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Proto:Spyro: Year of the Dragon/April 25th, 2000 build/Evening Lake and Midnight Mountain

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This is a sub-page of Proto:Spyro: Year of the Dragon/April 25th, 2000 build.

The majority of the Evening Lake and Midnight Mountain worlds are not yet playable in this build. As such, all of the playable levels from the two worlds are detailed below.

Aztarctica, Level 31 (Frozen Altars)

This level can be accessed via the "Aztarctica" option on the level select or by using the "Boxing" option on the minigames menu. The internal list of level names lists this level as "Level 31".

Main Level

  • The theme used in this level is an earlier version of the final track, with some missing instruments and the addition of some guitars that weren't present in the final theme. See the soundtrack page for a comparison.
  • Gabrielle is not present, but Spyro still has ice breath in this level.
  • Moneybags is not present and as such the cat hockey game does not require paying Moneybags to enter. In fact, the array of values used by Moneybags does not include this level as of yet.
  • Like the final game, this area contains all of the level's gems. It only contains 300 gems in this version, though, rather than the final's 600 gems.
  • Ernest and Eustace both use duplicates of Alex's dialogue block in this build. As a result, they are both called "Alex" and only have one line of dialogue each, sometimes not actually matching their surroundings.
    • In Eustace's case, he mentions a temple despite not being anywhere near to one.
  • The large Rhynocs cannot be melted using the magnifying glass - instead, they will laugh at the player.
  • The last temple points the magnifying glass towards the area before it, rather than towards the final section. Not only does it make this temple redundant, but in the final game, there are an additional group of mammoths in the final section for which the game offers the temple as a method to defeat.
Spyro3-FrozenAltarsEnd-Apr25.png
  • While there are fewer mammoths in the final area, there's also an NPC in this area - for some reason Eugene is placed outside rather than in the building.
  • This is one of a small handful of levels where the end-of-level NPC has additional lines of dialogue spoken after they hand you the egg. These lines would be removed in the final due to the fact that these NPCs leave the level upon completing the level, so you'd never get an opportunity to hear those dialogue lines even if they were still present.
  • Both sublevel portals are missing their swirling visual effects. This also applies to the exit portals in both sublevels.
  • When freezing an NPC in an ice cube, the hitbox of the ice cube seems to be a bit shorter than the actual cube is, causing Spyro to visually clip inside of it when standing on it.
  • NPCs have their "look left and right" idle animation, but not their "spin head" idle animation.
  • Both of the eggs that would normally be placed throughout this level are not yet present.
  • The Bentley sign and its associated text are missing.
  • The sound the snowmen make when they shake Spyro is different.
  • The sound made by the fodder when killed contains only the "squawk", but not the "thud" sound.
Spyro3-FrozenAltars-CritterDoor-Apr25.png
  • The critter door covering Bentley's sublevel is, oddly, placed below the level rather than in front of the sublevel portal. By contrast, most other levels place their respective critter doors in the correct place in their level models, but the doors are deactivated when the player enters the level.
  • There is a glitch involving the snowmen that was patched out later in development. Specifically, if the player jumps off the level near to where a snowman is but still gets captured by the snowman, the player will die during the cutscene. This is due to the fact that the model that the snowman throws is an entirely separate object to the Spyro player model - the player continues to fall to their death during the cutscene even though Spyro appears to be on-screen. In the final game, the death does not occur, presumably because Spyro's player model is made to not continue falling once the cutscene begins.

Dialogue

Gabrielle and Moneybags are not present, so their dialogue isn't, either. Ernest and Eustace both use Alex's dialogue block in this build, and as a result, they are both called "Alex". Alex only has one line of dialogue, which is used every time the player speaks to Alex, Ernest or Eustace:

I sure do hate this cold weather. If you step inside this temple, you can use the magnifying glass on top to melt that ice block. Press the triangle button to step back out.

This is even used by Eustace, who is not standing next to a temple at all. A full comparison of the dialogue is as follows:

Apr 25 Name Sep 14 Final Name Apr 25 Dialogue Sep 14 Final Dialogue Notes
Alex I sure do hate this cold weather. If you step inside this temple, you can use the magnifying glass on top to melt that ice block. Press the triangle button to step back out. Some bear sold us a laser defense system to protect us from Rhynocs, but with these flippers I can't even turn it on. You'd have no trouble using it though. Just walk inside. When you're done, press the △ button and you'll walk back out.
Alex Not present Maybe you could use the laser to melt that ice block as well. Not present in Apr 25th
Alex Not present When I get my flippers on that rotten bear... Not present in Apr 25th
Eugene Have an egg. Thanks for helping out Spyro. Why don't you take this. The rhynocs were trying to fry it with a laser, but you stopped them just in time.
Eugene I think boxing should be banned, it's barbaric. Not present Not present in the final - this would require talking to Eugene after the level is complete, which is impossible in the final game
Alex Ernest I sure do hate this cold weather. If you step inside this temple, you can use the magnifying glass on top to melt that ice block. Press the triangle button to step back out. Eustace and I were having a snowman building competition when the Sorceress brought them to life with a spell. Since then they've been stomping around building ice walls and generally causing trouble.
Alex Ernest Not present What if you tried melting the snowman using the laser? I'd do it myself, but you know, the flippers. Not present in Apr 25th
Alex Ernest Not present I knew we should have bought the automated laser defense system. Not present in Apr 25th
Alex Eustace I sure do hate this cold weather. If you step inside this temple, you can use the magnifying glass on top to melt that ice block. Press the triangle button to step back out. It would be easy to get up to that treasure if you had something to stand on.
Alex Eustace Not present An ice block, yeah that's what you need to reach that treasure. Now how are we going to get one around here? Not present in Apr 25th
Alex Eustace Not present Brrr, I don't know why but I feel reaaalllly cold. Not present in Apr 25th

Bentley's Sublevel

This sublevel can be entered directly via the "Boxing" option in the minigames menu.

Spyro3-FrozenAltarsBentley-Apr25.png
  • Spyro greets Bentley just outside of the portal. In the final, he instead meets him inside a room separate from the rest of the level, like every other critter sublevel.
    • Bizarrely, the room is still present in this version, it just doesn't get used.
    • This is perhaps made even stranger by the fact that this is perhaps the only sublevel where the exit portal is only really there for visuals - exiting the level can only be done through talking to Bartholomew, as the player cannot walk up to the exit portal.
  • As there are no skill points present, there is no skill point to be obtained from this minigame, in this version.
  • The exit portal is missing its swirling visual effect.

Dialogue

All of the dialogue within the sublevel was changed.

Character Apr 25 Dialogue Sep 14 Final Dialogue Notes
Bartholomew Are you ready to box? That dumb yeti took my ball. I told him to give it back or you'd kick his lousy butt, but he wouldn't listen.
Bartholomew Start Boxing?
Yes
No
Fight yeti?
Yes.
No.
Prompt
Bartholomew OK, this is going to be a tough match. Use the triangle button to block high...if you don't press anything you'll block low. The square button is a quick jab, the X button is a body blow and the circle button's the big hookaroo. Good luck! I knew you'd do it. Go and show him not to mess with us. Remember to block his high punches, and hit him low when he tries to block.
Bartholomew Not present Use the ◻ button for a quick jab.
Use the ✕ button for a body blow.
Use the ○ button for the big hookaroo.
Use the △ button to block high.
Bentley blocks low automatically.
Help text, not present in Apr 25th
Bartholomew I don't blame you. That Yeti's really mad after what Spyro did to him back in Avalar. But how will I get my ball back now?
Bartholomew Excellent match my friend! That Yeti didn't stand a chance. His trainer gave me this as a reward. heh heh heh... You really showed him... Hey, wait a minute this isn't my ball!
Bartholomew The Yeti has informed me through his promoter that he's looking for a rematch...right now. You up for it? You should go back and kick his butt again! Make him give me my ball back.
Bartholomew Accept the Yeti's challenge?
Yes
No
Fight yeti again?
Yes.
No.
Prompt
Bartholomew This time it will be a 3 round match, and the Yeti's really looking angry. This time it will be a 3 round match, and when you win, don't let him send you off with a stupid egg!
Bartholomew Take the money and run, eh? Well, I can't blame you. But.. but my ball bwaaaaa.
Bartholomew Two more rounds to go. Only two more rounds to go, you're doing great.
Bartholomew This is the last round. This is the last round, finish him off.
Bartholomew Unbelievable! Undisputed! The Yeti has conceded his final egg and will be skipping the news conference. Hey!!! This isn't my ball, it's just another stupid egg!
Bartholomew You lost, but it was a good match...sort of. Do you want to try again? You lost? But how am I going to get my ball back? You've got to try again.
Bartholomew Start Boxing?
Yes
No
Try fighting yeti again?
Yes.
No.
Prompt
Bartholomew You lost, but you can still keep your belt. Do you want to try again? You lost! Oh, some brother you are. I'm never going to see my ball again, am I?
Bartholomew Start Boxing?
Yes
No
Try fighting yeti again?
Yes.
No.
Prompt
Bartholomew Move along. There's nothing to see here. Oh... I found my ball, I'd forgotten I lent it to Eugene yesterday. No harm done, right?
Bentley Hello Spyro. I just got a page from my little brother, see you around. Ahh, Spyro. I have just received word from my little brother, he appears to be having some trouble with a yeti.

Cat Hockey Sublevel

Apr 25 Prototype Sep 14 Final
Spyro3-Map-31-2-Apr25.png Spyro3-Map-31-2-Final.png
Spyro3-CatHockeyCounters-Apr25.png
  • The goal sections look identical to the ice, rather than each being uniquely textured like in the final.
  • The counter icons instead use a copy of the "0" sprite as a placeholder.
    • The unused cat icon from the final game is still present here.
  • "Errol" is called "Cat Lover".
  • The goal sound effects are missing.
  • The exit portal is missing its swirling visual effect.
  • A moby unique to this version of the game is located within the moby list for this sublevel. The moby appears to be an alternate design for the ice cube which is normally used to freeze NPCs and enemies, but is a different shape and does not appear to be used in-game at all. There is also data for ice fragment models and an animated pool of water to be used in the ice cube's melting animation, very similar to the ones present in the standard ice cube moby, though there does not appear to be a melting animation for the ice cube itself.

Dialogue

"Errol" is called "Cat Lover", and all of his dialogue is different from the final. All of the dialogue that would be used after losing to the Rhynoc is not present - instead, the strings used on first encounter are re-used instead.

Apr 25 Dialogue Sep 14 Final Dialogue Notes
I'm trying to capture enough icecats to enter this year's catsled race, but I'm not quick enough. Can you capture five cats before my arch-enemy does? I challenged a rhynoc to a traditional game of cat hockey, but I think I sprained my flipper during training. Would you mind taking my place?
Chase cats?
Yes
No
Will you play cat hockey?
Yes.
No.
Prompt
To capture the cats, freeze them and push them over here to my scratching post. They love to scratch. Great, freeze the cats and push them into my goal to score.
Not present Push frozen cats into the blue goal.
First one with 5 cats wins.
Help text, not present in Apr 25th
Oh well, maybe later. But if I can't find anyone to play for me I'll forfeit the championship.
I'm just passing time until you catch my cats for me. Don't waste time talking to me, he's gonna score.
Well done, have this. Well done, I think you deserve to keep the champion's cup.
You're done, mister. You gave that rhynoc such a drubbing he's retired from the sport for good.
Not present You should ask for a rematch. I think that guy sprayed catnip in his goal. Not present in Apr 25th
Not present Are you ready to play again?
Yes.
No.
Prompt, not present in Apr 25th
Not present That rhynoc has been gloating ever since he beat you, but I think it was just a fluke. You should ask for a rematch! Not present in Apr 25th
Not present Are you ready to play again?
Yes.
No.
Prompt, not present in Apr 25th

Eggs

Egg Type Apr 25 Name Sep 14 Final Name Apr 25 Description Sep 14 Final Description
Spyro3-Apr25Egg-ID503-504.png
ID 504
Pete Jana A brown dragon with buck teeth that wags its tail A turquoise dragon wearing a bow that spreads its arms
Spyro3-Apr25Egg-ID505.png
ID 505
Jarvis Ba'ah A white dragon that hovers and waves A white dragon wearing a sheep costume that takes off its costume and spreads its arms
N/A N/A Jasper Dragon not present A turquoise dragon that wags its tail
N/A N/A Cecil Dragon not present A grey dragon that sits down and cries
Spyro3-Apr25Egg-ID502.png
ID 502
Gaston Aly A grey dragon that breathes out some bubbles A green dragon wearing a bow that bounces around and spreads its arms
Spyro3-Apr25Egg-ID502.png
ID 502
Alex Ricco A grey dragon that farts out some bubbles A green dragon wearing glasses that does a backflip and spreads its arms

Unused Dragons

Two of the six dragons in this level are not present in-game, and go entirely unused.

While the dragon mobys and dragon names are stored separately, the order of the dragon names consistently matches the order of the dragon mobys, so the names have been included alongside the dragons they seem to correspond with:

  • Dan, a grey dragon with buck teeth that hovers briefly before falling to the ground.
  • Shelly, a green dragon that has a piece of its egg shell land on its head.

It is unclear which of the dragons in the final game each of these dragons would have corresponded with.

The moby list for the level also includes the green egg (moby class 501) which goes entirely unused in this level. Given that Shelly is the only green dragon in this level, it's very likely that Shelly was intended to have used this egg type.

Lost Fleet, Level 32

This level can be accessed via the "Lost Fleet" option on the level select or by using the "Submarines" option on the minigames menu. The internal list of level names lists this level as "Level 32".

General Differences

  • This level uses an entirely unique track that wasn't heard in any form in the final game. Bizarrely, in the final game, it either uses the Super Bonus Round theme or a remix of the Sheila's Alp theme depending on the version that is played, rather than its own unique track - why the track was ultimately removed is unknown. See the soundtrack page for a comparison.
  • This level contains a total of 493 gems, rather than the final game's 600 gems.
  • Spyro is capable of swimming under the acid even after his invincibility runs out. Spyro will still get damaged upon leaving the acid, however.
  • The skateboarding sublevel is still absent, though there's clues they were working on the level.
    • Of course, this means that two of the dragons (normally obtained through the skateboarding missions) are not obtainable in this build.
    • Unsurprisingly none of the HUD graphics used in the skateboarding sublevel are present yet.
  • The invincibility powerup icon which hovers inside the power-up gates looks bizarre and glitchy, and appears to randomly change color (though the color has also seen, oddly, to match Sparx's color, at times). Despite this, the model itself appears fine in model viewers, so the issue appears to be some sort of lighting bug.

Main Level

Apr 25 Prototype Sep 14 Final
Spyro3-Map-32-0-Apr25.png Spyro3-Map-32-0-Final.png
  • A number of structural changes were made around the level. In the second section of the level, after blowing up the first wall, there's a stairway leading to a section that can normally only be accessed after completing the level. In the final game, the stairway is a tall ledge instead, blocking the player.
Apr 25 Prototype Sep 14 Final
Spyro3-LostFleet-Steps-Apr25.png Spyro3-LostFleet-Steps-Final.png
  • In the section at the top of the staircase, there's a tall ledge blocking the lower-left area where a number of crabs are located. As such, this section is still only reachable after completing the level, by using the whirlwind.
Apr 25 Prototype Sep 14 Final
Spyro3-LostFleet-Slope-Apr25.png Spyro3-LostFleet-Slope-Final.png
  • There's another tall ledge in front of where the skateboarding sublevel would normally be located. The placement of objects nearby suggests they may have been preparing to put something there - and, obviously, this would later prove to be a portal.
    • There's no doorway where the portal would normally be located.
Apr 25 Prototype Sep 14 Final
Spyro3-LostFleet-SkatePortal-Apr25.png Spyro3-LostFleet-SkatePortal-Final.png
  • Part of the front of the ship is slightly vertically stretched when compared to its final design, making it harder to jump onto - navigating this area requires a bit more platforming than would normally be required.
Apr 25 Prototype Sep 14 Final
Spyro3-LostFleetShip-Apr25.png Spyro3-LostFleetShip-Final.png
  • The portal frame around the entrance to the submarines sublevel looks a bit different.
Apr 25 Prototype Sep 14 Final
Spyro3-LostFleet-SubsPortal-Apr25.png Spyro3-LostFleet-SubsPortal-Final.png
  • A couple of the glides towards the end of the level were made slightly shorter in the final game.
  • The front of the ship is missing the cannon that is present in the final game.
  • Some additional shading was added to some of the acid around where the hidden egg is located, in the final game.
  • The sublevel portal is missing its swirling visual effect. This also applies to the exit portal within the sublevel.
  • The entrance to the submarines sublevel is misplaced a fair bit in front of the portal, so the player is capable of entering the portal whilst still being reasonably far away from the portal frame.
    • In particular, the misplaced entrance triggers in this version are in front of the portal, rather than just being larger than the portal. As such, it's sometimes possible to get around the entrance triggers or even jump over them and reach the portal geometry without entering the sublevel.
  • This area contains a total of 400 gems, rather than the final game's 389 gems.
Spyro3-CrazyEd-Apr25.png
  • Crazy Ed runs in from slightly to the left of Spyro, rather than slightly to the right of Spyro as in the final game.
  • When Crazy Ed greets the player at the beginning of the level, he continues to perform his running animation instead of stopping. The camera angle is different during this interaction, too.
  • At all points in the level when Ed stops walking, he continuously turns such that he is always facing Spyro. This behavior is never exhibited by him in the final game.
  • When Crazy Ed offers the player the egg at the end of the level, the egg comes directly from the dialogue interaction, rather than coming out of the chest.
    • As a result, the chest never opens, despite already having a fully modelled interior. The chest also has an opening animation, though this obviously goes unused.
  • The chest is quite a bit different in appearance, using different textures. The interior is vertex colored rather than using textures.
Apr 25 Prototype Sep 14 Final
Spyro3-LostFleet-Chest-Apr25.png Spyro3-LostFleet-Chest-Final.png
  • The cannons are similar in design to the ones from Icy Peak, rather than using a unique design.
    • These still use the same moby class as they do in the final though, rather than reusing the mobys from Icy Peak.
Apr 25 Prototype Sep 14 Final
Spyro3-LostFleet-Cannon-Apr25.png Spyro3-LostFleet-Cannon-Final.png
Spyro3-LostFleetSkateboard-Apr25.png
  • Bizarrely, a hovering skateboard can be found hidden near the beginning of the level, in the area that's only accessible once the level is complete. The skateboard only has a few animation frames and no collision, and cannot be interacted with in any way. The skateboard actually doesn't match the one that would be used in this level - rather, it's the skateboard that Spyro uses in the trick round sublevels (in Sunny Villa and Enchanted Towers), as opposed to the skateboard with boosters.
  • There are no vultures in this level.
  • One of the underwater sections contains no gems and so goes essentially unused in this version despite being fully modelled.
    • Furthermore, the extra life jar in this section is also missing.
  • This is one of a small handful of levels where the end-of-level NPC has additional lines of dialogue spoken after they hand you the egg. These lines would be removed in the final due to the fact that these NPCs leave the level upon completing the level, so you'd never get an opportunity to read those dialogue lines even if they were still present.
  • Oddly, this is one of only a few levels in this version where the NPC at the end of the level despawns should the player lose a life or enter a sublevel. The rest stick around.
    • Furthermore, upon re-entering the level using level select cheats, the end-of-level will not return to the level - once again, this is one of only a small handful of levels where the end-of-level NPC doesn't return to the level after re-entry, in this version. This would be normal in the final game, though, so this likely suggests that end-of-level mechanics were slightly further developed in this level than in many of the other levels, likely due to it being a level that was made very early in development.
  • Upon re-entering the level using cheat codes, all of the breakable walls return, for some reason.

Dialogue

Only a couple of Crazy Ed's lines differ from the final. The first is the line he says when awarding the player an egg at the end of the level, and the difference is trivial:

Apr 25 Prototype Sep 14 Final
Wouldja lookit that! Some fool hid a dad gum egg in me treasure. Wouldja lookit that! Some fool hid a dang gum egg in me treasure.

Like in the other levels, Crazy Ed does not leave the level once the level is complete. This level is one of only a small number of cases where the NPC can be spoken to after the level is complete, leading to additional dialogue that was removed in the final game:

Has anyone seen my pick?

This line is particularly notable in the sense that the game's second demo actually contains a recorded line for this dialogue!

The text dialogue had already been removed by the time that demo was built, however.

Sub Chase Sublevel

Apr 25 Prototype Sep 14 Final
Spyro3-Map-32-1-Apr25.png Spyro3-Map-32-1-Final.png

This sublevel can be entered directly via the "Submarines" option in the minigames menu.

  • Like the entrance portal frame in the main area of the level, the exit portal frame looks a bit different.
  • The exit portal is missing its swirling visual effect.
  • The exit portal is placed a bit further in front of the portal frame than where it's supposed to be, so the player can exit the sublevel whilst still being reasonably far away from the portal frame.
  • Part of the ledge surrounding the underwater section is missing, and there's no mouth structure leading to the surface of the acid.
  • The sub counter is not present, nor are the sprites corresponding to this counter.
  • If the player enters the acid without entering the submarine first, all the enemy submarines will be frozen in place.
    • Amusingly, if the player charges any of the submarines while they are in this state, they will take damage. The damage will not be seen immediately, but if the player leaves the acid and re-enters in the submarine, all of the submarines that were charged will instantly and simultaneously be destroyed when entering the acid.
  • The mines have a different appearance, with red spikes!
Apr 25 Prototype Sep 14 Final
Spyro3-LostFleet-Mine-Apr25.png Spyro3-LostFleet-Mine-Final.png
  • No sound plays when the mines are dropped.
  • Oddly enough, the player can still obtain invincibility when travelling through the power-up gate in the sub - normally, the gate would ignore Spyro when he's in the sub. This invincibility also stops mines from hurting the player or damaging Spyro's sub - the mines will instead simply disappear when they touch Spyro's sub. Whether or not this was intentional is unknown.
  • The submarine, when at the surface of the acid, has no collision with Spyro.
  • The submarine strangely appears to hover above the acid after the challenge is complete.
  • In the final game, after finishing each of the missions, the screen will briefly go dark, the music stops and Spyro respawns next to Crazy Ed after a short pause. In this version, there is no pause when the screen goes dark and the music does not stop, meaning the interaction is a lot quicker overall.
  • In the final, hitting the mines makes Sparx disappear. In this version, Spyro only loses one health point every time he hits a mine.
  • When Sparx has disappeared, should the player hit a mine, the "zombie" glitch will activate when Spyro respawns. Spyro will stop interacting with the power-up gates, will fall through the acid and the pause button becomes disabled.
  • As this is the only sublevel where the player is capable of swimming in this version, it's also the only area where a certain glitch can occur - if the player chooses the restart level option whilst underwater, they will be in the swimming state when they respawn, effectively swimming in the air. Talking to Ed and attempting to enter the sub in this state will soft lock the player - Spyro does not enter the sub whilst in his swimming state but the player cannot control Spyro until he enters the sub. The player instead has to exit through the pause menu.
  • This sublevel contains a total of 93 gems, rather than the final game's 111 gems.
    • This is one of a few locations where a gem seems to disappear under certain conditions. If the player starts the level from the main area of Lost Fleet and collects all of the gems in that area, a single green gem will disappear from this section. It's not known why this occurs, but it's assumed to be caused by a glitch. This can decrease the number of gems in this sublevel from 93 to 91.

Dialogue

Crazy Ed's dialogue was mostly only subtly changed in the final. Despite this, the only line which is identical in the final is "Ya kin ride the sub just for fun, if ya like."

Apr 25 Dialogue Sep 14 Final Dialogue Notes
These here waters used to be my favorite divin' spot, but I can't get any loot with these subs patrollin' around. Think you can pilot this sub I bought for scrap? Dese here waters used to be my favorite divin' spot, but I can't get any loot with dese subs patrollin' around. Think you kin pilot dis here sub I bought for scrap?
Ride the sub?
yes
no
Ride the sub?
Yes.
No.
Prompt
Alrighty then. Press the X button to speed up, and when you get a sub in your sights, the torpedo will start to lock on. If you get a good lock-on, fire away with the circle button. Alrighty then. Press the ✕ button to speed on up, and when you get a sub in your sights, the torpedo will start to lock on. If you get a good lock-on, fire away with the ○ button.
Not present Press ✕ to speed up.
Wait for red circles to lock on.
Fire with ○ button!
Help text, not present in Apr 25th
Alright then, I'll see if I can get the durn thing workin'. Ah, dad gum, I gis I'll hafta git it workin' muhself.
Well, I'll be. You've got some mean submarine skills. Why don't you take this here egg. Well, I'll be durned! You've got some mean sub-drivin' skills. Why don't you 'ave dis here egg as a re-ward.
At last, the acid lake is safe fer swimmin' agin'! I wish I could reward ya better, but all I gots left is this other egg. Maybe there'll be something better in this one. Hoooohoooo, at last, the acid lake is safe fer swimmin' agin'! I wish I could re-ward ya better, but all I gots left is dis 'ere other egg. Maybe dere'll be something better in dis one.
Well, I hate t' ask yer help again, but there be even more subs that durn come outta nowheres. If you could blast them, I could use this acid lake as my swimmin' hole again. Well, I hate t' ask yer help again, but dere be even more subs that durn come outta nowheres. If you could blast 'em, I could use dis acid lake as muh swimmin' hole again.
Blast some more subs?
yes
no
Blast some more subs?
Yes.
No.
Prompt
Darn tootin'! Darn tootin'! Git on little dragon!
Not present Press ✕ to speed up.
Wait for red circles to lock on.
Fire with ○ button!
Help text, not present in Apr 25th
Well, come back whenever y' like. Well, come back whenevers y' like.
Ride the sub for cheap thrills?
yes
no
Ride the sub for cheap thrills?
Yes.
No.
Prompt
Have fun! Okey Dokey, take good care of 'er, y' here?
Well, come back whenever y' like. Well, come back whenevers y' like.

Eggs

Egg Type Apr 25 Name Sep 14 Final Name Apr 25 Description Sep 14 Final Description
Spyro3-Apr25Egg-ID503-504.png
ID 504
Willis Craig A blue dragon that is sleeping momentarily before waking up A blue dragon that is sleeping momentarily before waking up
Spyro3-Apr25Egg-ID501.png
ID 501
Trevor Chad A green dragon that has a piece of its egg shell land on its head A green dragon that chases its tail
Spyro3-Apr25Egg-ID505.png
ID 505
Jacko Ethel A white dragon that does the moonwalk A green dragon wearing a bow that scratches its ear
Spyro3-Apr25Egg-ID502.png
ID 502
Bucky Dolores A grey dragon with buck teeth that hovers briefly before falling to the ground A brown dragon wearing a bow that does a backflip and spreads its arms
N/A N/A Oliver Dragon not present A brown dragon that does a cartwheel
N/A N/A Aiden Dragon not present A green dragon that has a piece of its egg shell land on its head

Unused Dragons

Two of the six dragons in this level are not present in-game, and go entirely unused.

While the dragon mobys and dragon names are stored separately, the order of the dragon names consistently matches the order of the dragon mobys, so the names have been included alongside the dragons they seem to correspond with.

Conveniently, the name of one of these dragons - Ichabod - is also used in Lost Fleet in the game's second demo build. This means we can reasonably confirm which of the dragons each of the following correspond to in the final.

  • Ichabod, a blue dragon that does a cartwheel.
    • In the second demo build, Ichabod is a brown dragon that does a cartwheel, and this dragon would become "Oliver" in the final game, with the same model and animation used in the demo build.
  • Hans, a green dragon that does the chicken dance.
    • Likely corresponds with "Aiden" in the final game.

Bentley's Home, Level 36 (Bentley's Outpost)

This level can be accessed via the "Bentley's Home" option on the level select menu. The internal list of level names lists this level as "Level 36".

Differences

Apr 25 Prototype Sep 14 Final
Spyro3-Map-36-0-Apr25.png Spyro3-Map-36-0-Final.png
Spyro3-BentleysOutpost-Door-Apr25.png
  • The theme used in this level is an earlier version of the final track, with some missing instruments and some different volume levelling on the vocals. It's also got a slower tempo than the final theme, which is about 20% faster than this theme. See the soundtrack page for a comparison.
  • There's an archway at the end of the level - presumably intended to represent the entrance to Bentley's home.
  • The exit portal at the beginning of the level is missing its swirling visual effect.
  • Due to incomplete programming, the player cannot leave the level via the portal at the beginning of the level. Instead, the player will return to the level regardless of whether they select "Yes" or "No" when asked if they want to leave the level. Should the player select "No", Bentley says the following to the player, before re-entering the level and returning the player to the stage:
At some point, I'll have to program that. For now, you're screwed.
Spyro3-BentleyDialogue-Apr25.png
  • This level contains a total of 300 gems, rather than the final game's 600 gems.
  • While you can still push one of the crates off the cliff like in the final game, the lack of skill points in this version means that you won't obtain a skill point here.
  • The bunnies have no sound effects.
  • The fodder uses a slightly more basic design with vertex coloring instead of textures and a slightly less goofy-looking eye design.
Apr 25 Prototype Sep 14 Final
Spyro3-BentleysOutpost-Bunny-Apr25.png Spyro3-BentleysOutpost-Bunny-Final.png
  • The extra life jar is missing.
  • Bentley's footstep sounds are a lot quieter than they are in the final game, to such an extent that they can barely be heard over the music.
  • Upon re-entering the level using level select cheats, Bartholomew will not return to the level - this is one of only a handful of levels where the end-of-level NPC doesn't return to the level after re-entry, in this version. This would be normal in the final game, though.
    • Furthermore, on re-entry the pushable blocks in the final section inexplicably sink into the ground, presumably due to a glitch. This allows them to be pushed in ways they're not supposed to and seems to make the level impossible to complete.

Dialogue

Practically all of the dialogue was changed somewhat in the final game, with some lines containing some amusing developer notes. The only line not to change was the line used by Bartholomew when he awards Bentley the final egg of the level.

Character Apr 25 Dialogue Sep 14 Final Dialogue Notes
Bentley Thank you for freeing me Spyro. It is time I pay my little brother a visit. He must be worried sick about me. I will gladly help you on your quest, Spyro, but first I must attend to my young sibling. I'm afraid he may have gotten himself into trouble during my absence.
Bentley Do you want to leave the level? It's good to know that Bartholomew is out of harm's way.
Bentley Leave the level?
Yes
No
Leave the level?
Yes.
No.
Prompt
Bentley At some point, I'll have to program that. For now, you're screwed. I will sojourn amongst the worlds and if I find any eggs I'll do my utmost to recover them for you.
Bentley What are you doing here then? Ah well, I must return to my humble abode, for the time being.
Bentley Not present I'm afraid I still have to attend to the safety of young Bartholomew. Not present in Apr 25th
Bentley Not present Level not finished...
Do you really want to leave?
Yes.
No.
Prompt, not present in Apr 25th
Bentley Not present Well I'd love to leave with you but I still have to look after Bartholomew. Not present in Apr 25th
Bentley Not present I'm afraid my home is still infested with rhynocs, I'll return when they are dealt with. Not present in Apr 25th
Bartholomew Hey bro! Please break that boulder. A swift smack should do the trick. Hey bro! It'd be really cool if you smashed that boulder. A swift smack should do the trick.
Bartholomew The art of club swinging is subtle, but mostly has to do with pressing the circle button. C'mon, c'mon just press the ○ button to swing! your club. I wanna see it break into a million pieces.
Bartholomew I want to go home, but those big bullies are in the way. I heard those big bullies calling you a wuss. You're not going to let them get away with that are you?
Bartholomew Use your spin move to deflect the snowball into the gong. If you use your spin move to deflect the snowball into the gong I bet we can make the roof cave in.
Bartholomew The spin move is merely a press of the square button We have to get the timing just right. Press the ◻ button to spin your club when I throw a snowball.
Bartholomew More big bullies are in the way. It took me forever to train those seals to throw snowballs. Now they've gone and turned on me!
Bartholomew More big bullies are in the way again. Oh no, another seal, and this one looks really mean.
Bartholomew Let's do the gong thing again. Another gong, great. I bet we can cause an avalanche with this one!
Bartholomew Please move that big block out of the way. A stinkin' rhynoc has blocked the way with this box. It shouldn't be any problem for you to push it out of the way though.
Bartholomew Pushing the block is easy. Just stand next to the block and push forward on the directional button. Pushing that block is easy for a big guy like you. Just stand next to the block and push forward on the directional button.
Bartholomew Hmmm. With some clever block pushing, I bet you could bridge that gap. Hey brainiac, you're supposed to be smart. Why don't you try pushing those blocks around to bridge that gap?
Bartholomew It's hard to get home when you're standing in my way. Hey you're in the way. Move it!

Eggs

Egg Type Apr 25 Name Sep 14 Final Name Apr 25 Description Sep 14 Final Description
Spyro3-Apr25Egg-ID502.png
ID 502
Ilya Brian A grey dragon that chases a butterfly A grey dragon that briefly has a butterly in its mouth before spitting it out
Spyro3-Apr25Egg-ID503-504.png
ID 503
Anwar Charlie A white dragon that hovers and waves A green dragon wearing shades that does the moonwalk
Spyro3-Apr25Egg-ID503-504.png
ID 504
Max Eric A turquoise dragon that spins and spreads its arms A turquoise dragon that does a cartwheel

Agent 9's Home, Level 46 (Agent 9's Lab)

This level can be accessed via the "Agent 9's Home" option on the level select menu. The internal list of level names lists this level as "Level 46".

Differences

Apr 25 Prototype Sep 14 Final
Spyro3-Map-46-0-Apr25.png Spyro3-Map-46-0-Final.png
Spyro3-Agent9sLab-Door-Apr25.png
  • Like many levels, this level uses Spooky Swamp's theme as a placeholder. Agent 9's theme is not yet present in this version.
  • There's a large archway at the end of the level - presumably intended to represent the entrance to Agent 9's home.
  • The water is much darker and it does not get lighter as it reaches the shore. The texture used is very messy and seems to be a placeholder, and the water does not ripple like it does in the final.
  • The low-poly model has a ring of grey polygons surrounding its circumference - as a result, getting close enough to the edge of the level for these to render properly will cause strange grey polygons to appear.
  • No gems are present in the level yet, rather than containing 700 as per the final game. A number of objects are also missing from the level, such as a few of the torches, which causes some of the lighting to appear to have no source.
  • The panic buttons are not textured, and instead have a plain red appearance:
Apr 25 Prototype Sep 14 Final
Spyro3-Agent9sLab-PanicButton-Apr25.png Spyro3-Agent9sLab-PanicButton-Final.png
Apr 25 Prototype Sep 14 Final
Spyro3-Agent9sLab-PanicButtonBroken-Apr25.png Spyro3-Agent9sLab-PanicButtonBroken-Final.png
  • The player is awarded the first egg after defeating both sets of birds, rather than just the first.
  • The bombs also take on a different appearance:
Apr 25 Prototype Sep 14 Final
Spyro3-Agent9sLab-Bomb-Apr25.png Spyro3-Agent9sLab-Bomb-Final.png
  • There's no counter to inform the player of how many bombs they are holding, nor are any of the bomb graphics present at all at this point in development.
  • The player can only pick up bombs if they aren't holding any. In the final, the player can refill their bomb count whenever they have fewer than 10 bombs on hand.
  • The egg from the boat begins hatching as soon as it lands next to Agent 9, rather than after the cutscene.
    • Since the egg begins hatching just before the screen fades at the end of the cutscene, the name of the egg will very briefly appear on-screen before disappearing and re-appearing a second time. By contrast, in the final, the egg only begins hatching after the cutscene ends, so the names don't appear twice.
  • While the palm trees can be destroyed, there's no skill point for destroying them all.
    • This is in odd contrast to the game's second demo, where shooting the palm trees does nothing and throwing bombs at them simply makes them shake. It's not known why the ability to destroy the palm trees was removed and then later re-added.
  • The bird cutscene can be skipped using the Start button in the final game, but cannot be skipped in this version.
  • Many sound effects are missing.
    • The professor is silent, even when performing his "A-ha!" animation.
    • No sound effect is made when targeting whilst aiming where to throw bombs.
    • The bombs themselves are also silent, as is the machine that releases the bombs.
    • Trees don't make explosion noises, nor do they make any shaking sounds when they're shot.
    • The rhynocs make no death sounds, but they will make their usual sound when the shield they're holding gets destroyed.
  • The exit portal at the beginning of the level is missing its swirling visual effect.
Spyro3-Agent9Dialogue-Apr25.png
  • Due to incomplete programming, the player cannot leave the level via the portal at the beginning of the level. Instead, the player will return to the level regardless of whether they select "Yes" or "No" when asked if they want to leave the level. Should the player select "No", Agent 9 says the following to the player, before re-entering the level and returning the player to the stage:
At some point, I'll have to program that.
  • One of the Professor's animations is clearly incomplete and looks somewhat unusual.
  • Bizarrely, speaking to the Professor at the beginning of the level and then attempting to leave the level via the portal at the start and then re-entering seems to increment which dialogue is displayed by the Professor. As such, continually incrementing his dialogue will lead to him saying each of his dialogue strings whilst still being at the start of the level, and continuing to increment beyond his dialogue will result in garbage data being read as dialogue, too.
    • The issue corrects itself when the Professor awards the player with an egg in the room with the birds.
  • Dying during or after the section with the birds causes large parts of the level to "reset" back to how they're supposed to be when the level first starts.
    • Specifically, the forcefield collision reappears (though the visuals do not reappear and they only have collision on the sides you'd normally be able to see), the collision on the pedestal disappears (or rather, the collision matches how the pedestal would act if it were down, though the visual model of the pedestal stays up), the panic buttons fix themselves and the targets in the first section reappear.
    • If the player dies after the section with the birds, the stairs in the pedestal room will also go down. If the stairs are still up, the player can fall straight through the floor by walking through the no-collision pedestal walls.
    • Even more bizarrely, if the glitch is triggered after completing the bird room, going back and destroying all these panic buttons and targets seems to trick the game into thinking the level is complete. That is to say, you are automatically teleported back to the end of the level where the professor will give you an egg, even if none of the armored rhynocs have been defeated. It's possible that destroying the panic buttons and targets each a second time may convince the game that the final two sections (each of the armored rhynoc sections) have been completed, causing the behavior.
  • The Professor's automatic talking range after falling off the pedestal will only activate once. As a result, falling off the pedestal twice will result in the player not automatically returning to the pedestal.
    • Falling off the pedestal a single time will also reset all the objects prior to that section, like in the bird room glitches noted above. That is, the force fields, panic buttons and targets will return.
    • Whilst in this intermediate state where Agent 9 has fallen off the pedestal and the Professor has not yet been spoken to, once again the pedestal visual model does not match the collision model. This will return to normal upon completing the pedestal challenge.
  • Like in one of the game's demos, getting shot off of the pedestal while on zero hitpoints will intercept the death animation and put the player into the "Zombie" state where certain state changes will no longer occur to the player. When this occurs the player will not automatically return to the pedestal anymore after speaking to the Professor, and as a result the player will immediately be detected as having fallen off the pedestal, resulting in the challenge failing once again.
    • In the final game, the death animation is allowed to play out and this stops the zombie glitch from occurring.
    • Due to the automatic talking range returning every time you fall off the pedestal in said demo, doing so would normally result in a soft-lock, but in this version as the Professor does not automatically speak to the player this will not cause you to get stuck in a loop. It will restrict the player from progressing, though.
  • If the level is restarted at any point after the pedestal section, the pedestal will (again) still be up upon the player returning to the room, albeit with the collision acting as though the pedestal is down.
  • Strangely, the second set of birds cannot hurt Agent 9, but they can push him around.
  • If the boats have all been destroyed, they'll still come back if the player dies, whereas they stay dead in the final.
Spyro3-Agent9sLab-LightingGlitch-Apr25.png
  • There's an odd visual glitch in the pedestal room where part of the console appears to be lit incorrectly.
  • Weirdly, standing in the corner behind the consoles where the rhynocs spawn in the pedestal room will make the boat counter appear.
  • The rhynocs can also be seen through the floor in the pedestal section, which is not the case in the final game.

Dialogue

Practically all of the dialogue was changed somewhat in the final game, with some lines containing some amusing developer notes. The only lines not to change were the "Leave the level?" prompt and the Professor's "Just a few more enemies left! You can do it!" line.

Most notably, one of the lines refers to rhynocs as "Rinoks".

Character Apr 25 Dialogue Sep 14 Final Dialogue Notes
Agent 9 Look at me! I can talk! What was that? Did you see a rhynoc? I thought I saw a rhynoc! Oooooh, take it from me, Spyro, never spend a week in a cage. Uh, huh, next thing you know your whole island will be knee deep in rhynocs. Well, gotta go, Mr. Laser Blaster and I have a whole lotta work to do.
Agent 9 Do you want to leave the level? Ooooooh weeee, I love the sizzle of a high energy laser on the back end of a rhynoc. Too bad the Sorceress didn't send more of 'em, I was really getting into the zone. Well, now that my island is safe again I guess I'll have to go rhynoc hunting elsewhere... Are you headed out?
Agent 9 At some point, I'll have to program that. See ya later, alligator!
Agent 9 What are you doing here then? I'm just going to patrol the island one last time...
Agent 9 Not present Hiya, Spyro... I'm just off to patrol the island again, you know, in case any rhynocs decided to come crawling back... Not present in Apr 25th
Agent 9 Not present I still haven't finished clearing the rhynocs off the island...
Level not finished...
Do you really want to leave?
Yes
No
Prompt, not present in Apr 25th
Agent 9 Not present I'll be back when I've wiped out the last of the rhynoc menace! Not present in Apr 25th
Professor Ahh, my favorite pupil returns. Welcome back to the island. Follow me. Ahh, Agent 9, my favorite pupil... welcome back to my island laboratory! I'm afraid rhynocs have taken over the whole island... perhaps you could stop them before they destroy all my research.
Professor Why don't you practice shooting before we begin. Shoot these dummies, but be careful, I think a rhynoc might be hidding behind one of the dummies. Ah, it'll be just like old times! Try shooting these dummies to get warmed up, but... err, be careful, I think a rhynoc might be hiding among them...
Professor Not present Shoot all dummies, and the occasional rhynoc... Help text, not present in Apr 25th
Professor A whole bunch of rhynocs are in the mess hall and will head this way as soon as I release this door. They'll keep coming until you shoot the red control panel to disable the door. A vast number of rhynocs are waiting to ambush us as soon as I lower this force field. I expect they'll keep coming until you shoot the red panic button next to the door where they come out.
Professor Not present Shoot the red panic button to lock the rhynocs in. Help text, not present in Apr 25th
Professor There is another metal door at the end of this trail. Try to hit the control panel to lock the door, and be sure to shoot all the Rinoks that already came out. There's another door at the end of this beach, and rhynocs will keep coming out until you shoot the red panic button. Work your way up the beach by dodging and using the natural cover on the right side.
Professor Not present Use L1 and R1 to dodge left and right.
Shoot the rhynocs to reach the door and retake the beach!
Help text, not present in Apr 25th
Professor Try to shoot all targets. You'll need to take out all the rhynocs to secure the beach... and don't forget to dodge!
Professor Not present Shoot the red panic button
Eliminate all rhynocs
Use L1 and R1 to dodge
Help text, not present in Apr 25th
Professor I'll activate an elevating pedestal, from which you can hit some rhynocs that are entrenched behind a control panel. These indicators show that a bunch of rhynocs are hiding behind the display screen. I'll switch on the view pedestal, and you shoot them as they attack! I recommend using your sniper mode.
Professor Not present Shoot the rhynocs as they appear in front of the screen.
Press the △ button to enter sniper mode.
Help text, not present in Apr 25th
Professor Try not to fall off the pedestal. I recommend holding down the R2 button to hold your position. Try not to fall off the pedestal. I recommend using sniper mode to take out these targets. Contrary to what the Professor says, R2 does not lock the player's position - R1 does. Rather, R2 moves the camera, just as it does in the final game.
Professor Not present Press the △ button to enter sniper mode. Help text, not present in Apr 25th
Professor Congratulations, now let's move to the next section You cleared them out! Let's see what kind of shape the machine room is in... I have a feeling the rhynocs haven't been keeping it too clean.
Professor Shoot all the birds out of their nests. This is a great place for sniper mode. Press the triangle button to enter sniper mode, then zoom in with R1, and zoom out with L1. Just as I thought, the machine room is overrun with birds. To target the birds in their nests, you'll want to use sniper mode, then zoom in for pinpoint accuracy.
Professor Not present Press the △ button to enter sniper mode.
Use L1 and R1 to zoom in and out while in sniper mode.
Help text, not present in Apr 25th
Professor Thanks for getting rid of those birds, but I think there are still some birds stuck inside the big machine. I'll turn the machine on to force them out, and you shoot them down. Nice work, Agent 9! Err, I'm not sure if this is a bird egg or dragon egg... what do you think?
Professor Congratulations, the lab's clear. Follow me outside, where I expect we'll find some rhynocs wearing armor. You'll need a more powerful weapon to defeat them. The lab's clear, and it smells better in here already! Follow me outside, where I expect we'll find some rhynocs wearing armor. You'll need a more powerful weapon to defeat them.
Professor These bombs should be highly effective against armor. To throw a bomb, press the square button. If you want to carefully aim your throw, press and hold down the square button. By my calculations, the bombs in this handy vending machine should be highly effective against armor. Give it a shot.
Professor Not present Press the ◻ button to throw bombs.
To carefully aim your throw, press and hold down the ◻ button.
Help text, not present in Apr 25th
Professor Thank you very much for saving my laboratory. Please come back and we'll have milk and cookies. Now, I can resume thinking... Thank you very much for saving my laboratory. Now I can resume thinking...
Professor Not present Now I can switch the gravitonometric generator back on. I hope no birds got in there... Not present in Apr 25th

Eggs

Egg Type Apr 25 Name Sep 14 Final Name Apr 25 Description Sep 14 Final Description
Spyro3-Apr25Egg-ID501.png
ID 501
Tymoteusz Rowan A green dragon that sits down A green dragon wearing a bow that does a backflip and spreads its arms
Spyro3-Apr25Egg-ID501.png
ID 501
Brenda Tony A green dragon wearing a bow that does a cartwheel A green dragon wearing glasses that bounces around and spreads its arms
Spyro3-Apr25Egg-ID502.png
ID 502
Titus Beulah A grey dragon that briefly has a butterly in its mouth before spitting it out A grey dragon wearing a bow that scratches its ear

Unplayable Levels

The following levels are not playable in this build. The names listed alongside them are the names given to the levels in the internal level list.

  • Evening Lake Home (Level 30)
  • Fireworks Factory (Level 33)
  • Charmed Ridge (Level 34)
  • Honey Speedway (Level 35)
  • Scorch's Pit (Level 37)
  • Starfish Reef (Level 38)
  • Midnight Mountain Home (Level 40)
  • Crystal Islands (Level 41)
  • Desert Ruins (Level 42)
  • Haunted Tomb (Level 43)
  • Dino Mines (Level 44)
  • Harbor Speedway (Level 45)
  • Sorceress' Lair (Level 47)
  • Bugbot Factory (Level 48)
  • Super Bonus Round (Level 50)