When starting, the game displays all of Spyro's collectibles and how to access them again. The final displays a different message.
Different gem placement.
Darker sky.
There's an area on the map that was removed in the final entirely. Despite appearing on this map, there's no way to mark the area off, and no actual platform around the area, suggesting that this is a leftover from a previous version.
Prototype
Final
Moneybags' store has a few box placement alterations. It was made more obvious that this box was open.
Prototype
Final
The camera is closer to Ember than in the final.
Prototype
Final
This sludge is missing in the preview version.
Prototype
Final
There's a different camera angle for the scene where saving is explained.
There are two Dark Shards missing from Tomas's cave.
Prototype
Final
There are two vases here that got removed in the final release.
Tomas has different sound effects.
You can 'speak' with Tomas as many times as you like, but after he compliments Spyro's actions, the screen focuses in and quickly returns the camera to normal without him saying another word.
The pink gnorc in the second part of the gliding area cannot be seen until you get closer.
Prototype
Final
There are a few different gems in this area.
Prototype
Final
The camera angles for Hunter are different during his cutscene.
Prototype
Final
There are rocks here that were removed in the final.
Prototype
Final
The rocket is different to the one in the final.
Prototype
Final
There are two extra baskets here, and the horn-drive rock is a horn-drive chest.
Prototype
Final
Another horn-drive chest in place of the horn-drive rock.
Prototype
Final
Slightly different text, plus a different button icon.
Prototype
Final
Two iron chests are missing.
Prototype
Final
The Light Gem is visible before you enter the nursery in the preview build. The final moves it into the nursery itself, so you need to watch the cutscene first.
Prototype
Final
The nursery has different lighting, and no decorations on the floor.
Prototype
Final
All of the camera angles were changed, as was Spyro's entry point.
Prototype
Final
Nanny/Mrs. Shoutfire has a blue pendant in the preview prototype, whereas it's red in the final. Her apron is also more detailed in the final.
Prototype
Final
The preview build uses the same firework, the final has a different color.
Prototype
Final
The hologram system seems to be glitched in the preview version. Whenever the camera focuses in, the Professor disappears, replaced with some soft noise. When the camera pans out, he returns. Once again, camera angles are different.
There's an extra static noise effect for the Professor that was removed.
The grass nearby is missing.
Prototype
Final
The Ball Gadget machine has some changes. In the prototype, one plate is placed too far below the machine. It was moved to the other side in the final, and the lights are switched off.
The Professor's hologram never leaves until Spyro exits the level.
The camera pans in when Spyro is entering the level in the final, but this has not yet been programmed.
Different noise for the platforms moving.
There's slightly different text, plus a spelling error, for the wall switches:
Preview
Final
You can charge into wall target switches o activate them. Some stay on permantly, but some may reset after a while.
You can Charge into switches on walls to activate them. Some stay on permanently, but some may reset after a while.
Camera focuses in on the grass when destroying the Dark Gem in Sgt. Byrd's area.
Prototype
Final
Green egg is here instead of a red one.
Prototype
Final
Horn-drive chest instead of a breakable rock, and there's no firework on the ledge.
Prototype
Final
There's a random floating plane in the tower.
When Spyro collects the Light Gem from here, a shadowy fairy saves his progress.
Prototype
Final
A tree and some flora is missing.
Prototype
Final
Different angle and lighting.
The screen briefly returns to Spyro during Sgt Byrd's cutscene.
Different text asking Spyro to play:
Preview
Final
Right! Shall I take on this flying challenge?
Do you want to try for a Dragon Egg?
Prototype
Final
The breakable rock is missing, and the egg is a different type.
Prototype
Final
There's a Horn-drive chest and two baskets here which were removed for the final release.
There are two iron chests instead of one next to the archer nearby.
There are three baskets to the right of where Spyro first enters this area instead of two.
Prototype
Final
When speaking to the Professor from here, his model disappears.
The door opens after you opt to speak with the Professor. In the final, it opens after he's finished talking.
Prototype
Final
After learning the Horn-drive technique, Ember disappears in the preview build. In the final, she disappears after you enter the swamp.
Although her model is missing, her collision box is still there, and remains there after you restore the bridge.
Prototype
Final
A bit of debris on the left was removed.
Prototype
Final
The row of single gems is missing.
Prototype
Final
This large root was removed in the final.
There's a rather unfortunate glitch in this cave. Part of the floor has no collision, and Spyro falls straight through, sending Spyro into an eternal descent.
In the blue cave just before the swamp, a row of single gems appear (rather suddenly at that) towards the top. Sparx grabs them as the platform moves.
There are no dark vines covering the entrance to Gnasty's Cave.
The animation revealing the entrance to Gnasty's Cave never pans to the camera, and the sky never changes.
After defeating Gnasty Gnorc, the cutscene showing Spyro where to go next never appears.
Gnasty's Cave
Spyro needs to interact with Flame closer than he does in the final.
Flame is shown at a different angle.
Prototype
Final
Flame's eyelids and eyebrows never move, making him significantly less expressive.
Nothing happens when Spyro flames Flame.
There are several changes to the intro cutscene. Notably, Spyro's charge is less accurate, you can still see the remains in the pit, and Gnasty Gnorc's mouth doesn't move.
The cutscene can be skipped.
Gnasty's healthbar is lower.
The shockwaves from Gnasty are translucent instead of white.
Some of Gnasty's calls are shorter.
There's a spherical, grey shockwave that appears when Gnasty causes rocks to fall, which makes it difficult to see where the rocks are actually falling.
When Gnasty's health drops too low, the health bar moves over too much.
There are different camera angles for Gnasty's final line, as well as Amp. As with Flame, Gnasty is much more limited in his expressions, and his mouth never opens.
Prototype
Final
Amp appears and disappears without her usual orb. After she disappears, the camera focuses in on the return platform.
The electricity breath isn't automatically applied after the battle. Due to this, the text box that tells the player how to switch breaths never shows.
The platforms heading back are completely different. In the Preview build, the electricity is static (no pun intended), and only has a blue color to it.
Prototype
Final
Flame remains in the cave after Gnasty's defeat, but his model no longer plays animations and can no longer be interacted with.