyes an glasses are also different, but this may be down to stylistic differences.

Moneybags

Spyro2-ConceptArtMoneybags.jpg

An early design of Moneybags. According to Oliver Wade, Moneybags was originally going to look more like a mobster before the design team decided to make him look more friendly.[4]

Crush

Spyro2-ConceptArtCrush.jpg

Early concept art of Crush. This design features small elements different from the final appearance of the character, such as Crush looking more fierce, having a few more teeth, having a few spots and some small groups of hairs throughout his body, and his club having an extra spike.

Gulp

Spyro2-ConceptArtGulp.jpg

Early concept art of Gulp. This design features a few elements different from the final appearance of the character, such as Gulp looking more fierce (and lacking his heavy brow), having more teeth and smaller claws, lacking the "bracelets" at his feet, having a few spots on his body and a series of spikes from the end of his back to the tip of his tail, and having a different laser canons (which are themselves attached to his back with a strap as opposed to simply sticking to it).

Ripto

Spyro2-ConceptArtRipto.jpg

Early concept art of Ripto. This design features small elements different from the final appearance of the character, such as Ripto having spots and a few sparse hair, a lack of eyebrows, a longer shirt, and a more elaborate scepter design.

Hulagirl

Spyro2-ConceptArtHulagirl.jpg

A piece of concept art for a different approach to the Hulagirls from Idol Springs.

Torch Idol

Spyro2-ConceptArtIdol.jpg

Concept art of the torch-wielding Idol enemy from Idol Springs. This design features small elements not seen on the final appearance of the enemy, such as earrings, a "goatee" of sort, a "hat" with a series of round patterns on it, a rounder mouth, and closed eyes.

Electroll

Spyro2-ConceptArtElectroll.jpg

An early design for the Electroll NPC from Hurricos. This design features small elements not seen on the final appearance of the character, such as a the character's eyes been visible through his glasses, his body having spots on them, as well as the presence of a few wild strings of hair on his head.

Icebuilder

Spyro2-ConceptArtIcebuilder.jpg

An early design for the Icebuilder NPC from Crystal Glacier. This design features some notable differences from the final one, such as the proportions being different (the body being smaller and the head larger than in the final design), the hood having a clear defined fur-border as opposed to a white to black gradient (which may have be purely down to the limited polygons in their in-game design) and missing its spots on the back of the hood, the lack of a nose (and possibly the mitts as well), the presence of a zipper, and a more angry expression (which may be due to the brow being heavier).

Romeo

Spyro2-ConceptArtRomeo.jpg

An early design for the character Romeo from Zephyr. This design features some notable differences from the final one, such as the absence of Romeo's casserole hat, the presence of a pattern on his chin, and the fact the once was planned to be a fully clothed bipedal creature as opposed to the more slug-like design characteristic of every Land Blubber.

Firefighter

Spyro2-ConceptArtFirefighter.jpg

Concept art for the Firefighter Land Blubber enemy from Zephyr. This design is almost identical to the final one, the only difference being the helmet's emblem which features a small flame and (for some reason) the number 666.

Flasher

Spyro2-ConceptArtFlasher.jpg

Concept are of a cut character that would have appeared in Zephyr. He is only referred to as "Landblubber Flasher", which may explain why he was ultimately scrapped.

Sky Wizards

Spyro2-ConceptArtWizardSmall.jpg

Concept art of the Wizard NPC from Cloud Temples. This design features small elements not seen on the final appearance of the character, such as a different gown design and the presence of markings on the back of his head. This design is referred to as "Mystic 1", from Cloud Temple's original name, Mystic City.

Spyro2-ConceptArtWizardTall.jpg

Another piece of concept art of the Wizard NPC from Cloud Temples. This design has more differences from the one featured earlier, namely the fact that the character is taller, wears a more elaborate tunic, a shorter ponytail, and has hair at the back of his head. This design is referred to as "Mystic 2", from Cloud Temple's original name, Mystic City.

Warlock

Spyro2-ConceptArtWarlock.jpg

Concept art of the Warlock enemy from Cloud Temples. This design features a few differences from the final one, such as the patterns on the enemy's robe being slightly different (most notably the sleeves having a darker line running from the wrists to the shoulders), his nose being smaller, and his expression being mean as opposed to mischievous. He is also seen charging up some sort of attack, while in the final game he's never seen using his magic in this way. This design is referred to as "Mystic 3", from Cloud Temple's original name, Mystic City.

Water Dragon

Spyro2-ConceptArtWaterDragon.jpg

Concept art of an enemy only referred to as "Water Dragon" which may have evolved into the Serpents from Icy Speedway.

Uncertain

Spyro2-ConceptArtRandomDragon.jpg

Concept art of a cut dragon character only referred to as "Random Dragon". It is unknown where this character would have appeared, but it's possible Oliver Wade simply designed him as a way to try his hand at drawing dragons, hence its filename. If this character was meant to appear in-game then it is unknown in which context this character would have appeared, or even whether he was planned for Ripto's Rage! or Year of the Dragon.

Spyro2-ConceptArtAmishDolphin.jpg

Concept art of a cut enemy only referred to as "Amish Dolphin Rider". It is unknown in which level this enemy would have appeared, or even whether this enemy was planned for Ripto's Rage! or Year of the Dragon.


(Source: Early concept art by Oliver Wade)

Miscellaneous Screenshots

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