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Proto:Spyro: Year of the Dragon/April 25th, 2000 build/Midday Gardens Worlds

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

The majority of the Midday Garden worlds are present and playable in this version, with the notable exceptions being Enchanted Towers, Spider Town and Midday Garden itself. It appears as though these worlds took priority at the beginning of development.

Iceberg, Level 21 (Icy Peak)

This level can be accessed via the "Iceberg" option on the level select or by using the "Thief Chase" and "Figure Skating" options on the minigames menu. The internal list of level names lists this level as "Level 21".

General Differences

  • Icy Peak uses Spooky Swamp's theme instead. Icy Peak's theme is not yet present in this version.
  • This level contains a total of 281 gems, rather than the final game's 500 gems.
  • The ice textures are quite a bit brighter, here.

Spyro3-IcyPeakRhynocAnim.gif

  • The level contains an unused 5-frame animation of a rhynoc, similar in appearance to the ones used in the ice dancing sublevel in this build. This animation likely would have been used alongside a counter showing how many of said rhynocs are remaining during the challenge. The animation is also present in the game's second demo build, and only a single frame of the animation remains in the final game, still unused.

Main Level

Apr 25 Prototype Sep 14 Final
Spyro3-Map-21-0-Apr25.png Spyro3-Map-21-0-Final.png
  • The mountains seem to have slightly narrower bottoms than they do in the final.
  • One mountain towards the end of the level was reshaped.
Spyro3-IcyPeakHole-Apr25.png
  • A hidden room containing a rhynoc had its floor retextured.
    • There's also a hole in the wall in this room.
  • The distant island holding an egg is completely empty and is segmented into a higher platform and a lower platform - the two were merged and the general overall shape kept roughly the same in the final.
    • As such this egg is not present. In fact, neither of the eggs placed around the level are present.
    • Furthermore, no rocket is present in the level, as there's also no safe on this island.
    • There's also a second completely empty island in this version.
  • Another island towards the end of the level is also completely empty.
  • The cracked ice in the first building is close to the wall of the room rather than closer to the middle of the room. The tunnel allowing you to enter the room from above is in a different position to its final look (and is notably more primitive in appearance).
  • There's holes in the ceiling above the door that is lowered by Moneybags, that aren't revealed until the door is down.
    • The door also seems to Z-fight with the floor in a way that isn't present in the final.
    • The walls in this room also seem to slope inwards more than they do in the final.
Spyro3-IcyPeakMoneybags-Apr25.png
  • Moneybags requires only 100 gems, rather than the 500 from the final (or indeed the 250 from the earliest demo build).
  • Bob is called "Fenwick" and Doug is called "George".
  • The polar bears have no walking animation, so when Bob (Fenwick) walks away from the cannon, he appears to simply slide along the floor.
  • George (Doug) is placed indoors rather than outdoors.
  • When using the gondola, the camera just follows Spyro (whilst his controls are disabled) rather than showing a cutscene where the gondola moves down the mountain.
    • The gondola makes no sound effects.
    • The platform that the gondola reaches at the bottom of the mountain is a different shape and is slightly elevated rather than simply being an extension of the surrounding ground.
  • The rhynoc normally placed next to the egg placed atop the ledge will attempt to shoot the player whilst they were in the previous section, rather than hiding until the player gets closer to that area.
    • The egg normally on this ledge is not present.
  • There's no vultures in the level yet.
  • The TNT has no lighting sound.
  • The TNT cannot break any of the ice walls in this version.
  • While gem placement changes aren't uncommon at all in this build, there's a particularly unusual case of a firework bottle being placed under a low ceiling, causing the bottle to pass straight through the ceiling after it's lit.
  • The extra life jar is missing.
  • This area contains a total of 233 gems, rather than the final game's 433 gems.
  • The fodder placed around the level are the ones from Lost Fleet rather than the ducks from the final game.
Apr 25 Prototype Sep 14 Final
Spyro3-IcyPeak-Fodder-Apr25.png Spyro3-IcyPeak-Fodder-Final.png
  • The gun rhynocs have a subtly different outfit and aren't wearing their hats.
Apr 25 Prototype Sep 14 Final
Spyro3-IcyPeak-GunRhynoc-Apr25.png Spyro3-IcyPeak-GunRhynoc-Final.png
  • After completing the level, upon re-entering the level using cheat codes, the gondola does not automatically travel down the mountain.
    • However, the gondola can still be used without having to speak to George first upon returning to the level - by contrast, on the first entry into the level, prior to collecting the egg from George, the gondola will not work.

Dialogue

Most of the dialogue changed, though a couple of Bob's lines stayed the same in the final. Moneybags seems to have an unused line, too.

Apr 25 Name Sep 14 Final Name Apr 25 Dialogue Sep 14 Final Dialogue Notes
Moneybags Pay me fat duckets or the chick dies. Step right up, Spyro. Behind this door is the single greatest show on earth! That's right! Ice dancing! Season tickets are available, but you'll have to act fast.
Moneybags Pay ^^^ gems to enter ice rink?
Yes Please
No Thanks
Pay ^^^ gems to enter ice rink?
Sure, it's only money.
Take off, hoser!
Prompt
Moneybags Oooooh yes... precious, precious gems... OK, you can watch the ice capades now. I always knew you were a cultured sort of dragon. Well, step right in, the show's about to start.
Moneybags OK, you can keep your money. What? You don't want to pay? What are you saving your money for, another sequel?
Moneybags Sorry, Spyro, but you'll have to come up with more gems if you want to see the ice dancing. Just between you and me, Spyro, I'd love to let you into the ice dancing competition for free. Really, I would. Unfortunately, however, the upkeep on my zamboni is costing a fortune, so I'll have to ask you to find more gems before I let you in.
Moneybags Activating bellows costs ^^^ gems. Admission costs ^^^ gems. Help text, reuses some text from Cloud Spires.
Moneybags Watch out for hockey players. I have to hurry in myself. I'm one of the judges for tonight's performance.
Moneybags Well, thank you for blasting that ice block for me Spyro. I was beginning to think I'd never see you and your money again! Not present Not present in final, seems to be unused in Apr 25th.
George Doug Have an egg. Heh heh... I put up ice blocks this morning so Bob wouldn't beat me to the ice fishing hole... If you want to try out the hole, you can borrow this fishing lure I've been using.
George Doug Not present Oh, by the way, feel free to use our gondola whenever you want. Not present in Apr 25th.
Fenwick Bob I was supposed to meet George to go ice fishing today... but rhynocs have blockaded the path with ice, so I can't get through. I was supposed to meet Doug to go ice fishing today... but rhynocs have blocked the path with ice, so I can't get through.
Fenwick Bob Ohhh... you shot the ice block... must be beginner's luck. Ohhh... you shot the ice block, eh? Must be beginner's luck.
Fenwick Bob This place is getting too dangerous. If George wants to go ice fishing, he'll have to haul his lazy butt down here! This place is getting too dangerous. If Doug wants to go ice fishing, he'll have to haul his lazy butt down here!

Thief Chase Sublevel

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

  • This sublevel contains a total of 48 gems, rather than the final game's 67 gems.
  • When falling off the level, the player loses a life. In the final, this sublevel is unique in that falling does not result in the player losing a life.
  • The yellow thief starts on the left track and the red thief on the right track, while the final reverses this.
  • The thieves' animations are perfectly in sync when first entering the level, whereas in the final they're slightly offset from eachother.
  • The red thief cannot be hurt while standing on the pedestal, stopping the player from getting the red thief's egg early. In fact, there seems to be some collision completely surrounding the thief while it stands on the pedestal.
    • There is also no skill point for standing on the pedestal, as skill points are unimplemented at this point.
  • The thieves hold egg ID 132 - in this version this amounts to the eggs being green with a white patch. Defeating the thieves, however, will instead present the player with the more common egg types.
  • For some reason, the spawn point is set facing the wrong direction once the player collects one of the eggs. As such, dying after this point will respawn Spyro facing away from the thieves rather than towards them.
    • Since the spawn point seems to only set correctly if a sublevel is entered via the level rather than via the pause menu, this oversight is not present when the player enters this level directly via the minigames menu.

Figure Skating Sublevel

Apr 25 Prototype Sep 14 Final
Spyro3-Map-21-2-Apr25.png Spyro3-Map-21-2-Final.png

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

  • The ice texture is brighter and... less wavey than the final?
  • The main level's theme plays here, rather than the ice dancing sublevel theme, which is not present.
  • The rhynocs in this level have a much more basic design to their final appearance.
    • Curiously, this design seems to match an unused sprite seen in this level in the final game, as well as an unused animation found in one of the demo versions.
Apr 25 Prototype Sep 14 Final
Spyro3-IcyPeak-HockeyRhynoc-Apr25.png Spyro3-IcyPeak-HockeyRhynoc-Final.png
  • The challenge ends abruptly - there is no animation where a shower of roses cover the player and Nancy.
  • The dragon within this sublevel is one of a handful of eggs that are given to the player floating slightly above the ground in this version. As such, the hatched dragon seems to hover above the ground too, which looks a bit unusual.
  • There's some Z-fighting on Nancy's face that isn't as prevalent in the final game.

Dialogue

Three lines of Nancy's dialogue were unchanged, but the rest is different - if only slightly.

Apr 25 Dialogue Sep 14 Final Dialogue Notes
Will you please help me perform my ice dance? Will you please help me perform my ice dance? These mean rhynoc hockey players keep hogging the ice and all I want to do is dance.
Protect dancer from evil hockey players?
Yes
No
Protect dancer from evil hockey players?
Yes.
No.
Prompt
That's ok, I don't mind getting beaten to a pulp over and over by a bunch of vicious hockey players. I'm sure you have more important things to do anyway. Uh...that's OK. I don't mind getting beaten to a pulp over and over by a bunch of vicious hockey players. I'm sure you have more important things to do anyway.
That's ok, it didn't hurt as much as it looked. Let's try again! That's OK, it didn't hurt as much as it looked. Let's try again!
Try again?
Yes
No
Try again?
Yes.
No.
Prompt
We did it! That was my best performance ever! I guess one of the judges didn't like it, though. He threw this egg at me instead of a rose. We did it! That was my best performance ever! I guess one of the judges didn't like it, though. He threw this egg at me instead of a rose. Why don't you have it.
You can be my ice dancing partner in the next olympics! Maybe you can be my ice dancing partner in the next Olympics!
Try again?
Yes
No
Try again?
Yes.
No.
Prompt
Tonight is my big ice dance performance, and these hockey players are ruining it! Every time I start my routine, they come in and smack me with their sticks. I sure wish I had a partner... someone courageous and strong and handsome and... purple... who breathes fire... Tonight is my big ice dance performance, and these hockey players are ruining it! Every time I start my routine, they come in and smack me with their sticks. Oh, I sure wish I had a partner... someone courageous and strong and handsome and... purple... who breathes fire...

Eggs

The thieves hold the somewhat unique egg ID 132 (which are green with a white patch). After defeating the thieves, however, the dragons will instead hatch from more common egg types. Should these ID 132 eggs be forced to hatch via hacking, they'll simply spawn the same dragons they normally would.

Egg Type Apr 25 Name Sep 14 Final Name Apr 25 Description Sep 14 Final Description
Spyro3-Apr25Egg-ID503-504.png
ID 503
Itchy Chet A blue dragon wearing glasses that scratches its ear A blue dragon that sits down and cries
N/A N/A Maynard Dragon not present A blue dragon that spreads its arms before falling asleep
Spyro3-Apr25Egg-ID503-504.png
ID 503
Devin Cerny A blue dragon that sits down and cries A blue dragon wearing glasses that sits down
Spyro3-Apr25Egg-ID503-504.png
ID 504
Abby Betty A turquoise dragon that chases its tail A turquoise dragon wearing glasses that hovers briefly before falling to the ground
Spyro3-Apr25Egg-ID505.png
ID 505
Flip Scout A white dragon that does a flip in the air and then waves while hovering A white dragon that does the moonwalk
N/A N/A Reez Dragon not present A blue dragon wearing bows that wags its tail

Oddly enough, Chet uses a slightly different texture set to all other blue dragons in this version, featuring a different toe design, differently colored back spines, a different nostril shape and color, and a lack of noise detail in some of the back textures. This appears to be a slightly earlier texture set for the dragon than the standard blue dragon textures.

In fact, the same dragon uses these earlier textures in the final game, too - the fact that they're still only present on one dragon at this point in development suggests they were likely used in even earlier versions of the game to this one.

Unused Dragons

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

Thanks to one of the dragons matching the animation of one of the dragons in the final build, it's quite easy to draw a reasonable conclusion about which each of these dragons would have corresponded with.

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:

  • Pfister, a blue dragon that spreads its arms before falling asleep
    • Matches the animation and design of Maynard in the final game, so it is assumed that this dragon would eventually become Maynard.
  • Kevin, a blue dragon that sits down and cries
    • Given that the other dragon likely became Maynard, this dragon likely became Reez later in development.

Swamp Party, Level 23 (Spooky Swamp)

This level can be accessed via the "Swamp Party" option on the level select or by using the "Mini Boss" and "Roo Stomp" options on the minigames menu. The internal list of level names lists this level as "Level 23".

Main Level

Apr 25 Prototype Sep 14 Final
Spyro3-Map-23-0-Apr25.png Spyro3-Map-23-0-Final.png
  • The theme used in this level is an earlier version of the final track, with some missing instruments here and there and some modified synths. See the soundtrack page for a comparison.
  • The bottom half of the skybox is missing. In normal play, this is rarely seen, due to the "bowl" shape of the level.
    • The earliest demo also has a similar issue in the loading screen leading to Spooky Swamp.[1]
Apr 25 Prototype Sep 14 Final
Spyro3-SpookySwamp-Skybox-Apr25.png Spyro3-SpookySwamp-Skybox-Final.png
  • This area contains a total of 286 gems, rather than the final game's 326 gems.
  • In order to obtain the egg for completing this level, the player needs to light all the tea lamps, rather than just speaking to Shiny the Firefly.
    • Bubba the Firefly, who would normally inform you of Sleepyhead's whereabouts, is not present. Instead, Shiny (called "Mr.Shiny" in this version) will relay this information to the player.
  • The Sleepyhead miniboss level portal is found behind Mr.Shiny (at the end of the level), rather than behind the next window, closer to the Sheila sublevel portal.
    • Possibly due to the placement of this character, the camera angle can be a bit unusual when exiting the Sleepyhead sublevel.
  • "Homer the Firefly" is simply called "Firefly" here. As mentioned before, "Shiny the Firefly" is called "Mr.Shiny".
  • The treetop that would normally hold the key was made slightly larger in the final game.
  • The Sheila sign and its associated text are missing.
  • There are only two piranha signs, and neither can be broken.
  • While gem placement is different throughout and not particularly remarkable, there is notably no key or locked chest in this level in this version of the game.
  • Moneybags requires only 100 gems, rather than the 500 from the final.
    • There are a pair of baskets holding pink (25) gems, as well as a couple of loose pink gems on the floor, next to Moneybags - as such, there's always enough gems nearby in order to pay Moneybags. It's assumed this was done to make it a bit easier to play through the preview.
  • Oddly, the hitbox for the large rhynoc is quite a bit wider than it is in the final game, making it very difficult to charge past, even after the rhynoc has been knocked over.
  • For some reason, the crawdad fodder drops its butterfly after they despawn, rather than as soon as they get hit. This is difficult to get used to as it makes recovering health a bit trickier than it normally is.
  • The invincibility frames given to the player after a piranha attack are a lot longer than they are in the final game.
  • No whirlwind to the end of the level spawns after completing this level, nor will it spawn when re-entering the level using cheat codes.
  • Oddly, should the player lose a life or enter a sublevel after completing the level, this NPC will repeat the line he says before giving the player an egg. This dialogue doesn't make a whole lot of sense in this context since he outright claims to be giving the player an egg, so this is assumed to be an oversight.
  • Upon re-entering the level using cheat codes, the tea lamps unlight and the door to Sleepyhead has to be re-opened.

Dialogue

All dialogue is centered in the final, but is left-aligned in this version. As Shiny essentially serves the same purpose as Bubba, Bubba the Firefly is not present in this version, nor is any of his dialogue. All of the remaining dialogue was changed in the final.

Frankly unforgiveably, none of the dialogue is in Haiku form in this version.

Apr 25 Name Sep 14 Final Name Apr 25 Dialogue Sep 14 Final Dialogue Notes
Firefly Homer the Firefly Thank you for getting that nasty alligator off my back. Please light up all our candles. We'll conpensate you accordingly. That gator was mean.
I thought I was a goner.
Thanks for saving me.
Firefly Homer the Firefly There is a mean rhynoc that is ruining our beautiful bayou. He lives in the big house in the middle of the swamp, but if you see him, be careful, he is a powerful magician. Our tea lamps are dark.
Perhaps your hot dragon breath
could set them aglow.
Firefly Homer the Firefly We tried to kick him away, but he has some very powerful bombs he uses against us. I wish I could just knock the bombs back to him and give him a taste of his own medicine No happier sight
Have I seen, than a tea lamp
lit by Dragonflame.
Firefly Homer the Firefly Not present Beware the water.
Snapping jaws of piranha
claim many victims.
Not present in Apr 25th.
Mr.Shiny Shiny the Firefly Thank's for saving me from that nasty rhynoc, but please could you light up all the candles for us? If you do I'll have a present ready for you Not present Not present in final, as there is no requirement to light the tea lamps.
Mr.Shiny Shiny the Firefly Thank's for saving me from that nasty rhynoc. And thanks for lighting up all the candles. Here's a dragon egg we found, as a sign of our appretiation. You are brave, dragon.
Much braver than I, by far.
Here, take this darn egg.
Mr.Shiny Shiny the Firefly Please come back when you light up all the candles. I'll make it worth your while Not present Not present in final, as there is no requirement to light the tea lamps.
Moneybags Moneybags Ah, Spyro. We meet once again. Well, friend or not, I'm afraid there is a small fee to open the door. It will cost you 100 of your gems to cross. This door is jammed shut.
Only the power of gems
Can hope to move it.
Moneybags Moneybags Pay ^^^ gems to open the door?
Yes
No.
Pay ^^^ gems to open the door?
Sure, just shut up.
No, your haiku poetry stinks.
Prompt
Moneybags Moneybags Thank you, Spyro. I hope we meet again, when you have even more gems... You've made a wise choice...
It will mean more eggs for you...
And more gems for me.
Best of all, Spyro...
I can stop speaking Haiku.
What a sweet relief!
Moneybags Moneybags You'll have to pay up sooner or later, it's the only way to get through. Dad gummit, dragon.
Just cough up those stinking gems.
And I can go home.
Moneybags Moneybags Ahem... You can't pass this door without paying, and you do not appear to have enough gems. I can't let you through.
You're too poor to pass this door.
Come back with more cash.
Moneybags Moneybags 100 gems needed to open door ^^^ gems needed to open door Help text, contains specific value rather than ^^^
Moneybags Moneybags Still here? Why don't you help the Fireflies? Stop talking to me.
I hate speaking in Haiku.
Just go find some gems...

Sleepyhead's Sublevel

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

Jack, as seen in-game, appears to have corrupted textures.
  • Sleepyhead takes three hits to defeat, whereas in the final he takes four hits.
  • Getting close to sleepyhead disables the music as if Spyro is near to a portal (in fact, there's a portal hidden in the centre of the arena that is used to exit the level). In the final this music disabling is not present.
  • In the final, fodder is spawned in this level to aid the player. In this version, no fodder is spawned.
  • Sleepyhead's fireball attack is blue rather than red.
  • Re-entering the boss sublevel causes Sleepyhead to respawn. In the final, he does not respawn without the player leaving the level first; instead, the sublevel would be empty.
    • If the player defeats Sleepyhead twice, he'll drop an invisible sparkling object (as if he's dropping an invisible egg), and Spyro momentarily stands motionless in the centre of the arena as if waiting for an egg to hatch, before teleporting out of the sublevel.
  • The dragon - Jack - appears to have corrupted textures. The dragon seems to render correctly in model viewers, so it's assumed that while the textures themselves are not corrupted, they render as corrupted in-game.

Sheila's Sublevel

Apr 25 Prototype Sep 14 Final
Spyro3-Map-23-2-Apr25.png Spyro3-Map-23-2-Final.png

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

The critter room, as seen from the level.
  • Amusingly, the room where Sheila and Spyro meet can be seen very easily from the level. In the final, the room was moved downwards to make it harder to see.
    • A wall nearby was also extended slightly. You can still see part of the room in the final despite these changes, if the player jumps off the tallest mushroom.
  • The breakable walls use a regular wall texture rather than a cracked wall texture. Funnily enough, this texture was also used in the credits model for this level in the final game.
Apr 25 Sep 14 Final (Cutscene) Sep 14 Final (Level)
Spyro3-SpookySwamp-BreakableWall-Apr25.png Spyro3-SpookySwamp-Cutscene.png Spyro3-SpookySwamp-Level.png
  • Both of the twins - "Basho the Firefly" and "Buson the Firefly" - are called "Myopic Twin" here.
  • Like in Sheila's Alp, all the headbash containers are instead safes in this version.
    • For some reason, one of the safes is completely empty.
  • This sublevel contains a total of 214 gems, rather than the final game's 174 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 Spooky Swamp and collects all of the gems in that area, a single red gem will disappear from the beginning of this section. It's not known why this occurs, but it's assumed to be caused by a glitch. This decreases the number of gems in this sublevel from 214 to 213.
  • The cages have a different, more primitive appearance:
Apr 25 Prototype Sep 14 Final
Spyro3-SpookySwamp-Cage-Apr25.png Spyro3-SpookySwamp-Cage-Final.png
  • Due to the positioning of the cages, it's possible to get stuck between the cage and the wall. The cages were moved further from the wall in the final.
  • Oddly, eggs will hatch from far away from the player rather than forcing the player to walk towards the eggs when they hatch. This may be due to the fact that the eggs are, by default, in a state that makes them not hatch when the player gets close - transitioning from this state to the hatching state without being triggered by proximity is possibly what causes the issue.
  • The eggs begin hatching as soon as the cages are open, rather than shortly afterwards.
    • As such, when the eggs hatch, they do so in exactly the same location they were in when they were inside the cage. In the final, they move in front of one of the NPCs before hatching.
    • Since the eggs begin hatching just before the screen fades to black and Sheila respawns next to the fireflies, 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 eggs only begin hatching after the fade to black, so the names don't appear twice.

Dialogue

Like in the main level, all dialogue is centered in the final, but is left-aligned in this version.

Sheila has one line of dialogue:

Apr 25 Prototype Sep 14 Final
Hey Spyro...I was just about to go see my friends the myopic twins. This swamp smells so sweet.
The springtime trees are fragrant.
I'm off to kick butt.

Both twins are called "Myopic Twin" in this version. Like the final game, both of the twins use identical (or near-identical) dialogue blocks. The final dialogue used below is Basho's - places where Buson's is different are referenced within the notes.

Apr 25 Dialogue Sep 14 Final Dialogue Notes
Me and my brother have bombs ready to destroy the gate that holds the eggs. We can't see so good, but if you clear the way for us, we'll let you have them. We have the bombs here.
We must destroy the egg cage.
But we just go boom.

Kangaroo can help!
You can clear the path for us!
Will Sheila help us?
Help the twins?
Yes
No.
Help the firefly bombers?
Yes, I love your freestyle Haiku.
Sorry, just passing through.
Prompt
Can you clear my way as well? You can have the egg if we succeed. If you clear my path
I can blow up the egg cage.
Poor, poor captive eggs.
Help the twin?
Yes
No.
Help the twin?
Yes, of course.
No more Haiku... please!
Prompt
We have freed all the eggs, aren't you happy? The eggs are all free!
Two dragons are born today!
Sheila's my hero.
Ok, here we go! Yes! It's bombing time!
Here I come, my little eggs,
To free you at last!!
Well, maybe some other time... We will be waiting.
When you return to help us,
We shall bomb again!
Not present One egg cage remains.
Will you now help my brother
to free the last egg?
Not present in Apr 25th.
Oddly Buson's line ends with a full stop instead of a question mark.
Would you like to help my brother now?
Yes
No
Will you help my brother now?
Yes.
No.
Prompt
Oddly, Buson's final string has no full stop after "No".
Not present OW...
I went boom again.
Big rocks can be kicked, they say,
Mushrooms must be stomped.
Not present in Apr 25th.
Not present Help the twin?
Yes.
No.
Prompt, not present in Apr 25th.
Not present Yes! It's bombing time!
Here I come, my little eggs,
To free you at last!!
Not present in Apr 25th.
Not present Kick rocks out of the way.
Stomp on mushrooms.
Help text, not present in Apr 25th.

Eggs

Notably, Jack appears to have corrupted textures. The dragon seems to render correctly in model viewers, so it's assumed that while the textures themselves are not corrupted, they render as corrupted in-game.

Egg Type Apr 25 Name Sep 14 Final Name Apr 25 Description Sep 14 Final Description
Spyro3-Apr25Egg-ID502.png
ID 502
Klemens Thelonious A grey dragon that chases a butterfly A grey dragon wearing a bow that spreads its legs
Spyro3-Apr25Egg-ID506.png
ID 506
Hubert Michael A brown dragon with buck teeth that wags its tail A brown dragon with buck teeth that spreads its arms
Spyro3-Apr25Egg-ID501.png
ID 132
Shagor Peggy A grey dragon with buck teeth that hovers briefly before falling to the ground A grey dragon wearing glasses that hovers briefly before falling to the ground
Spyro3-Apr25Egg-ID501.png
ID 132
Alan Michele A brown dragon wearing shades that bounces around and spreads its arms A brown dragon wearing a bow that bounces around and spreads its arms
Spyro3-Apr25Egg-ID506.png
ID 506
Jack Herbi A brown dragon that does a backflip (though its textures appear corrupted in-game) A brown dragon that does a backflip and spreads its arms
Spyro3-Apr25Egg-ID506.png
ID 506
Norton Frank A brown dragon that spreads its arms A brown dragon that bounces around and spreads its arms

The eggs in Sheila's sublevel contain two of the few instances of egg ID 132 being used in this version of the game, and they're also two of the only instances of eggs which can't be collected simply by approaching them.

Rice Paddies, Level 24 (Bamboo Terrace)

This level can be accessed via the "Rice Paddies" option on the level select or by using the "Rhynoc Blast" option on the minigames menu. The internal list of level names lists this level as "Level 24".

General Differences

  • The theme used in this level is an earlier version of the final track, with some missing instruments and vocals that are significantly louder than in the final track. See the soundtrack page for a comparison.
  • This level contains a total of 511 gems, rather than the final game's 500 gems.

Main Level

  • This area contains a total of 363 gems, rather than the final game's 311 gems.
  • The water is slightly brighter than it appears in the final.
  • In the first pool of water it does not contain a breakable wall, nor any extra lives, as it would in the final.
  • The pool of water at the end of the level has a sloped floor rather than a bowl-shaped floor.
    • Amusingly, this makes performing the swim-in-the-air glitch a lot trickier than it is in the final.
    • There's also a rhynoc next to this pool which was moved further away from the pool in the final.
Moby Class 12 - Tiger
  • The oxen are instead replaced with a tiger that had previously been seen in a single pre-release image from a slightly earlier build.
    • The tiger was allegedly cut due to issues with its turning animation - this is perhaps visible here, as the tiger's idle animation involves walking back and forth, jumping into the air and rotating in a slightly unusual manner each time it needs to turn.
    • A few NPC interactions also reference the tigers. Naturally, these were changed in the final.
    • The ID slot for this moby would later be used by Hunter's Harbor Speedway model.
  • No egg thief is present, nor is its egg.
  • The Bentley sign and its associated text are missing.
  • Ling Ling, the panda at the beginning of the level, is not present in this version, nor is any of their dialogue.
  • The large panda boulder seems to be slightly further from the wall as it normally is, since it's very easy to simply slip past the boulder without rescuing either of the pandas at the beginning of the level.
  • There's also an unusual glitch where jumping on top of the pandas while they're pushing the boulder can result in the player getting wedged between the pandas and the boulder. This stops the pandas from moving but doesn't prevent the boulder from rolling, causing the boulder to appear to roll by itself. Once it stops rolling the pandas will stop pushing too, which means they'll stop in a different position than they'd usually stop at. In the final game, the pandas seem to be slightly closer to the boulder when pushing, stopping this glitch from occurring.
  • The first bridge that extends looks unusual when extending, as if half of its polygons are missing.
  • There is no end-of-level dialogue about the emergency escape bridge - rather, the bridge is drawn immediately after the egg is given out.
  • This is also 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.
  • 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.
  • While gem placement changes are not particularly unusual, there is notably no ? jar in this version of the level.

Dialogue

Ling Ling isn't present in this build, and none of their dialogue is, either. Interestingly, though, the name Ling Ling is used by the character in the Rynoc Blast sublevel, rather than being called "Shui" like in the final game.

Apr 25 Name Sep 14 Final Name Apr 25 Dialogue Sep 14 Final Dialogue Notes
Horace Li Do you mind I'm trying to avoid being eaten by a tiger. Do you mind? I'm trying to avoid being trampled by a water buffalo.
Horace Li Get outta my way shortstuff! Please would you be so kind as to step aside.
Horace Li If you rescue Henry we can push this boulder out of the way. If you could rescue Chi Chi we'd be able to push this boulder out of the way.
Horace Li Pushing that boulder was hard work. Pushing that boulder was hard work, but as soon as I've caught my breath I'll return to collecting bamboo. Duplicate, but unused in both versions
Horace Li Wahey. Wahey! Ahem, sorry the excitment got the better of me. Duplicate, but unused in both versions
Cuthbert Tsai Get outta my way shortstuff! Please would you be so kind as to step aside.
Cuthbert Tsai Hey, that guy's trying to blow me up. I'll be with you momentarily, I just need to rest for a second.
Cuthbert Tsai If there were 3 of us we could reach that switch. If only there were three of us I'm sure we could reach that switch to open the drawbridge.
Henry Chi Chi This bugger's trying to belt me with his brolly. Help, help!
Henry Chi Chi Get outta my way shortarse! Please would you be so kind as to step aside.
Henry Chi Chi If you rescue Horace we can push this boulder out of the way. If you could rescue Li we'd be able to push this boulder out of the way.
Henry Chi Chi Pushing that boulder was hard work. Pushing that boulder was hard work, but as soon as I've caught my breath I'll return to collecting bamboo.
Henry Chi Chi Sure is a nice day. Wahey! Ahem, sorry the excitement got the better of me.
Cecil Lei Watch out for those rockets! Please be careful those rockets are dangerous!
Cecil Lei Get outta my way shortstuff! Please would you be so kind as to step aside.
Cecil Lei Now there's a bleedin' tiger in me way. Oh no, I think that water buffalo is going to trample me.
Cecil Lei Can ya toast the lad with the rockets already? Just let me catch my breath.
Cecil Lei If there were 3 of us we could reach that switch. If only there were three of us I'm sure we could reach that switch to open the drawbridge.
Colin Feng If we could reach that switch by the dam we could open the bridge. We would gladly pull the switch to open the drawbridge, if only there weren't all these nasty creatures chasing us.
Colin Feng Get outta my way shortstuff! Please would you be so kind as to step aside.
Colin Feng If there were 3 of us I'm sure we could reach that switch. If only there were three of us I'm sure we could reach that switch to open the drawbridge.
Sing Sing Here, I was hiding this in the temple. We would be honored if you would accept this as a token of our appreciation.
Sing Sing Not present Oh! The emergency escape bridge! Why didn't I think of it sooner? I shall open it right away. Not present in Apr 25th.
Sing Sing Would you like to try some of my medicinal herbal tea? Would you care for a cup of my medicinal herbal tea? Unused in final, also has an unused voice clip in the final!

Rhynoc Blast Sublevel

Apr 25 Prototype Sep 14 Final
Spyro3-Map-24-1-Apr25.png Spyro3-Map-24-1-Final.png

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

  • This sublevel contains a total of 14 gems, rather than being devoid of gems, like the final.
  • For some reason, the water is a lot brighter in the final.
    • That said, its brightness can be seen to flicker for some reason from time to time.
  • There's no powerup gate - rather, Spyro just has his superflame powerup by default when he's on the boat.
Spyro3-RhynocBlastCounters-Apr25.png
  • Unlike the final, there's a counter telling the player how many of the rhynocs have been defeated.
    • The counter uses a 0 symbol as a placeholder icon. There are several levels in the final game where an additional zero can be found in the sprite set, presumably because said levels also used placeholder icons at one point.
    • In the final game, there's actually a set of 8 unused animation frames matching the rhynocs in this level. While they're not present in this version, they presumably would have replaced the placeholder "0" icon at one point of development.
  • "Shui" is called "Ling Ling". The name Ling Ling would be used by a character in the main level in the final.
  • The animations that play when you lose the challenge generally seem to play for a much shorter time before the player respawns than they would in the final.
  • The camera angle which is used when the player speaks to the NPC after a loss seems to be completely different from the final, with Spyro appearing on the right of the screen rather than the left.

Dialogue

Shui's dialogue is all different from the final game.

Apr 25 Dialogue Sep 14 Final Dialogue Notes
Somebody's got to save my panda friends from these rhynocs! They're coming from all sides. Can you save the pandas Spyro? Please help us Spyro! My friends are trying to go home after a long shift in the fields, but rotten rhynocs keep knocking them down. Can you save the panda workers?
You bet!
Um, sounds too tough for me
Flame all rhynocs?
You bet!
Um, sounds too tough for me.
Prompt, oddly has no question text in Apr 25th.
Hop aboard. Make sure to toast the rhynocs, but not my friends! Please, hop aboard. Make sure to toast the rhynocs, but not my friends!
See you later. I'm sure you have many important things to do, but if you could find the time to help please come back.
Not present I'm sure you would succeed if you were to try again. Not present in Apr 25th.
Would you like to try again?
Yes.
No.
Flame all rhynocs?
Yes.
No.
Prompt
Take this shiny egg for good luck. Please take this shiny egg, it will bring you good luck.
You should try some of this bamboo, it tastes great. Would you like to try some of this bamboo, it tastes great.
Not present Thank you for offering to help Spyro, but surely even you wouldn't be able to defeat all those rhynocs until the power up is active. Not present in Apr 25th, unused in final.

Bentley's Sublevel

  • This sublevel contains a total of 134 gems, rather than the final game's 189 gems.
  • Bartholomew is not present in this level, nor is any of his dialogue.
    • As such, the only dialogue in this sublevel is from Bentley when entering the level - however, this dialogue matches the final game.
  • The extra life jar is missing.
  • The TNT makes no explosion sound. The explosion visual effect is different to (and much smaller than) the one used in the final, and the player does not receive the knockback from the explosion that they do in the final.
  • In the final game, boulders will continually roll down the mountain and attempting to turn the camera away from the direction that the boulders would come from will result in the camera attempting to pull back to its natural position, so the player can always see what might be coming down the mountain. When all of the rhynocs have been defeated, boulders and TNT barrels stop spawning and the camera no longer tries to fix behind Bentley. However, in this version, this is not the case - even once the rhynocs have been defeated, the hazards will still continue to spawn and the camera behavior is not disabled.
  • Bentley's footstep sounds are a lot quieter than they are in the final game.

Eggs

Egg Type Apr 25 Name Sep 14 Final Name Apr 25 Description Sep 14 Final Description
Spyro3-Apr25Egg-ID503-504.png
ID 503
Fredrick Tom A blue dragon that covers itself with a piece of its egg shell A blue dragon that does a cartwheel
Spyro3-Apr25Egg-ID502.png
ID 502
Charlie Dwight A grey dragon that hovers briefly before falling to the ground A grey dragon with buck teeth that sits down and cries
Spyro3-Apr25Egg-ID503-504.png
ID 503
Benjamin Madison A white dragon that hovers and waves A blue dragon that scratches its ear
Spyro3-Apr25Egg-ID502.png
ID 502
Tank Brubeck A grey dragon that chases a butterfly A grey dragon that spreads its legs
Spyro3-Apr25Egg-ID503-504.png
ID 504
Zack Rusty A turquoise dragon that spins and spreads its arms A turquoise dragon wearing a bow that spins and spreads its arms
N/A N/A Pee-wee Dragon not present A turquoise dragon wearing glasses that chases its tail

Unused Dragons

This level contains the data for an unused dragon name and model. Assuming that these correspond to the same dragon, it appears as though this is the dragon which would eventually become Pee-wee in the final game. Though the color and animation used by the dragon matches Pee-wee, the name is - confusingly - Madison, a name which was used by another dragon in the level in the final game. Other than the name, it also differs from Pee-wee in that this dragon is not wearing glasses:

  • Madison, a turquoise dragon that chases its tail

Country Speedway, Level 25

One of the few levels in this version using its final name. Despite this, in the internal level list, the level is called "Level 25".

Differences

Apr 25 Prototype Sep 14 Final
Spyro3-Map-25-0-Apr25.png Spyro3-Map-25-0-Final.png
Finnian, as seen in-game, appears to have corrupted textures.
  • The level uses Spooky Swamp's theme, like most levels in this version. None of the Speedway themes are present yet in this version.
  • One of the islands was moved and another was added in the final. The cow that would have stood on this additional island is instead on the land nearby, instead.
  • Both Hunter and the mission he presents to you are not present (and so the egg obtained from the mission is, too). The dialogue associated with Hunter's mission is also missing.
    • The Hunter sign and its associated text are also missing.
  • All objects give out just one red gem, totalling only 32 gems over the whole level.
    • By contrast, in the final, the rings each hold one purple (5) gem, the tractors and cows each have yellow (10) gems and the planes have pink (25) gems, totalling 400 gems.
  • The fairy holding the arrow sign that normally appears during the race is not present.
  • Attempting to exit the level using the option that Sparx presents to you does not work - instead, the level restarts.
    • This is not the same as restarting the level via the pause menu - progress is not reset.
  • The colors used in the cow sprites are slightly off and less smooth than in the final.
  • No sound effect plays when all the objects of a given group have been collected.
  • No "select" sound effect plays at the completion of the time trial mode on the "Best Best Time!" screen when pressing X.
  • The rainbow produced by one of the dragons - Finnian - seems to have corrupted textures.

Dialogue

As Hunter is not yet present, the only dialogue present is from Sparx. All of this dialogue changed in the final.

Apr 25 Dialogue Sep 14 Final Dialogue Notes
Which mode would you like to play? Which challenge would you like to play?
Choose a mode
Time Attack
Race
Quit
Choose a challenge:
Time Attack
Race the Bi-planes
Quit
Prompt
Ok. Here we go. Here's a hint. Try completing each challenge in order. Start with the rings, then get all the tractors, the cows, and save the planes for last. It's not the fastest way, but it is the easiest.
Ok. Here we go. Well the flying pigs are raring to go, let's get started. You have to fly through ALL of the green checkpoint rings in order. The red dots will lead the way.
Not present Fly through all green rings.
Use the red dots to guide you.
Help text, not present in Apr 25th.
Alright, we'll try again later. Aww, do we have to go? I was just kicking back while you were doing all that flying.
You get an egg for that. That was so amazing that everyone in the farmyard clubbed together to buy you this as a reward.
You get an egg for that. First place, you're a pretty fancy flyer.
Not present Aaah, so you're trying for a best time are you? Well good luck. Not present in Apr 25th.
Not present You won't win the race without using the blue turbo stars. Try to use as many as possible, even if it means leaving the red dots, but remember to fly though the rings or you'll be disqualified. Not present in Apr 25th.
Not present Use the blue turbo stars.
Fly through all green rings
Help text, not present in Apr 25th.
Not present Hey Spyro, you don't have to follow the red dots exactly so you can take short cuts between rings. Heres an extra hint, if you fly lower you'll get a little more speed. Not present in Apr 25th.
Not present Cut corners between the green rings.
Flying lower gives you extra speed.
Help text, not present in Apr 25th.
Not present Spyro, these are the famous racing grounds known as Country Speedway. They offer two challenges here: a timed obstacle course, or a race against the local speed champions. Not present in Apr 25th.

Eggs

For some reason, the rainbow produced by Finnian seems to show corrupted textures in-game.

Egg Type Apr 25 Name Sep 14 Final Name Apr 25 Description Sep 14 Final Description
Spyro3-Apr25Egg-ID502.png
ID 502
Rhett Gavin A grey dragon that hovers briefly before falling to the ground A brown dragon wearing shades that hovers briefly before falling to the ground
Spyro3-Apr25Egg-ID503-504.png
ID 504
Finnian Shemp A turquoise dragon that makes a rainbow (though this rainbow looks corrupted in-game) A green dragon wearing a bow that does a cartwheel
N/A N/A Roberto Dragon not present A white dragon that floats inside a bubble and waves at Spyro

Unused Dragons

This level contains the data for an unused dragon name, an unused dragon model and an unused egg moby. Assuming that all of these correspond to the same dragon, it appears as though this is the dragon which would eventually become Roberto in the final game. In fact, the only way in which it differs from Roberto is in its name:

  • Frodi, a white dragon that floats inside a bubble and waves at Spyro
    • Seems planned to have hatched from the white egg (ID 505).

Sgt. Byrd's Home, Level 26 (Sgt. Byrd's Base)

This level is named "Sgt. Byrd's Home" within the level select menu, but the internal list of level names lists this level as "Level 26".

Differences

Apr 25 Prototype Sep 14 Final
Spyro3-Map-26-0-Apr25.png Spyro3-Map-26-0-Final.png
  • 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 in the final track. See the soundtrack page for a comparison.
  • This level contains a total of 108 gems, rather than the final game's 500 gems.
  • The bottom half of the skybox is missing. In normal play, this is never seen, due to the "bowl" shape of the level.
    • The earliest demo also has this issue in the loading screen leading to Sgt. Byrd's Base.[2]
Apr 25 Prototype Sep 14 Final
Spyro3-SgtByrdsBase-Skybox-Apr25.png Spyro3-SgtByrdsBase-Skybox-Final.png
Spyro3-SgtByrdsBase-Door-Apr25.png
  • There's a doorway at the end of the level - presumably intended to represent the entrance to Sgt. Byrd's home.
    • There's also a small unseen and inaccessible room behind the door, even though the door never opens.
  • There's an additional platform in the room with the weights.
  • The platforms that the weights need to be dropped onto are concave rather than convex. They're also a bit wider than their final appearance.
    • The weights behave slightly strangely whilst interacting with them - they slowly move towards the middle of the indent.
  • All of the hummingbirds are green, whilst in the final, the caged hummingbirds are purple and only Cpl. Gabrielle is green.
    • Interestingly enough, the image next to the hummingbird counter is a closer match for the green design than the purple design.
Apr 25 Prototype Sep 14 Final
Spyro3-SgtByrdsBase-Hummingbird-Apr25.png Spyro3-SgtByrdsBase-Hummingbird-Final.png
  • The hummingbird counter is on the left side of the screen, rather than the right side.
  • There's no safe on top of the breakable floor. As such, it's a lot harder for the player to identify where the bomb needs to be dropped for the ground to be broken.
  • The plunger rhynocs are wearing shiny armor. As a result, they need to have bombs dropped onto them in order to be defeated.
Apr 25 Prototype Sep 14 Final
Spyro3-SgtByrdsBase-PlungerRhynoc-Apr25.png Spyro3-SgtByrdsBase-PlungerRhynoc-Final.png
  • There's also a couple plunger rhynocs in the hidden room containing one of the hummingbirds. If it's the last hummingbird, Sgt. Byrd drops his bombs by default, so defeating them would require going all the way to the other side of the level to collect more - presumably this tedium contributed either to the removal of the rhynocs from the room or the removal of their armor.
  • The bombs use a much simpler texture with flatter colors:
Apr 25 Prototype Sep 14 Final
Spyro3-SgtByrdsBase-Bomb-Apr25.png Spyro3-SgtByrdsBase-Bomb-Final.png
  • There is no counter displaying how many bombs are remaining, nor are the sprites corresponding to this counter present at all.
  • The weights have an amusing placeholder texture:
Apr 25 Prototype Sep 14 Final
Spyro3-SgtByrdsBase-Weight-Apr25.png Spyro3-SgtByrdsBase-Weight-Final.png
  • The extra life jar is missing.
  • There are no gophers in this version of the level. As such, the skill point is still not present.
  • For the main NPC to make their way through the level, more enemies need to be defeated along the way than is needed in the final game. Most notably, the room with the weights needs to be cleared of enemies before the hummingbird moves to the next section, whereas in the final game all that is needed is for the door to be destroyed.
  • Due to the fact that the plunger rhynocs are armored in this version, bombs are first presented to the player in the room before where they're first given to the player in the final game. As such, there's also one more bomb respawn spot than there is in the final.
  • When the flying rhynocs are hit by the player's bullet, instead of making an "Oh!" noise and doing a backflip before disappearing, the rhynoc spreads its arms out just before vanishing into a puff of smoke alongside a "poof" noise.
    • Also, none of the flying rhynocs drop gems in this build.
  • When reaching the end of the level, the NPC flies into the cave and next to this doorway, rather than to the middle of the lower section of that part of the map.
    • This also means that additional enemies need to be defeated to complete the level - specifically, a few that are at the cave's entrance.
  • As Sgt. Byrd cannot break vases using his shoulder rockets in this version, a few of the vases here must be bombed instead.
  • Like a few other eggs in this version, the "Sigfried" egg is hovering above the ground when given to the player, meaning the dragon also appears to be hovering above the ground after the egg hatches.
  • Though Zoe cannot zap the player through the door in the second area in the final (the one that requires the weights to open), she can here - this can be used to sequence break, because after death the player respawns inside the door.
  • Should you attempt to land on one of the weights in the second area, prior to speaking to Eric, the automatic teleport will take you to him whilst still holding the weight, and as such you aren't forced to speak to him, due to being pushed outside of his talk radius. In the final, you are unable to grab the weight until after you've spoken to the hummingbird.
Spyro3-SgtByrdDialogue-Apr25.png
  • If the final hummingbird exits its cage when the cage is at an angle, it gets stuck at an angle when it leaves the cage.
  • Strangely, all of the caged hummingbirds refer to the player as "Spyro" rather than "Sgt. Byrd" when freed, likely due to an oversight.
  • 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", Sgt. Byrd 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.

Dialogue

Practically all of the dialogue was changed in the final game, with some lines containing some amusing developer notes. The only line not to change was the "Leave the level?" prompt. Strangely, all of the caged hummingbirds refer to the player as "Spyro" rather than "Sgt. Byrd" when freed, oops!

Apr 25 Name Sep 14 Final Name Apr 25 Dialogue Sep 14 Final Dialogue Notes
Sgt. Byrd Look at me! I can talk! I have to train the hummingbirds. They must be in peak physical condition if we're going to take on the Sorceress.
Sgt. Byrd Do you want to leave the level? Don't worry I'll have the hummingbirds whipped into shape in no time.
Sgt. Byrd At some point, I'll have to program that. Tally ho, Spyro, I'm sure I'll see you around!
Sgt. Byrd What are you doing here then? Any time you wanna leave just say so.
Sgt. Byrd Not present Don't worry I'll have the hummingbirds whipped into shape in no time. Not present in Apr 25th.
Sgt. Byrd Not present Level not finished...
Do you really want to leave?
Yes
No
Prompt, not present in Apr 25th.
Edmond Pvt. Chloe Thanks Spyro. Reporting for duty, sir!
Edmond Pvt. Chloe Not present Free ^ other hummingbird soldiers. Help text, not present in Apr 25th.
Edmond Pvt. Chloe Have an egg. Before I was captured, I recovered this egg from the enemy, sir!
Edmond Pvt. Chloe Not present Reporting for duty, sir! Not present in Apr 25th, as this duplicate is used when there's only one hummingbird left in the final.
Edmond Pvt. Chloe Not present Free 1 other hummingbird soldier. Help text, not present in Apr 25th.
Edmond Pvt. Chloe Free, free at last. Reporting for duty, sir!
Ernie Pvt. Claire Thanks Spyro. Thank you, sir.
Ernie Pvt. Claire Not present Free ^ other hummingbird soldiers. Help text, not present in Apr 25th.
Ernie Pvt. Claire Have an egg. Before I was captured, I recovered this egg from the enemy, sir!
Ernie Pvt. Claire Not present Thank you, sir. Not present in Apr 25th, as this duplicate is used when there's only one hummingbird left in the final.
Ernie Pvt. Claire Not present Free 1 other hummingbird soldier. Help text, not present in Apr 25th.
Ernie Pvt. Claire Free, free at last. Thank you, sir.
Ethan Pvt. Helene Thanks Spyro. What are your orders, sir?
Ethan Pvt. Helene Not present Free ^ other hummingbird soldiers. Help text, not present in Apr 25th.
Ethan Pvt. Helene Have an egg. Before I was captured, I recovered this egg from the enemy, sir!
Ethan Pvt. Helene Not present What are your orders, sir? Not present in Apr 25th, as this duplicate is used when there's only one hummingbird left in the final.
Ethan Pvt. Helene Not present Free 1 other hummingbird soldier. Help text, not present in Apr 25th.
Ethan Pvt. Helene Free, free at last. What are your orders, sir?
Ethel Pvt. Nikita Thanks Spyro. I'm ready to be debriefed, sir.
Ethel Pvt. Nikita Not present Free ^ other hummingbird soldiers. Help text, not present in Apr 25th.
Ethel Pvt. Nikita Have an egg. Before I was captured, I recovered this egg from the enemy, sir!
Ethel Pvt. Nikita Not present I'm ready to be debriefed, sir. Not present in Apr 25th, as this duplicate is used when there's only one hummingbird left in the final.
Ethel Pvt. Nikita Not present Free 1 other hummingbird soldier. Help text, not present in Apr 25th.
Ethel Pvt. Nikita Free, free at last. I'm ready to be debriefed, sir.
Eric Cpl. Gabrielle It's great to see you again after all these years Sgt. Byrd... but what's with the hat? Oh nevermind. Please just follow me so we can clear our aviary of these awful monsters! Sir! The situation is this, yesterday at 1845 hours the rhynocs invaded. We defended as best we could, sir, but without your leadership we didn't put up an effective resistance. By 1900 hours the rest of the squad was captured and the rhynocs had complete control of the base.
Eric Cpl. Gabrielle Kill the rhynoc! Just fire away with your circle button! Recommend you take the enemy out with your rockets by pressing the ○ button, sir!
Eric Cpl. Gabrielle Blow up this door and we can go on through. One carefully placed rocket blast should take this door down, sir.
Eric Cpl. Gabrielle Excellent! Have an egg. Sir! I've captured the enemy rations. They won't march far on an empty stomach.
Eric Cpl. Gabrielle This next door isn't going to shoot open. But you can open by dropping the weights on the switches. To pick up a large item, just land on it. To drop the item, press the square button. To change your view, use the triangle button. Sir! The rhynocs have blocked the way out of this next cave with a security door, and I don't think you'll be able to blast your way through this one. Recommend you land on the weights and carry them to the pressure sensitive security switches either side of the door. When in position press the ◻ button to drop the weight. Press the △ button once to look down, press it again to look up, sir!
Eric Cpl. Gabrielle Land on item to pick it up.
Square button drops item.
Use triangle button to change views.
Land on item to pick it up.
The ◻ button drops item.
Use the △ button to change views.
Help text
Eric Cpl. Gabrielle These enemies are armored, and it doesn't look like those rockets of yours are going to work. Grab a bomb and drop the bombs on them with the square button. If you run out of bombs come back here and pick up some more. Keep fighting the good fight sir! We're almost there, and I'm, uh, right behind you...
Eric Cpl. Gabrielle Drop bombs on armored enemies with square button.
Use triangle button to change views.
Pick up more bombs if you run out.
Not present Help text, not present in final
This would've come after the previous dialogue - however the armored rhynocs were not armored in the final game.
Eric Cpl. Gabrielle Fantastic work. It's great to have you back. Mission accomplished. It's great to have you back, sir.
Eric Cpl. Gabrielle There's another egg around here somewhere, but first you'll have to find all five caged birds and free them. Sir! We need to rescue the rest of the squad before we can launch a raid on the Sorceress's castle.
Eric Cpl. Gabrielle Thanks for rescuing us. Awaiting orders, sir.
Edwin Pvt. Eloise Thanks Spyro. Request permission to cheer, sir... Hip Hip Hooray!
Edwin Pvt. Eloise Not present Free ^ other hummingbird soldiers. Help text, not present in Apr 25th.
Edwin Pvt. Eloise Have an egg. Before I was captured, I recovered this egg from the enemy, sir!
Edwin Pvt. Eloise Not present Request permission to cheer, sir... Hip Hip Hooray! Not present in Apr 25th, as this duplicate is used when there's only one hummingbird left in the final.
Edwin Pvt. Eloise Not present Free 1 other hummingbird soldier. Help text, not present in Apr 25th.
Edwin Pvt. Eloise Free, free at last. Request permission to cheer, sir... Hip Hip Hooray!

Eggs

Egg Type Apr 25 Name Sep 14 Final Name Apr 25 Description Sep 14 Final Description
Spyro3-Apr25Egg-ID503-504.png
ID 504
Sigfried Sigfried A turquoise dragon that scratches its ear A turquoise dragon that has a piece of its egg shell land on its head
Spyro3-Apr25Egg-ID501.png
ID 501
Myles RyanLee A blue dragon that has a piece of its egg shell land on its head A blue dragon that hovers briefly before falling asleep
Spyro3-Apr25Egg-ID505.png
ID 505
Kanta Roy A white dragon that hovers and waves A turquoise dragon that covers itself with a piece of its egg shell

Oddly enough, Myles's feet are missing the toe texture in this version for unknown reasons. This was corrected later in development.

Level 27 (Spike's Arena)

The internal list of level names lists this level as "Level 27". This level is not accessible under normal means using the level select menu, but can be accessed using memory editing or with the following cheat code:

Up, Down, Up, Down, Left, Right, Left, Right, Square, Square, Up

Differences

Spyro3-SpikesArena-Apr25.png

Like many levels, this level uses the Spooky Swamp theme as a placeholder. Sgt. Byrd and the player's vehicle are not present in this version, nor is any of Sgt. Byrd's dialogue.

The fight takes a slightly different format, with all of Spike's hitpoints requiring he be hit with a boulder, instead of only the first two or three. Spike has about six hitpoints in total, and Sgt. Byrd is not present to assist the player (nor is any of his dialogue). The health bar is on the bottom left of the screen and has a blue rim, rather than being on the bottom right with a yellow rim. No egg is awarded to the player upon completion, but some data corresponding to a dragon is present.

When attacking, Spike first absorbs the boulders into his weapon just as he would with the powerups in the final. The attack he performs depends on how many hit points he has remaining.

  • If he has 5 or 6 remaining, his attack is the wave attack he uses when absorbing red powerups in the final.
  • If he has 3 or 4 remaining, his attack is the zap attack he uses when absorbing blue powerups in the final.
  • If he has 1 or 2 remaining, his attack is an entirely new attack that electrifies a large portion of the arena, and will affect Spyro even if he's not touching the ground. The electric field effect can be avoided, but the player needs to be quite far from Spike in order to not get hurt by it.

When Spike is on 1 or 2 hits remaining, a volcano emerges from the middle of the arena. Once Spike is on 1 hit point remaining, the volcano begins spewing rocks around. Neither the volcano nor the rock moby can be found within the final game, and in fact no objects in the final game use their IDs.

The volcano has no low poly model, and can disappear from view when the player is only a short distance away from it.

Spike also uses his usual electric ball attack in all stages of the fight. The bullets shot by Spike seem to home towards the player quite a bit more than they do in the final game.

Spike seems to have a smaller hitbox than he does in the final, and the player can hug against his legs quite tightly to avoid taking damage from his attacks. Under certain (currently unknown) conditions, the skybox graphics in this level may begin to de-render, which can result in some unusual and dramatic visual glitches.

The skybox seems to be missing its bottom half, and the top half seems to be colored slightly differently. In normal play, the bottom half of the skybox is difficult to see, due to the "bowl" shape of the level.

Apr 25 Prototype Sep 14 Final
Spyro3-SpikesArena-Skybox-Apr25.png Spyro3-SpikesArena-Skybox-Final.png

Like most levels in this build, this level uses Spooky Swamp's theme instead of its final theme. The Spike's Arena theme is not yet present in this version.

Unused Dragons

The only dragon in this level's data is inaccessible in this version. It is assumed that the dragon name, model and egg moby present in this level's data would correspond to the egg given to the player once Spike is defeated, so this dragon data has been compared against the dragon obtainable in this level in the final game:

Egg Type Apr 25 Name Sep 14 Final Name Apr 25 Description Sep 14 Final Description
Spyro3-Apr25Egg-ID506.png
ID 506
Terence Monique A brown dragon wearing shades that bounces around and spreads its arms A grey dragon that chases a butterfly

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.

  • Midday Garden Home (Level 20)
  • Enchanted Towers (Level 22)
  • Spider Town (Level 28)