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Proto:Spyro: Year of the Dragon/April 25th, 2000 build/Sunrise Spring Worlds

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

Although the world is unnamed in this version, most of the Sunrise Spring worlds are present and playable in some form. That does not mean these levels are anywhere near completion, though.

Level 10 (Sunrise Spring Home)

The internal list of level names lists this level as "Level 10". This level is not accessible under normal means using the level select menu, nor through the use of the level select cheats, but can be accessed using memory editing. Attempting to warp to the level using cheat codes or by basic memory editing via the pause menu seems to consistently result in a crash, however, so it's recommended that the level is entered via the main menu.

General Differences

Apr 25 Prototype Sep 14 Final
Spyro3-Map-10-0-Apr25.png Spyro3-Map-10-0-Final.png
  • Sunrise Spring uses Spooky Swamp's theme instead. Sunrise Spring's theme is not yet present in this version.
  • There are no gems in the level, rather than the 400 gems present in the final game.
  • Both extra life jars are missing.
  • Some animation data appears to be absent, causing certain animations to horribly deform Spyro's model.
    • Swimming, flying or even simply waiting too long on the spot can cause this deformation.
  • Several visual and structural changes were made to the level:
    • The ledge outside the cave where an extra life is normally held is on a different mountain.
    • The wall behind the Sheila's Alp portal uses the grass texture instead of the wood texture.
    • The ledges in the gliding challenge section were reshaped slightly - as a result, the glide is slightly longer in this version.
    • The hole in the ceiling of the room with the balloon was made wider in the final.
Spyro3-SunriseSpring-MushroomSpeedwayPortal-Apr25.png
    • There is no Mushroom Speedway portal - instead, there is a room in its place that Spyro can enter.
      • Oddly, there's something in the level's collision model in the middle of the room, but it's not clear what it is.
    • There is no visible wall behind the Molten Crater portal. Despite this, it acts as a solid wall, even when the portal is activated.
      • Similarly, the Cloud Spires and Seashell Shore portals are completely solid and cannot be entered, even when the Seashell Shore portal is not active.
    • All portals are missing a couple of polygons in their frames - this results in awkward gaps appearing above the portals when those portals are active.
  • Hunter, as seen in this level, uses different textures to his final appearance.
    • Specifically, he matches his Spyro 2 appearance - he has a purple patch on his right arm and his eyes are brown.
  • Bianca seems to be using placeholder textures.
Apr 25 Prototype Sep 14 Final
Spyro3-SunriseSpring-Bianca-Apr25.png Spyro3-SunriseSpring-Bianca-Final.png
  • Bianca's talkbox is a bit different to how it is in the final game. Specifically, in the final, touching anywhere on the platform she lands on that is in front of the portal will activate her sequence, but everywhere behind the portal is not recognised by her. However, in this version, one can stand on the platform in front of the portal without activating Bianca so long as they're not too close to the portal. At the same time, standing behind the portal can still activate her, which can cause Spyro to walk straight into the Sunny Villa portal.
  • Hunter awards the player an egg outside the Cloud Spires portal instead of in the cave.
  • Hunter's "Triangle To Talk" message is only about half way up his body rather than above his head.
  • Zoe sits in the part of the cave above the power-up rather than next to it.
    • Her line of dialogue suggests she would activate the power-up gate within the cave, but it's actually active even before you speak to her.
    • Interestingly, speaking to Zoe here triggers one of the bytes in the NPC interactions array, suggesting that it would have done something important. In the final, this byte was instead used by Agent 9 in Fireworks Factory.
  • There's no rock containing an egg near the Molten Crater portal.
  • The level contains two sheep, rather than five.
  • The egg reached by using superfly is surrounded by an invisible moby (object) that causes the player to automatically stop flying if the egg is present, in the final game. This moby seems to be absent in this version.
    • Furthermore, the superfly timer does not end when collecting the egg, and so Spyro can continue flying momentarily afterwards. In the final, powerup timers are instantly set to zero upon collecting an egg.
  • Bizarrely, an entirely unique egg moby is used in this level, when compared to other levels, meaning they also take an entirely unique appearance here, too. See the eggs section for more details.
  • Molten Crater and Seashell Shore require 5 and 7 eggs respectively, as opposed to the 10 and 14 of the final game.
    • We can also see how the egg icon shown within the deactivated portals changed from the final build. Somewhat unsurprisingly they match the green eggs seen in a number of levels in this version:
Apr 25 Prototype Sep 14 Final
Spyro3-PortalEggModel-Apr25.png Spyro3-PortalEggModel-Final.png
  • Only NPC-given eggs seem to increment the egg counter (which is hidden from the player's view in this version). As a result, there's not enough of these eggs within the level to allow you to activate either of the portals, but using the max gem and egg totals cheat code will allow you to unlock the portals:
    • Both NPCs use the same string before entering their respective portals.
    • The Tiki Dude's animations seem to be incomplete.
  • Unlike the final game, no portals can be found hiding beneath the level in inaccessible areas whilst the portals are inactive.
  • The Sunny Villa "Level 11" portal text only appears on one side of the portal, rather than both.
    • The same is not true for the Seashell Shore "Level 14" portal text.
Spyro3-SunriseSpringMoneybags-Apr25.png
  • When Moneybags is paid, the Sheila's Alp portal does not open, nor is the cutscene that would normally play afterwards present.
    • As a result, Moneybags does not despawn after the interaction. In the final game, should the player force the game to not depawn Moneybags, he has an otherwise unused placeholder line simply saying "..." - in this version, Moneybags instead says "Piss off" during this interaction.
    • Oddly, no name appears on top of the dialogue box when he says this.
    • Moneybags requests 100 gems from the player in this version, instead of 300.
  • Hunter does not disappear from the lake after the underwater egg is collected, as he would in the final game. Instead, he'll still inform Spyro to "Go jump in a lake." if Spyro hasn't already spoken to him, and his automatic talkbox continues to be present too, even after the egg is collected.
    • Hunter's talking radius is a bit larger than it is in the final when he's standing next to the lake, and as such, Spyro will automatically talk to him even when standing behind Hunter.
    • Hunter will only deliver his "Go jump in a lake." line one time - once he's said it, he won't repeat it. In the final, he will repeat it as many times as the player chooses, until he despawns from the level.
  • There is no sign where the player would normally interact with Zoe to go to Crawdad Farm. Furthermore, Zoe is also not present, nor is any dialogue representing this interaction.
    • As such, the dialogue shown on this sign is also not present.
  • Zoe is not waiting in front of the Sunny Villa portal, nor by the Molten Crater portal, to talk to the player about the camera. No dialogue corresponding to these interactions are present.
    • Similarly, she does not wait in the archway to the room containing the Balloon to warn the player that the game is hacked, nor is there any trace of this dialogue.
  • The balloon is totally absent from the level, as are both of the other vehicles.
  • Sheila is not present, nor is any of the dialogue corresponding to her encounter.
    • The cage she's normally in isn't around either, nor is the sign that's normally nearby.
  • There's some missing collision at the top of the waterfalls. As a result, if the player charges through the top of a waterfall at the correct angle, they can very easily perform the swim-in-the-air glitch in this level, something that cannot be done as easily in the final game.
    • If this fails but the camera still passes through the waterfall, it can trigger the underwater colour filter even though Spyro is not swimming. This filter is present in Spyro 2 as well but was removed in the final version of Spyro 3.
  • The portals in this level appear to have had their skyboxes shifted in the final game. The Sunny Villa portal seems to point at a different part of the skybox than it does in the final game.
Apr 25 Prototype Sep 14 Final
Spyro3-SunriseSpring-SunnyVillaPortal-Apr25.png Spyro3-SunriseSpring-SunnyVillaPortal-Final.png
  • The Cloud Spires portal skybox was shifted slightly.
Apr 25 Prototype Sep 14 Final
Spyro3-SunriseSpring-CloudSpiresPortal-Apr25.png Spyro3-SunriseSpring-CloudSpiresPortal-Final.png
  • The Molten Crater portal skybox is perhaps the most noticeably different portal skybox, once again pointing the wrong way.
Apr 25 Prototype Sep 14 Final
Spyro3-SunriseSpring-MoltenCraterPortal-Apr25.png Spyro3-SunriseSpring-MoltenCraterPortal-Final.png

Dialogue

The NPCs seem to universally have placeholder dialogue in this level. They're a lot ruder than normal, too!

Apr 25 Name Sep 14 Final Name Apr 25 Dialogue Sep 14 Final Dialogue Notes
Bianca Pretty cool rainbow, huh? So... you're the one in charge of rescuing the eggs, huh? Heh heh heh... How sad... Look here, dragon, if you know what's good for you, you'll turn around and crawl back up that hole you came through. Those eggs belong to us now, and I've hidden them in places you'll never find in a thousand years! Besides, even if you could find an egg, our expertly trained armies will dispose of you and take it back. Do I make myself clear? If I find you here again, I am going to be verrrrry angry... and you won't like me when I'm angry...
Zoe That thingy down there is a powerup. I'll just turn it on for you. This is a superfly powerup Spyro. Whenever you walk through any powerup that looks like this one, it will allow you to fly for a while...
Seal Dude Snappy the Seal Go get the other NPCs or something. I want to repay you for saving me from that octopus. We can help you use this hot air balloon, if you just bring back someone from each of the other worlds. Unused in this version
Seal Dude Snappy the Seal Not present I think something is draining the magic out of the world. They say things have been going downhill ever since the dragons left here a thousand years ago. Not present in Apr 25th
Seal Dude Snappy the Seal Let's head on over to the balloon. Let's head on over to the balloon! Unused in this version
Seal Dude Snappy the Seal Like, you need more eggs, dude. Here I was, about to go for a nice swim at Shell Beach, and my portal just disappeared right in front of me. If you go find some more of those dragon eggs, I bet this portal would turn on again.
Seal Dude Snappy the Seal ^ eggs needed to open portal ^^ eggs needed to open portal. Help text
Seal Dude Snappy the Seal I see you've got the huevos, but do you have the cojones? Yay, my portal is working! I'll see you at the beach!
Seal Dude Snappy the Seal Not present The balloon's all ready, sir! Just jump on! Not present in Apr 25th
Hunter Go jump in a lake. I see an egg at the bottom of this lake. I would go get it, but I don't want to get my fur all wet. Maybe you could get it. You can dive underwater by pressing the ◻ button when you're on the surface, and charge underwater by holding down the ◻ button.
Hunter Not present Press ◻ button to dive underwater
Press ✕ button to swim
Hold down ◻ button to charge underwater
Help text, not present in Apr 25th
Hunter Not present Remember, press the ◻ button to dive underwater. Then, when you are under the surface, hold down the ◻ button to charge. Not present in Apr 25th
Tiki Dude Rocky Go get the other NPCs or something. If you can bring back one person from each of our five worlds, we can help you use the balloon. Unused in this version
Tiki Dude Rocky Like, you need more eggs, dude. I'm late for a dinner party at the Tiki Lodge, and the portal to my home just stopped working. Maybe the portal will reactivate after a few more dragons hatch.
Tiki Dude Rocky ^ eggs needed to open portal ^^ eggs needed to open portal. Help text
Tiki Dude Rocky I see you've got the huevos, but do you have the cojones? At last, my portal is working again! Come visit me at the Tiki Lodge!
Tiki Dude Rocky Not present This balloon will take you to the great Tiki Lodge in the sky! Just jump on when you're ready. Not present in Apr 25th
Lion Dude Mayor Leo Go get the other NPCs or something. I don't know how this balloon works, but I think we can get it working for you if you bring back someone from each of the other worlds. Unused in this version
Lion Dude Mayor Leo Let's head on over to the balloon. Let's head on over to the balloon! Unused in this version
Lion Dude Mayor Leo Not present I guess you just hop in the balloon, now... Don't ask me how it works, I just showed up for the punch and cookies, a ha ha ha. Not present in Apr 25th
Weather Dude Cumulus Go get the other NPCs or something. This is a balloon that will take you to a new land, but we can't use it until you bring back one person from each of the five worlds. Unused in this version
Weather Dude Cumulus Let's head on over to the balloon. Let's head on over to the balloon! Unused in this version
Weather Dude Cumulus Not present Hop in the balloon whenever you want, Spyro! Not present in Apr 25th
Hunter First press X to jump, then press X again to glide. Glide over to that portal like this. Yo, Spyro! I just found one of those portal thingamajigs that leads to a different world, but you'll have to glide to get across to it. Press the ✕ button to jump, then press the ✕ button again while you're in the air to glide! Just follow me...
Hunter Not present Press ✕ button to jump.
Press ✕ button in mid-air to glide.
Help text, not present in Apr 25th
Hunter To get the best glide, press X at the top of your jump. To get the best glide, press the ✕ button at the very top of your jump.
Hunter Here's some crap. Oh, I almost forgot, I found this egg!
Hunter To get even more distance out of your glide, use the Pop-Up. Press triangle while gliding to Pop-Up. To get the best glide distance, press the ✕ button while walking forward, then press it again at the top of your jump. Finally, press the △ button just before you get to the landing to hover. Oddly, the hover is called the "Pop-Up" here
Hunter Not present Pressing the △ button gives you extra glide distance! Help text
Hunter Not present I saw something shiny in that cave over there...let's go check it out! You can get there by hovering. To hover, just press the △ button at the end of your glide!
Hunter Not present Press the △ button at the end of your glide to hover.
Hovering will give you extra height and distance.
Help text
Hunter Not present There's definitely something shiny at the bottom of this hole. I was about to jump down there, but I think I hear running water and I hate to get wet. It's a cat thing.
Moneybags Not present Spyro! My my, how funny to see you here! Why, I haven't seen you since we defeated Ripto in Avalar... heh heh... Well, my business went into a slump after you left, so I came here and struck up a nice deal with the local Sorceress. Lovely woman, she is. Seems to be very fond of dragons, too... Not present in Apr 25th
Moneybags I'm supposed to get some money from you. I'm getting paid a fortune to keep Sheila the Kangaroo locked up... heh heh... the pesky animal must have been causing a lot of trouble for that poor Sorceress... I suppose I could accidentally let the kangaroo escape... if you were to pay me, say...a small fee.
Moneybags Pay ^^^ gems to free the critter?
Yes
No
Pay ^^^ gems to free Sheila?
Sure.
No thanks.
Prompt
Moneybags Thanks. Ahhh, Spyro, I love your sweet naivete... Your kind-hearted nature might be your downfall someday, but for the time being it's making me rich!
Moneybags Cheapskate. Well, don't worry, Spyro. Sheila won't stay in jail forever... The Sorceress is thinking about having her executed next Thursday.
Moneybags You don't got no money. The Sorceress has asked me to guard Sheila the Kangaroo. I suppose, if you had a bit more money, I'd be willing to let her escape. Then you could keep her for a pet or something.
Moneybags 100 gems needed to free critter ^^^ gems needed to free Sheila. Help text - text actually includes value in Apr 25, not ^^^
Moneybags Piss off ... No character name is shown, unused in final
Zoe Not present Spyro, I've found an egg, but only Sparx will be able to reach it. There's a small hole that leads to a crawdad farm. I can take him there if he's ready. Not present in Apr 25th
Zoe Not present Enter Crawdad Farm bonus world?
Yes.
No.
Prompt, not present in Apr 25th
Zoe Not present Sparx has already recovered the egg from the crawdad farm, but he can go back if he wants to practice. Not present in Apr 25th
Zoe Not present Return to Crawdad Farm bonus world?
Yes.
No.
Prompt, not present in Apr 25th
Zoe Not present Nice work Sparx! You've beaten the Crawdad King and found the lost egg. Not only that but some of the dragon magic seems to have rubbed off on you. Now you can pick up gems when they're even further away from Spyro. Not present in Apr 25th
Zoe Not present Yes. Unknown where these are used, not present in Apr 25
Zoe Not present No. Unknown where these are used, not present in Apr 25
Zoe Not present Your game camera is currently in 'Passive' mode. This mode requires you to control the camera yourself, and moves more slowly. Not present in Apr 25th
Zoe Not present If you like, I can change the game camera to 'Active' mode. In 'Active' mode, the camera moves much faster. Not present in Apr 25th
Zoe Not present Change game camera to 'Active' mode?
No.
Yes.
Prompt, not present in Apr 25th
Zoe Not present OK, I won't change it. Not present in Apr 25th
Zoe Not present Your camera is now in 'Active' mode, and will move faster. If you don't like it, come back and see me, or change it yourself by using the Options Menu. Not present in Apr 25th
Zoe Not present Do you like the 'Active' camera mode? If not, I can set it back to the 'Passive' mode. Not present in Apr 25th
Zoe Not present Change game camera to 'Passive' mode?
No.
Yes.
Prompt, not present in Apr 25th
Zoe Not present OK, I won't change it. Remember, you can change the camera mode yourself by using the Options Menu. Not present in Apr 25th
Zoe Not present The game camera is now in 'Passive' mode. If you want me to change it again, just ask! Not present in Apr 25th
Zoe Not present I'm sorry, Spyro, but you seem to be playing a hacked version of this game. This may be an illegal copy. Since this copy has been modified, you may experience problems that would not occur on a legal copy. Not present in Apr 25th
Zoe Not present Hi Spyro. To look left or right, press the L2 or R2 buttons. To quickly center the camera behind you, press the L1 or R1 button. You can look all around by holding the △ button down. Not present in Apr 25th
Zoe Not present Use L2 and R2 buttons to rotate camera.
Press L1 or R1 to center the camera.
Hold △ to look around.
Help text
Not present Sheila the Kangaroo Not present Hi, Spyro. If you bring someone back from each of the five worlds, we'll have enough weight to pull down this balloon for you. Not present in Apr 25th
Not present Sheila the Kangaroo Not present Let's head on over to the balloon! Not present in Apr 25th
Not present Sheila the Kangaroo Not present This balloon will take you to a land closer to the Sorceress, Spyro. You can also use it to come back here whenever you want to. Not present in Apr 25th
Not present Sheila the Kangaroo Not present Thanks for freeing me. Why don't you come visit me in my home world? Not present in Apr 25th

Some additional notes:

  • Moneybags does not despawn after being paid. In the final game, should the player force the game to not depawn Moneybags, he uses the aforementioned "..." line as a placeholder.
  • Zoe's dialogue about Crawdad Farm is not present.
    • Similarly, as the Sparx sign is not present, the dialogue shown on this sign is also not present.
  • Zoe is not waiting in front of the Sunny Villa portal, nor by the Molten Crater portal, to talk to the player about the camera. No dialogue corresponding to these interactions are present.
  • Similarly, she does not wait in the archway to the room containing the Balloon to warn the player that the game is hacked, nor is there any trace of this dialogue.
  • Sheila is not present, nor is any of the dialogue corresponding to her encounter.

The only line of dialogue in this level which matches the final is a line from Rocky ("Tiki Dude") - "Let's head on over to the balloon."

Eggs

One of the five dragons in this level is not present in-game, but there is an unused dragon and name in this level's data, which are assumed to correspond to the same dragon. Notably, the dragons in this level seem to be copy-pasted from Lost Fleet, in name, appearance and animation.

For some reason - possibly because this level seems to be experimenting with a different egg moby to other levels, and because it's given by an NPC - no egg appears when Hunter gives the player the dragon "Willis", no egg appears. Rather, the sparkles that would normally spawn beneath the egg appear before the dragon spontaneously materialises.

Egg Type Apr 25 Name Sep 14 Final Name Apr 25 Description Sep 14 Final Description
Spyro3-Apr25Egg-ID132-SunSpr.png
ID 132
Bucky Isabelle A grey dragon with buck teeth that hovers briefly before falling to the ground A grey dragon that hovers briefly before falling to the ground
(None) Willis Coltrane A blue dragon that is sleeping momentarily before waking up A green dragon that wags its tail
Spyro3-Apr25Egg-ID132-SunSpr.png
ID 132
Trevor Ami A green dragon that has a piece of its egg shell land on its head A blue dragon wearing bows that does a backflip and spreads its arms
Spyro3-Apr25Egg-ID132-SunSpr.png
ID 132
Ichabod Bruce A blue dragon that does a cartwheel A blue dragon that spreads its arms
N/A N/A Liam Dragon not present A grey dragon that sits down and cries

Later on in development, "Bucky" would appear inside the wall in Sgt. Byrd's sublevel in Molten Crater (and can be seen to use this name in the game's earliest demo), and in the final game this dragon was renamed to "Luna".

Unused Dragons

One unused name and one unused dragon model correspond to this level. It is assumed that they were intended to relate to the same dragon. As the only dragon not to appear in Sunrise Spring in this build is Liam, this dragon may well be an earlier variant of Liam.

  • Hans, a green dragon that does the chicken dance

Level 11 (Sunny Villa)

Similar to the demo releases, only the Skate Park is playable without the use of cheat codes. This is a result of the fact that all sublevel portals are disabled in all areas of this level, in this build. However, the remaining sublevels are still present within the game's data, and can be accessed using a cheat code. To enter the main area of the level, enter any level from the level select first, and to enter the Sheila sublevel, enter any area with area ID 1 via the minigames list (e.g. "Submarines"). Then, use the following code on the pause menu:

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

The level is not named in the level select menu, simply being listed as "Skateboarding" in a similar manner to the other minigames. The internal list of level names lists this level as "Level 11".

General Differences

  • Sunny Villa uses Spooky Swamp's theme instead. Sunny Villa's theme is not yet present in this version.
  • All sublevel portals are disabled in this level to prevent the player from accessing the areas not intended to be playable at this point.
  • This level contains a total of 147 gems, rather than the final game's 400 gems.

Main Level (Cheat code only)

Apr 25 Prototype Sep 14 Final
Spyro3-Map-11-0-Apr25.png Spyro3-Map-11-0-Final.png
  • Upon entering the level a fly-in sequence not dissimilar to the ones seen in the first Spyro game is shown as Spyro begins the level. While nearly identical to the unused fly-in seen in the earliest demo version, Spyro's movements as he sticks the landing are a little bit jankier here.
    • The fly-in can also be seen every time the player enters the level, should they use cheat codes to re-enter the level after entering once.
Spyro3-SunnyVillaFountain-Apr25.png
  • The fountain seen in some pre-release materials makes an appearance here. The balconies also seen in those materials are not present, however.
    • One section of the river next to the fountain can be walked upon as though there's no water there whatsoever.
    • Oddly, the frame rate seems to dip slightly when the fountain is in view. Could it be the case that this incentivised its removal?
  • The as seen in some of the demo builds, some of the walls around Sunny Villa are instead textured as doors, here. The image below is from the earliest demo, but they appear to be identical to their April 25th appearance in that build.
May 25 Demo Sep 14 Final
Spyro3-Demo1SVDoor.png Spyro3-FinalSVDoor.png
  • The ledge atop the whirlwind is much shorter and does not reach around the building.
  • The pool of water where the Miles egg would normally be found is a bit bigger in this version.
  • Neither of the eggs normally placed in the level are not present in this version.
  • This area contains a total of 75 gems rather than 219 gems.
  • The sign that would normally be outside of Sheila's portal is not present, nor are any of the text strings associated with the sign.
  • Both extra life jars are missing.
  • Zoe is never around to give the player helpful tips as she normally would be in this level. The associated dialogue for these interactions is also missing.
  • Zoe is placed slightly differently in the level - while she still sets a checkpoint in the archway where she'd normally teach you about checkpoints, she doesn't appear where she'd normally tell the player about large Rhynocs. Instead, she sits about half way up the ramp leading to this area.
  • The small Rhynocs make some very different sound effects.
  • The chicken-chasing cutscene plays out in front of the player rather than cutting to a different camera angle. The player still has control of Spyro whilst this is happening.
  • The Rhynoc that chases the chicken looks quite a bit different - it's blue and is wearing a toga:
Apr 25 Prototype Sep 14 Final
Spyro3-SunnyVilla-ChickenRhynoc-Apr25.png Spyro3-SunnyVilla-ChickenRhynoc-Final.png
  • The Chicken Rhynoc also looks a bit weird when viewed from a distance, appearing completely grey.
  • The other large rhynocs throughout the level have a slightly differently textured club:
Apr 25 Prototype Sep 14 Final
Spyro3-SunnyVilla-LargeRhynoc-Apr25.png Spyro3-SunnyVilla-LargeRhynoc-Final.png
  • Oddly, the lion colour and textures and design are identical (if not very similar) to their final appearance. This is particularly unusual, as the earliest demo build (which was at least a month later in development) has a much more primitive design, with only its eyes and crown being textured and its body using a red colouring - and even then, those textures don't match the ones used in the final game. It is not known why the design became more primitive later in development before being reverted again, though accidental use of earlier assets or experimentation with the lions' designs have been proposed as explanations.
  • Only one plant pot is present in the level, and like all Skill Points in this build, the plant pot Skill Point is not yet present.
  • The flamed potted plant model is a bit different, and in particular just uses vertex colouring instead of textures:
Apr 25 Prototype Sep 14 Final
Spyro3-SunnyVilla-FlamedPlantPot-Apr25.png Spyro3-SunnyVilla-FlamedPlantPot-Final.png
  • In the final game, sitting near the edge of the waterfall will push Spyro towards the waterfall edge. This is not the case in this version, as the mobys causing this behaviour are not present.
  • Spyro can stand on the edge of the waterfall going over the edge of the level as if the water was solid.
  • 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.
    • Oddly, should the player lose a life after completing the level, this NPC will repeat the line he says after giving the player an egg (referring to the dragon as an "ugly chicken") before repeating the cut post-egg dialogue. It's assumed that this is an oversight.
  • If the player should lose a life after the level is complete and you haven't collected the gem from the Rhynoc at the very end of the level, the iron bars will go back down again upon respawn as if you'd never defeated the Rhynoc in the first place. In the final, they stay up.
    • If your spawn point is still behind the bars, you'll get stuck behind them.
  • Upon re-entering the level using cheat codes, the gates at the end of the level will lower again and trap the Mayor a second time.
  • For some reason, the "Let me catch my breath" dialogue string will occasionally show instead of the Lion's "We showed those two bullies!" line.

Dialogue

Only the dialogue that changed is included.

Character Apr 25 Dialogue Sep 14 Final Dialogue Notes
Councillor George Oh my! Oh my! Can you help us? Hordes of ferocious rhinocs have overrun our town and kidnapped the mayor. Oh my! Oh my! Can you help us? Hordes of ferocious rhynocs have overrun our town and kidnapped the mayor.
Councillor George Would you like a chicken sandwich, they're very good. Would you like a chicken sandwich? They're very good.
Citizen Horace Thanks for the help, but I think I'd have worn him down in a minute. Thanks for the help, but I think I would have worn him down in a minute.
Mayor Leo I'm sorry, it must have gone bad. That was the ugliest chicken I've ever seen I'm sorry, that was the ugliest chicken I've ever seen.
Mayor Leo Wow, your a real live honest to goodness dragon. Would you like to be my running mate in the next election. We'd be unstoppable. Not present Not present in the final - this would require talking to the Mayor after the level is complete, which is impossible in the final game
Mayor Leo President Leo. It's got a great ring to it don't you think? Not present Not present in the final - this would require talking to the Mayor after the level is complete, which is impossible in the final game
Citizen Paulus We showed those two bullys. If they hadn't out numbered me 2 to 1 I'd have finished them off ages ago. We showed those two bullies. If they hadn't outnumbered me two to one, I'd have finished them off ages ago. Occasionally fails to appear in-game, possibly due to a glitch

Additionally, Zoe's interactions with the player are entirely missing from this version.

Sheila's Sublevel (Cheat code only)

Like the main area of the level, this sublevel is totally inaccessible without the use of cheat codes.

  • Marco is called "Lover Boy" and Rapunzel is called "Tower Girl".
  • There's no arch in the wall behind Rapunzel in this version.
Apr 25 Prototype Sep 14 Final
Spyro3-SunnyVilla-Arch-Apr25.png Spyro3-SunnyVilla-Arch-Final.png
Spyro3-SunnyVilla-TransparentPolygon-Apr25.png
  • One can also see from these screenshots that the Tower Girl is in a sligtly different position to the final.
  • The level is totally devoid of gems at this point, rather than containing the 89 gems present in the final game..
  • There is also no fodder present in this sublevel.
  • The rhynocs in this level don't hurt the player, rather they just knock Sheila backwards. Their animations are clearly quite primitive too, as they can occasionally be seen to slide across the room rather than walking.
  • Part of the wall near to the beginning of the level is textured incorrectly, seemingly using the water texture instead of the wall texture. This also makes this section of the wall transparent.

Dialogue

Marco's name is "Lover Boy" in this build, but his dialogue matches the final game.

Apr 25 Name Sep 14 Final Name Apr 25 Dialogue Sep 14 Final Dialogue Notes
Sheila Hey Spyro, I was about to head over to the tower... Hey Spyro, there are rhynocs everywhere. Maybe I can find some peace and quiet at the top of the tower...
Tower Girl Rapunzel What! I've got a restraining order against Lover Boy. I'll give you this egg if you keep him away from me. What! Marco sent you here? I've got a restraining order against him.
Tower Girl Rapunzel If you see Lover Boy toast him for me. If you see Marco please tell him I've moved out. The Apr 25th dialogue makes little sense due to the sublevel not being played by Spyro

Oddly, in the earliest demo, Marco's dialogue is identical to the final game with the word "Alas" removed - in this version, the "Alas" is present, despite being earlier than the earliest demo. As such, it appears as though the word was removed before being added back in again, for some reason.

Skate Park Sublevel

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

  • This sublevel contains a total of 72 gems rather than the final's 92 gems.
  • Hunter's shorts are a solid red colour as seen in several of the game's demos, unlike their final purple appearance.
    • Furthermore, he's not holding his skateboard as he normally would, though he's posing as if he has a skateboard. Like other levels in this build, he still retains his brown eye colour and purple arm from Spyro 2.
    • Furthermore, some of his textures match those used in Spyro 2 - he has a purple patch on his right arm and his eyes are brown.
Apr 25 Prototype Sep 14 Final
Spyro3-SunnyVilla-Hunter-Apr25.png Spyro3-SunnyVilla-Hunter-Final.png
  • Hunter has a number of unused animations that aren't present in this level in the final game. They are used in the Enchanted Towers skateboarding sublevel in the final game, though. It's not clear whether the animations were made in preparation for Enchanted Towers or if Hunter was originally planned to have used his skateboard in Sunny Villa.
    • The only animation used in Enchanted Towers that he seems to not have is his talking animation.
  • Hunter is placed slightly closer to the entrance portal than he normally would be. Oddly, he has no collision and can be walked straight through. The "Triangle to talk" text is placed half way up his body instead of above his head.
  • No sound is heard when Spyro wipes out on his skateboard.
  • The first set of lizards appear from the very beginning as opposed to appearing once Hunter is spoken to. Oddly, this means the player can say "no" to Hunter's request but still play the minigame anyway.
  • The poles in this area are untextured at this point, using a light brown vertex colouring instead.
Apr 25 Prototype Sep 14 Final
Spyro3-SunnyVilla-Pole-Apr25.png Spyro3-SunnyVilla-Pole-Final.png
  • Jumping off ramps successfully feels a lot trickier - the timing to get the jump right is a bit tighter
    • Pressing the button too early will result in a jump which tricks cannot be performed out of, and pressing too late can result in the player gaining no height from the ramp at all.
    • There is no course record challenge or skill point, and there are no mentions of trick names in the data, nor is it possible to score points by performing tricks.
  • The square button must be held to perform tricks rather than triangle in this version.
  • Unlike the final game, there's no outer invisible wall surrounding the park. As a result of this, skating along the upper sections of the park can allow you to reach the outer wall so you can escape the arena.

Dialogue

Much of Hunter's dialogue was tweaked.

Apr 25 Dialogue Sep 14 Final Dialogue Notes
Hi Spyro. I found this gladiator training arena and it makes a great skate park! You can borrow my board anytime. How about I give you a challenge too? Hi Spyro. I found this gladiator training arena and it makes a pretty cool skate park! Care for a test of your boarding skills?
Start boarding challenge now?
Yes
No
Start boarding challenge now?
Yes.
No.
Prompt
Start boarding challenge now?
Yes
No
Start boarding challenge now?
Yes.
No.
Prompt
Great, I bet you can't catch all those lizards. Remember to come back if you want any tips on boarding. I bet you can't catch all fifteen of the lizards running around here... Just come back if you want some boarding tips from the master.
Press X to jump, and the square button to do tricks. Catch the lizards. Help text
Well you can go boarding any time you like. Remember to come back if you want any tips on boarding. Yeah, maybe you'd better practice a bit first... Just come back here when you're up for a challenge.
If you use X to jump off the ramps you'll get extra height and distance. Having trouble? If you use the ✕ button to jump off the ramps you'll get extra height and distance.
You can flame the lizards or run them down, but they always hide when you lose the board. Caught all the lizards yet? If you're having trouble catching them, don't be afraid to use your flame breath while on the skateboard.
Hey that was great and while you were boarding I found this in a lizard burrow. Hey that was great! And while you were boarding, I found this in a lizard burrow.
If you use X or S to jump off ramps and turn in the air you can do tricks. Now that you've mastered the basics, let's see you do some stunts! Try using the ✕ or △ button to jump off ramps and turn in the air... Unused in final
This is the most fun I've had since we chased King Flippy around Aquaria on the manta ray. This is the most fun I've had since we chased King Flippy on the manta ray. Unused in final
If you can catch all the lizards without bailing in less than 3 minutes I'll search the lizard burrows for another egg. Alright, if you can catch all the lizards without wiping out and before time runs out, I might be able to scrounge up another egg. It's not gonna be easy, though...
Start difficult boarding challenge now?
Yes
No
Start difficult boarding challenge now?
Yes.
No.
Prompt
If you want to try and catch those lizards I'll start the clock now. If you want to try to catch those lizards, I'll start the clock now.
Start difficult boarding challenge now?
Yes
No
Start difficult boarding challenge now?
Yes.
No.
Prompt
Go get 'em Spyro! Go get 'em, Spyro!
Well whenever you're ready come and talk to me. Well whenever you're ready, come and talk to me.
Too bad, maybe you'll do better this time? Awww, too bad... maybe you'll do better this time.
Try difficult boarding challenge again?
Yes
No
Try difficult boarding challenge again?
Yes.
No.
Prompt
Way to go Spyro, and look there was another egg in the lizard burrow. Whoa, that was sweet! And look, there was another egg in the lizard burrow.
Not present You can go for the course record now, if you want. Whenever you hop on a skateboard, a timer will start. Score as many points as you can until the timer expires or you wipe out. Good luck! Not present in Apr 25th

The only line that is unchanged in the final is when Hunter asks Spyro "Are you ready for a challenge now?".

Eggs

Egg Type Apr 25 Name Sep 14 Final Name Apr 25 Description Sep 14 Final Description
Spyro3-Apr25Egg-ID501.png
ID 501
Sanders Sanders A green dragon that has a piece of its egg shell land on its head A green dragon that does the chicken dance
N/A N/A Vanessa Dragon not present A brown dragon wearing a bow that does a backflip
Spyro3-Apr25Egg-ID501.png
ID 501
Spot Emily A green dragon that wags its tail A brown dragon that spreads its legs
Spyro3-Apr25Egg-ID503-504.png
ID 504
Luann Daisy A turquoise dragon that chases its tail A turquoise dragon that chases its tail
Spyro3-Apr25Egg-ID503-504.png
ID 504
Marvin Lucy A turquoise dragon that scratches its ear A turquoise dragon that scratches its ear
N/A N/A Miles Dragon not present A green dragon that catches a piece of its egg shell

Unused Dragons

Two of the six dragons in this level are not present in-game, and go entirely unused. The egg also has an unused egg moby (the grey egg, ID 502) in its moby list.

Thanks to one of the dragons matching 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:

  • Orion, a grey dragon that hovers briefly before falling to the ground
    • Due to the other dragon being highly likely to be an earlier version of Miles, the only other dragon this one may correspond with is Vanessa
    • No other dragons in the level are grey, so the unused egg using ID 502 was likely intended to be used by this dragon
  • Miles, a green dragon that catches a piece of its egg shell
    • A perfect match for Miles in the final game
    • Oddly, in a later build (the earliest demo build), Miles is instead called Myles - this was reverted to "Miles" again later in development

Cloud City, Level 12 (Cloud Spires)

This level is named "Cloud City" within the level select menu, but the internal list of level names lists this level as "Level 12".

General Differences

  • Again, Spooky Swamp's theme is used - the Cloud Spires theme is not present yet.
  • This level contains a whopping 700 gems, rather than the final game's 400 gems. However, a couple of gems in one of the sublevels seems to occasionally disappear due to what is assumed to be a glitch, meaning that oftentimes only 698 gems are present.

Main Level

Apr 25 Prototype Sep 14 Final
Spyro3-Map-12-0-Apr25.png Spyro3-Map-12-0-Final.png
  • This area contains a total of 516 gems, rather than the final game's 300 gems.
  • Several platforms would be stretched slightly in the final game, presumably to make some of the glides a bit easier.
    • In particular, a platform near to where Moneybags is found is significantly smaller in this version.
  • Fluffy is called "Cirrus", resulting in two characters having the same name.
  • Fluffy is placed outside of the sun seed sublevel portal, rather than on the other platform.
  • Zoe does not offer the player tips in this level in this version.
    • On top of not providing the player with help during the stage, one of Zoe's checkpoint locations (where she'd normally remind the player about how to glide) is missing. That is, she is entirely absent from the area rather than being present but not having any dialogue to guide the player.
  • The extra life jar is missing.
  • The primadonnas are each missing one of their metal plates:
Apr 25 Prototype Sep 14 Final
Spyro3-CloudSpires-Primadonna-Apr25.png Spyro3-CloudSpires-Primadonna-Final.png
  • The primadonnas also make a singing sound effect when idle, as well as performing a singing animation. This sound effect was removed in the final.
  • The fodder throughout the level is totally different in design:
Apr 25 Prototype Sep 14 Final
Spyro3-CloudSpires-Fodder-Apr25.png Spyro3-CloudSpires-Fodder-Final.png
  • The button model looks quite a bit different, closely resembling the buttons as they appear in Spyro 2:
Apr 25 Prototype Sep 14 Final
Spyro3-CloudSpires-Button-Apr25.png Spyro3-CloudSpires-Button-Final.png
  • Strangely, the low-poly model of the button moby seems to only ever appear red. As a result, standing a distance away from an activated button will make the button appear red rather than green. This was corrected later in development.
  • The button is also missing its sound effect.
  • The large Rhynocs still grunt when defeated, but in the final game they also simultaneously make a sort of whalloping sound identical to the one used when charging the small Rhynocs. This sound effect is not used by the large Rhynocs, in this version.
  • After completing the level, there is no animation showing the egg leaving the cloud generator, nor does it begin raining.
  • Interestingly, exiting the bell towers sublevel makes Spyro drop from the wrong part of the cloud - rather than dropping from the sublevel portal, Spyro drops from the other half of the cloud.
    • Furthermore, the floor beneath where Spyro drops has a miscoloring in the low-poly and vertex-colored high-poly models, possibly suggesting that the raised platform was once in a different position. These facts, when combined, could suggest that the sublevel portal was once embedded in the other half of the cloud.
  • There's a huge collection of purple (25) gems next to Moneybags - eight, to be exact - to give the player exactly as many gems as they need to progress past him.
    • While Moneybags requests 200 gems just as he does in the final, curiously, in the earliest demo build this is reduced to 100, suggesting that later on they changed his value for this level multiple times.
  • When the level is complete, the gate inside the building disappears and the player can enter and exit through it. The whirlwind at the start of the level will lead to this room. In the final, the whirlwind instead takes the player to the final platform and the gate stays put.
    • Interestingly this means that any potential functionality that the gate could have had in the final goes unused - prior to the release of this prototype the moby could have been noted as being unnecessary in the final, as it could have been modelled as part of the level geometry instead of being its own moby. This difference essentially explains why this gate is stored as a unique moby.
  • Neither of the eggs usually placed within the level are present.
  • The entrance to the sun seeds sublevel is misplaced ever so slightly further in front of the portal than it is in the final game. Amusingly, this seems to prevent an oversight present in the final game where the player can access the sublevel portal by touching the back wall of the cloud behind it.

Dialogue

Fluffy's name is "Cirrus" in this version (matching another character's name) but all of Fluffy's dialogue matches the final. Despite this, one of Fluffy's lines actually goes unused:

Oh, you activated the bellows? Maybe I can get the cloud generator working again...

Instead, she jumps straight ahead to saying that the Rhynocs used the egg to clog the cloud generator.

Most of the differences are in the capitalisation of a couple different words.

Character Apr 25 Dialogue Sep 14 Final Dialogue Notes
Moneybags Well, well, if it isn't my favorite dragon! The sorceress has put me in charge of guarding these bellows. However, since we are such good friends, I suppose I could allow you to cross for just... say... a small fee. Well, well, if it isn't my favorite dragon! The Sorceress has put me in charge of guarding these bellows. However, I suppose I might look the other way if I was distracted by counting gems.
Moneybags Pay ^^^ gems to activate bellows?
Yes Please
No Thanks
Pay ^^^ gems to activate bellows?
Sure, whatever.
No way, you doofus.
Prompt
Moneybags What? NO? What else are you going to do with all those gems? Buy flying lessons? (heh heh) that was a good one... What? NO? What else are you going to do with all those gems? Buy flying lessons? (Heh heh) that was a good one...
Moneybags heh heh... I haven't made such easy money since the sorceress bought that mayonaisse for sunscreen. Heh heh... I haven't made such easy money since the Sorceress bought that mayonaisse for sunscreen.
Cirrus Not present Press ✕ button to jump.
Then press ✕ button in midair to glide.
Help text
Nimbus You'd think the sorceress would want more rain, after what the sun has done to her skin. You'd think the Sorceress would want more rain, after what the sun has done to her skin.

Additionally, Zoe does not offer the player tips in this level in this version. As such, all of her dialogue is not yet present.

Sun Seeds Sublevel

  • This sublevel contains a total of 101 gems, rather than the final game's 63 gems.
    • However, 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 Cloud Spires 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. Should the glitch trigger in this sublevel, the number of gems in this sublevel decreases from 101 to 99.
  • All the sun seeds sit in the lava at the start of the level, rather than only one at a time. Despite this, only one can be activated at a time.
  • The "Step on the switch" dialogue (the second piece of dialogue given to the player) is not displayed automatically like in the final game, but rather, the player has to actively speak to Cumulus first.
  • There's no counter informing the player of how many seeds they've collected. Despite the counter not being present, the animation sprites used for the counter are all present, but unused.
  • The sun seeds disappear immediately as soon as they're in the lava, rather than patiently sitting in there.
  • The second and third sun seeds are switched - in the final, the seed that travels up the right path goes before the one that goes up the left path, whereas it's the other way around in this version.
  • Once all three seeds are in the lava, rather than showing a cutscene, the player simply warps back to the NPC and collects the egg.
  • The button is missing its sound effect.
  • A horrendous sound effect similar to the sound of a flame being put out plays when the sun seeds die. In the final, a sort of fading / shrinking noise plays instead.
  • The exit portal is placed quite 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.

Dialogue

Most of the dialogue lines that Cumulus uses are the same as they are in the final, but a couple are missing in this version:

If you can't keep up with the sun seed, remember you can always hold down the ◻ button to charge.

A line of dialogue helping the player before they complete the challenge.

Press and hold ◻ button to charge forward quickly.

Some extra help text shown after the previous line - the kind that shows up in green and summarises the NPC's information.

Bell Towers Sublevel

Apr 25 Prototype Sep 14 Final
Spyro3-Map-12-2-Apr25.png Spyro3-Map-12-2-Final.png
  • This sublevel contains a total of 83 gems, rather than the final game's 37 gems.
  • The walls were reshaped slightly so as to make the area a bit bigger in the final game.
  • Status is called "Stratos".
  • There is no counter informing the player of how many spirits have been defeated. Despite the counter not being present, the animation sprites used for the counter are all present, but unused.
  • The spirits make a different sound when hit and don't laugh when the player passes them.
  • There's no bell sound effect, no cloud, no music note mobys, no cutscene that plays afterwards and no theme that would play during said cutscene. Instead, the player is immediately given the egg once the spirits are defeated.
    • It also doesn't start raining once the spirits have been defeated.
  • There is no egg thief or second egg in this area, as there normally would be.
  • The exit portal tunnel seems to be shorter and lit differently to the final game.
Apr 25 Prototype Sep 14 Final
Spyro3-CloudSpires-ExitPortal-Apr25.png Spyro3-CloudSpires-ExitPortal-Final.png

Dialogue

Stratus is called "Stratos" in this version. Most of the dialogue here matches the final but one dialogue line is missing in this version and another was removed in the final game.

Firstly, this line was removed from the final. It is never shown in-game, but is one of a few lines that mention an apparently removed power-up activation mechanic in this version. It's not known what requirements would need to be met to activate the power-up.

You could really help us out, if only this superfly powerup was working... I should have known better than to buy a used powerup from Moneybags.

Some help text is missing from this version but shows after Stratus explains the challenge to the player, in the final:

Use the superfly powerup to flame the spirits in the belltowers.

Eggs

Egg Type Apr 25 Name Sep 14 Final Name Apr 25 Description Sep 14 Final Description
Spyro3-Apr25Egg-ID501.png
ID 501
Kato Henry A green dragon that wags its tail A blue dragon that wags its tail
N/A N/A Stephanie Dragon not present A blue dragon wearing bows that sits down
Spyro3-Apr25Egg-ID506.png
ID 506
Tupac LuLu A brown dragon that does a backflip A brown dragon that does a backflip
Spyro3-Apr25Egg-ID505.png
ID 505
Oliver Jake A white dragon that does the moonwalk A white dragon that hovers and waves
N/A N/A Bryan Dragon not present A brown dragon wearing shades that bounces around and spreads its arms
N/A N/A Clare Dragon not present A blue dragon wearing glasses that scratches its ear

Note that the dragon that would be "Clare" in the final game would later have its model and animation changed to a Turquoise dragon holding a rainbow in both PAL versions and the revisional release in the NTSC-U region.

Unused Dragons

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

Fortunately, due to the dragons' animations and colours partially matching the dragons seen in the final game, it's possible to draw some conclusions 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:

  • Bryan, a brown dragon wearing shades that bounces around and spreads its arms
    • Perfectly matches the Bryan seen in the final game
  • Jose, a green dragon that sits down
    • Matches the animation of Stephanie in the final game, though the models aren't a match
  • Shelton, a green dragon that has a piece of its egg shell land on its head
    • Doesn't really match any of the dragons seen in the final, though assuming Jose would eventually become Stephanie, the only option left for this dragon is to be an earlier version of Clare

Level 13 (Molten Crater)

Only the Sgt. Byrd sublevel is playable without the use of cheat codes, under the name "Tiki Heads" in the minigame menu. All sublevel portals are disabled in all areas of this level, in this build. Despite this, the remaining sublevels are still present within the game's data, and can be accessed through the use of cheat codes. To enter the main area of the level, enter any level from the level select first, and to enter the thief chase sublevel, enter any area with area ID 2 via the minigames list (e.g. "Skateboarding"). Then, use the following code on the pause menu:

Up, Down, Up, Down, Left, Right, Left, Right, Square, X, Triangle

As the level is only present in the minigame menu, the level is not given an official name anywhere in the pause menu. The internal list of level names lists this level as "Level 13".

General Differences

  • Molten Crater uses Spooky Swamp's theme... again. Molten Crater's theme is not present at all.
  • All sublevel portals are disabled in this level to prevent the player from accessing the areas not intended to be playable at this point.
  • This level contains a total of 502 gems, rather than the final game's 400.
    • However, due to the existence of some unbreakable containers within this level in this version, 149 of these gems are unobtainable, resulting in only 353 gems being obtainable.

Main Level (Cheat code only)

Apr 25 Prototype Sep 14 Final
Spyro3-Map-13-0-Apr25.png Spyro3-Map-13-0-Final.png
  • The path joining the end of the level back to the beginning goes upwards instead of downwards, making one end of the tunnel much higher than it would normally be. As a result, you cannot use the path to get straight from the beginning of the level back to the end again, sort of defeating the point of it.
  • There are no flowers within this level.
  • The ledge where Rikki would normally be found is a bit smaller in this version. Rikki is not present in this version.
The end of the level, featuring cracked walls.
  • The final section has three hidden rooms behind breakable walls. The breakable wall texture differs from its final appearance. One of these hidden rooms is entirely unreachable, so it's possible that Sgt. Byrd was considered to be a playable character here.
    • The breakable walls are missing their breaking sounds.
    • The textures they use are not present in the final game, as the only cracked walls in the final version of the level are on the purple walls, rather than the brown ones. Adding to this, the cracks are molten in appearance in the final, rather than just being cracks in the rock - this earlier visual style would also appear in the breakable walls in the game's earliest demo.
    • On top of this, the hidden rooms contain safes that Spyro cannot break without superflame or supercharge. It's unknown how these were intended to be broken, and as a result, a fair amount of gems cannot be obtained in this version.
    • Interestingly enough, the polygons can be seen to be slightly oddly placed in exactly the locations of the three breakable walls in the final game, as remnants of the earlier level design.
    • There's also a number of birds flying around above the level - birds that are, for the mostpart, impossible for Spyro to reach (a well-timed glide and headbash can take out a couple of them, though). They behave identically to how they behave in the Sgt. Byrd sublevel, simply circling around and respawning after being killed. They do not drop gems.
In the final, the polygons where the breakable walls once stood are notably out of place.
  • This area contains a total of 288 gems, rather than the final game's 185 gems.
    • However, due to this area containing a few unbreakable gem containers in this build, a total of 77 gems in this level are unobtainable, meaning only 211 gems are obtainable in this area.
  • Moneybags is not present in this level, and so the thief sublevel is open by default. There is no door in front of the portal.
    • Furthermore, Moneybags' dialogue is also not present.
    • No gem value for Moneybags is listed for this level, either. Judging by which levels have Moneybags values in this build, it seems that Molten Crater would be the next level Moneybags was added to.
  • Zoe does not give tips around the level - furthermore, her dialogue corresponding to the tips is not present.
  • Clay - and his dialogue - are also not present. This NPC would normally meet you at the beginning of the level.
  • The sign that would normally be outside of Sgt. Byrd's portal is not present, nor are any of the text strings associated with the sign.
  • Enemy placement differs a bit from the final, more closely matching the "hard" enemy layout from the final, despite this being from before the adaptive difficulty was implemented. This enemy placement would change once again prior to the first demo, which was also before the addition of adaptive difficulty.
  • The large rhynoc at the beginning of the level is stood in front of the staircase rather than beside it.
  • There is no locked chest or key in the level, yet.
  • Strangely enough, this level is the only level where the critter door can be seen to cover one of the sublevel portals. In all other levels, the critter doors are open by default.
    • All level's critter doors are present in their respective level models (aside from Seashell Shore), but they're automatically open by default when in-game, with the exception of this level's door.
    • One might be tempted to assume this is due to the fact the main area of the level is not meant to be accessible in this version, but by contrast, the critter door in Sunny Villa is open by default even though that too is another level where the main area is not intended to be accessible under normal conditions.
  • The thief chase sublevel portal is missing its swirling visual effect. This also applies to the exit portal within the sublevel.

Dialogue

Clay, Zoe and Moneybags are not present, and nor is their dialogue. Rocky's one line of dialogue is capitalised differently:

Apr 25 Prototype Sep 14 Final
Here, take this. They were giving them away at the tiki lodge last night. Here, take this egg. They were giving them away at the Tiki Lodge last night.

Sgt. Byrd's Sublevel

Apr 25 Prototype Sep 14 Final
Spyro3-Map-13-1-Apr25.png Spyro3-Map-13-1-Final.png

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

  • There is no breakable wall or hidden room containing an egg. As such, Luna's egg is not present in this version.
  • Bizarrely, the textures on the floor of the area where Sgt. Byrd meets Spyro seem to have been flipped.
  • Some of the lighting was altered.
  • The skill point is not yet present - dropping all the heads onto the same platform does nothing.
  • Like the main level, there is a large metal safe containing gems. This cannot be broken as there are no bombs in the level.
    • There's also a few vases. Since, in this build, Sgt. Byrd cannot break vases, these also add to the number of unobtainable gems in this level.
    • Modifying the game to play as Spyro and break open the three vases reveals that each of them contains a yellow (10) gem.
  • This sublevel contains a total of 130 gems, rather than the final game's 109 gems.
    • However, due to the presence of unbreakable containers, a total of 42 gems are located within unbreakable safes, and 30 within unbreakable vases. This results in only 58 gems being obtainable within this area in this version.
  • Sgt. Byrd can rest on the lava whilst holding a tiki head. In the final, doing so will result in the tiki head sinking into the lava.

Dialogue

All the dialogue here is different, though most of the changes are subtle. Shale is named "Pebbles".

Apr 25 Name Sep 14 Final Name Apr 25 Dialogue Sep 14 Final Dialogue
Sgt. Byrd Hi Spyro, I'm just off to visit my friends in the tiki lodge. Hello Spyro, I'm just off to the Tiki Lodge for some R and R.
Pebbles Shale I'm playing a game of hide and seek with my friends. If I can't find where they've hidden their heads they won't let me join the tiki lodge. Help me put them back together and I'll make you an honorary member. I'm playing a game of hide and seek with my friends. If I can't find where they've hidden their heads they won't let me join the Tiki Lodge. Help me put them back together and I'll make you an honorary member.
Pebbles Shale When you find a head land on top of it to pick it up. Then fly it over to an idol body to put them back together. When you find a head, land on top of it to pick it up. Then fly it over to an idol body to put them back together.
Pebbles Shale Take this tiki stone as a sign of your honorary membership in the lodge. Take this egg as a sign of your honorary membership in the lodge.
Pebbles Shale Please hurry, it's been 3 weeks already and I can tell from their body language they're getting pretty angry. When you've picked up a tiki head, fly over to any body and use the ◻ button to drop the tiki head.
Pebbles Shale Well that's never happened before, I hope it's not a bad omen. Well that's never happened before. I hope it's not a bad omen.

Thief Chase Sublevel (Cheat code only)

Apr 25 Prototype Sep 14 Final
Spyro3-Map-13-2-Apr25.png Spyro3-Map-13-2-Final.png

This sublevel is totally inaccessible without the use of cheat codes, as sublevel portals are disabled in Molten Crater.

One of the largest differences in this build is the thief sublevel in Molten Crater. This level is totally inaccessible without the use of external tools, as sublevel portals are disabled in Molten Crater and this sublevel is neither accessible using the level select nor the cheat codes.

Apr 25 Prototype Sep 14 Final
Spyro3-MoltenCrater-ThiefSublevel-Apr25.png Spyro3-MoltenCrater-ThiefSublevel-Final.png

Not only is the level model entirely different for this sublevel (aside from the room the player starts in, which seems to at least be the same shape as its final appearance), but the thieves themselves use a model that was never seen in later builds of the game.

They're also pretty fast and really hard to catch, especially given that this version of the level has no semblance of a supercharge track.

Moby Class 88 - Egg Thief

Defeating a thief will - instead of showing the thief drop the egg before briefly cutting to black and moving Spyro in front of the egg for a hatching animation - simply cause the egg to hatch in mid-air, stuck at the location it was in the moment the thief was defeated.

Possibly due to the type of egg used here (i.e. not ID 132, the moby which seems to be normally designated for thieves etc.), it is possible (albeit quite difficult) to collect the eggs held by the thieves simply by getting close enough to them. Defeating the egg thief after this causes the dragon cutscene to play for a second time before the game crashes.

If an egg is obtained by defeating one of the thieves, you can pause during its hatching animation, for some reason. This may be due to the unusual way in which these eggs will hatch if given after the player defeats the thief - this is one of a few scenarios where Spyro is not drawn to the egg itself but rather looks on from a distance. This seems to be the case for eggs that will hatch immediately upon a "trigger" that doesn't involve being within a certain distance of the egg, with another notable example being the eggs in Sheila's Spooky Swamp sublevel.

In the final game, this moby class would be used by the "regular" egg thieves that occupy this level.

On top of the aforementioned differences, no NPCs are present in this version of the level (nor is any of their dialogue present), and all the gems are scattered at the immediate beginning of the level. This sublevel contains a total of 84 gems, rather than the final game's 106 gems.

The skill point would also not be added until much later in development, as would the breakable wall and extra life jar. The exit portal is also missing its swirling visual effect.

Eggs

Note that, in the case of the thief sublevel, there's no in-game indicator of which of the eggs would become the yellow thief's egg and which would become the red thief's egg, in the final. However, in the earliest demo version, the red thief drops an egg called "Kellen", matching one of the eggs seen in this version. It is thus assumed that the other thief egg corresponds to the yellow thief's egg.

Egg Type Apr 25 Name Sep 14 Final Name Apr 25 Description Sep 14 Final Description
Spyro3-Apr25Egg-ID506.png
ID 506
Pepper Curlie A brown dragon that sneezes A brown dragon that sneezes
N/A N/A Rikki Dragon not present A turquoise dragon wearing a bow that scratches its ear
Spyro3-Apr25Egg-ID503-504.png
ID 504
Andy Ryan A turquoise dragon that spins and spreads its arms A turquoise dragon that spins and spreads its arms
N/A N/A Luna Dragon not present A grey dragon with buck teeth that hovers briefly before falling to the ground
Spyro3-Apr25Egg-ID502.png
ID 502
Vladimir Moira A turquoise dragon that chases its tail A turquoise dragon wearing a bow that chases its tail
Spyro3-Apr25Egg-ID502.png
ID 502
Kellen Kermitt A grey dragon that chases a butterfly A grey dragon that wags its tail

Unused Dragons

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

Fortunately, due to the dragons' animations and colours matching those of the ones used in the final game, it's 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:

  • Chip, a grey dragon that hovers briefly before falling to the ground
    • Matches the animation and colour of Luna in the final game, so it is assumed that this dragon would eventually become Luna - the main difference is the lack of buck teeth in Chip's model
  • Merlin, a turquoise dragon that scratches its ear
    • Matches the animation and colour of Rikki in the final game, so it is assumed that this dragon would eventually become Rikki - the main difference is the lack of a bow in Merlin's model

Level 14 (Seashell Shore)

Although not obtainable via the pause menu, the data corresponding to Seashell Shore seems to be present. However, for unclear reasons, any attempt to enter the level will result in the game crashing, so at the moment only fragments of details can be inferred via model extraction and string analysis.

It's worth noting that the crash occurs at load stage 6, which indicates the issue may be to do with the level's mobys. Even turning all of the mobys in the level into gems will result in a crash, so the simple act of loading but not rendering the mobys is enough to crash the game.

General Differences

  • Although the portal to the tunnel sublevel appears to be present in the level model, there's no trace of this sublevel existing yet.
  • There are no eggs or dragons which correspond to this level.
  • The water textures seemed to have changed in all sublevels - the surface of the water is a lot brighter in this version.
  • According to the music array, the Spooky Swamp theme would have played in this level. The Seashell Shore theme is not present.

Main Level

Apr 25 Prototype Sep 14 Final
Spyro3-Map-14-0-Apr25.png Spyro3-Map-14-0-Final.png
  • The sand appears to be a more saturated colour.
  • The first section has a hole in the ceiling with an additional section above. Notably, there are still hints to the existence of this section in the final game's low poly model, as it seems like the polygons added to the low poly model in order to cover up the hole were textured on the incorrect side!
  • A hatch is connected to the crashed submarine.
Apr 25 Prototype Sep 14 Final
Spyro3-SeashellShore-Submarine-Apr25.png Spyro3-SeashellShore-Submarine-Final.png
  • An extra step was added to a stairway about half way through the level.
Apr 25 Prototype Sep 14 Final
Spyro3-SeashellShore-Steps-Apr25.png Spyro3-SeashellShore-Steps-Final.png
  • There is no sign moby in this level, and there's no text corresponding to what would appear on the sign in front of Sheila's portal.
  • The critter door to Sheila's sublevel appears to not be present at all in the level model.
    • Most levels have their critter doors open by default, but the critter doors are still present in the level models. This is not the case for Seashell Shore.
  • All the seals are called "Bumpy" and reuse the same four dialogue strings.
  • The moby list contains no extra life jars, so the extra life jar isn't present in this version.

Dialogue

The same four strings are used by all seals in both the main level and the seals in Sheila's sublevel. As such, a large amount of the strings are missing, and all seals in each sublevel are called "Bumpy", a name not used by any character in the final.

It's not yet known exactly where each of these strings were used, but we can make a good guess for each one:

Apr 25 Name Sep 14 Final Name Apr 25 Dialogue Sep 14 Final Dialogue
Bumpy Sebastian the Seal Welcome to the wacky world of sand and sun While I was gone, my friends borrowed the rhynocs' submarine... then they took it for a joy ride... and then they smashed it into a big pile of rocks. Oddly enough, the rhynocs failed to see the humor in the story and stuffed my friends in the jail behind you.
Bumpy Stanley the Seal Thanks for saving me from that nasty octopus. Now I can free my friends My plan worked! That dumb octopus dropped the jail key while he was shaking me! Now I can free my friends...
Bumpy Stanley the Seal Here is an egg for all your troubles Oh, I forgot to tell you... one of the rhynocs had this egg in his lunch box...
Bumpy Not present You are welcome in my home anytime Not present

In particular, the final string doesn't seem to correspond to any strings in the main level:

You are welcome in my home anytime

This is similar to the "Our beach is your beach." string used in Sheila's sublevel, so perhaps this was used as a placeholder there before the rest of the minigame dialogue was implemented.

Many strings present in the final are not present in this build. Two of Sebastian's strings appear to not be present, the second string being help text rather than dialogue:

The rhynocs have boarded up a lot of our doors, but I bet you're strong enough to smash them down.
Use charge to smash boards.

All dialogue from Sigmund, Sal and Stu is missing.

Sheila's Sublevel

Apr 25 Prototype Sep 14 Final
Spyro3-Map-14-1-Apr25.png Spyro3-Map-14-1-Final.png
  • The lighting appears to be a lot harsher and flatter, resulting in the textures looking a lot brighter (though the textures themselves are actually somewhat similar to their final appearance).
  • Much of the level geometry is "blockier", as if the model had recently been created and required some smoothing out.
Apr 25 Prototype Sep 14 Final
Spyro3-SeashellShore-SheilaSublevel-Apr25.png Spyro3-SeashellShore-SheilaSublevel-Final.png
  • The exit portal frame is a notably different colour, and the portal itself uses a stone texture instead of the dark colouring used in the final.
Apr 25 Prototype Sep 14 Final
Spyro3-SeashellShore-SheilaDoor-Apr25.png Spyro3-SeashellShore-SheilaDoor-Final.png
  • The critter room is also missing its dark colouring and once again uses more washed-out colours than the final.
Apr 25 Prototype Sep 14 Final
Spyro3-SeashellShore-CritterRoom-Apr25.png Spyro3-SeashellShore-CritterRoom-Final.png
  • There's a small alcove in the room containing the egg, for some reason.
Apr 25 Prototype Sep 14 Final
Spyro3-SeashellShore-Room-Apr25.png Spyro3-SeashellShore-Room-Final.png
  • All the NPCs use the same four dialogue strings as the seals in the main level - and once again, they're all called "Bumpy".
  • Sheila is referred to simply as "Kangaroo" and uses placeholder dialogue:
Apr 25 Name Sep 14 Final Name Apr 25 Dialogue Sep 14 Final Dialogue
Kangaroo Sheila Look at me! I can talk! Oh, hi, Spyro! Some of my seal friends are trying to take down a rhynoc fortress! I'm about to go and lend a foot... I love the smell of singed rhynoc in the morning!

Bluto Sublevel

  • There doesn't appear to be any NPCs here, yet - there's no dialogue corresponding to any character here, either.
  • There's also no trace of Bluto's moby despite the robot shark being present. The shark still opens up as though it has a driver, however, but no driver exists yet.

Moby Changes

Extracting the level's moby models reveals that a few look a bit different to their final appearance.

The gun rhynocs are blue:

Apr 25 Prototype Sep 14 Final
Spyro3-SeashellShore-GunRhynoc-Apr25.png Spyro3-SeashellShore-GunRhynoc-Final.png

The octopodes are... also blue:

Apr 25 Prototype Sep 14 Final
Spyro3-SeashellShore-Octopus-Apr25.png Spyro3-SeashellShore-Octopus-Final.png

The boat used in the bluto sublevel has a vastly different and arguably more intricate design, but does not feature a canon:

Apr 25 Prototype Sep 14 Final
Spyro3-SeashellShore-Speedboat-Apr25.png Spyro3-SeashellShore-Speedboat-Final.png

Oddly there doesn't seem to be any sign of Bluto himself in this sublevel, only his robot shark. It still opens up as though it was intended to be manned by someone, though.

The large shells are more of a pink-purple colour. The fragments released by the shells are also similarly coloured.

Apr 25 Prototype Sep 14 Final
Spyro3-SeashellShore-Shell-Apr25.png Spyro3-SeashellShore-Shell-Final.png

For some reason, the shell form of the Rhynocs appear significantly larger than their shell-less forms. This is almost certainly an oversight.

A visualisation made using a model viewer. Normally, the shell would be only marginally larger than the Rhynoc.

Additionally, the animations corresponding to these Rhynocs seem a lot more jittery than they should be. Since the crash when entering appears to be related to mobys, it's possible this moby is the culprit.

Both of the sand blocks are also more pink-ish in colour.

Apr 25 Prototype Sep 14 Final
Spyro3-SeashellShore-SandBlock-Apr25.png Spyro3-SeashellShore-SandBlock-Final.png
Apr 25 Prototype Sep 14 Final
Spyro3-SeashellShore-SandBlockCorner-Apr25.png Spyro3-SeashellShore-SandBlockCorner-Final.png

Sheila's Home, Level 16 (Sheila's Alp)

This level is named "Sheila's Home" within the level select menu, but the internal list of level names lists this level as "Level 16".

Differences

Spyro3-SheilasAlp-Door-Apr25.png
  • The theme used in this level sounds roughly identical to its final theme, but comparison of the tracks suggests that some of the volume levelling has changed, especially at the beginning of the track. See the soundtrack page for a comparison.
  • There's a doorway at the end of the level - presumably intended to represent the entrance to Sheila's home.
  • This level contains a total of 300 gems, rather than the final game's 400 gems.
  • All NPCs are simply called "Billy" instead of "Billy the Mountain Goat", "Bobby the Mountain Goat" and "Pete the Mountain Goat". Like the final game, all three characters use the same dialogue block (Billy's), though the final game gets the different character names from somewhere else in the data.
  • The fodder makes its squawking sound when hurt, but is missing the other sound effect that is played when each of the fodder is hurt.
  • Zoe does not give the player hints at the end of the level, nor is any dialogue for this interaction present.
  • The extra life jar is missing.
  • At the beginning of the level, one of the billy goats is supposed to walk up to the player to greet them. However, waiting in the room with Spyro prior to properly entering the level for long enough seems to make this less likely to happen - waiting long enough seems to make this billy goat stay standing in his initial position rather than walking up to the player.
  • The double jumping advice that Pete gives near the beginning of the level requires actively speaking to him, rather than the dialogue occuring automatically when the player gets close enough to him.
  • The talking radius of the goats seems to be slightly larger. Oddly, this means that the player can speak to the billy goat while he is kicking the boulder in front of his house while the player is on the other side of the boulder, whereas in the final game, the player can only speak to the billy goat when they're close enough to the goat to make the goat stop kicking the boulder.
  • The dialogue displayed prior to the goats giving the player an egg have all been rotated:
    • In this build, the first billy goat says he found the egg in his house, the next claims he had intended to make an omelet with it and the third instructs Sheila to smash the egg on one of the other billy goats' houses.
    • In the final, the first claims he had intended to make an omelet with the egg, the next instructs Sheila to smash the egg on one of the other billy goats' houses and the third billy goat says he found it in his house.
  • 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.

Dialogue

As all characters have the same dialogue block, all dialogue has been listed without any reference to the character that uses the dialogue. That said, some of the dialogue is switched between some of the billy goats, as explained above. All three characters are just called "Billy" in this version, anyway.

Apr 25 Dialogue Sep 14 Final Dialogue Notes
Hiya Sheila! While you were gone, a bunch of rhynocs kicked us out of our houses. It's ok, though. Bobby, Pete and I are working on a clever plan to take them back. Hiya Sheila! While you were gone, a bunch of rhynocs kicked us out of our houses. It's OK though... Bobby, Pete and I are working on a clever plan to take them back.
Follow Bobby and Pete up there using your air-hop! It's easy, just press the X button at the top of your jump. Follow Bobby and Pete up there using your air-hop! It's easy, just press the ✕ button again at the top of your jump.
Not present Press ✕ at the top of your jump to air-hop. Help text, not present in Apr 25th
You see that rhynoc guy up ahead? He's still mad at us for hanging his underpants on top of this tree. We'd better just wait until he leaves. You see that rhynoc guy up ahead? He's still mad at us for hanging his underpants on top of this tree. We'll just wait over here while you give him a swift kick.
Not present Press ◻ or ○ to kick enemies. Help text, not present in Apr 25th
You can get up really steep cliffs like this one with your double jump. Press the X button to jump, then press it again exactly when you hit the ground to do the double jump. Once you've mastered it, you can go anywhere you want! You can get up really steep cliffs like this one with your double-jump. Press the ✕ button to jump, then press it again exactly when you hit the ground to do the double-jump. Once you've mastered it, you can go anywhere you want!
Not present Jump again exactly when you land to double-jump Help text, not present in Apr 25th
Last time we tried to get past this moose, he knocked Billy clean through a wall. We'll just wait over here. Last time we tried to get past this moose, he knocked Billy clean through a wall. If you don't mind, we'll just hang out here while you give him a good kicking.
Those rhynocs have taken over! There'll be no stopping them unless we can smash their huts. I'll confuse them with taunting, while you stomp the huts, ok? You remember how to stomp, doncha? Just jump and press the triangle button in the air. Those rhynocs have taken over! There'll be no stopping them unless we can smash their huts. Their huts are too big to smash with your kick attack, though. Try using your Stomp attack to smash them instead. I'll confuse them with taunting, while you stomp the huts, OK? In the final game, this line erroneously includes the "You remember how to stomp, doncha?" line in the voice audio after the rest of the dialogue, possibly due to the earlier line including this dialogue
Not present Smash the huts with your stomp move.
Eliminate all the blue enemies.
Help text, not present in Apr 25th
Hey, Sheila, let's play a joke! Take this egg and smash it on Billy's house, ok? I need to get him back for the last time he butted me off the cliff. Hey, Sheila, let's play a joke! Take this egg and smash it on Billy's house, OK? I need to get him back for the last time he butted me off the cliff.
Home at last! Here, I was saving this to make an omelet, but I think you deserve it. Ahh, home at last! Here, I was saving this to make an omelet, but I think you deserve it more.
Not present You remember how to stomp, doncha? Just jump, then press the △ button in the air. Not present in Apr 25th
Not present To stomp, jump then press △. Help text, not present in Apr 25th

Just four lines of dialogue used in this level match the final game (these are omitted above).

Zoe is not present to give hints to the player at the end of the level, nor is any dialogue for this interaction present.

Eggs

Notably, the dragons in this version seem to have been rotated later in development - for example, Gunther is a close match for Jenny and Jake is a close match for Ruby.

Egg Type Apr 25 Name Sep 14 Final Name Apr 25 Description Sep 14 Final Description
Spyro3-Apr25Egg-ID501.png
ID 501
Gunther Nan A green dragon with buck teeth and glasses that does the chicken dance A blue dragon wearing bows that spreads its arms
Spyro3-Apr25Egg-ID505.png
ID 505
Jake Jenny A white dragon that hovers and waves A green dragon wearing glasses that does the chicken dance
Spyro3-Apr25Egg-ID503-504.png
ID 503
Luckford Ruby A blue dragon that does a cartwheel A white dragon wearing bows that hovers and waves

Interestingly, Jake actually did make it into the final game, exactly as he appears here - except, he's found in Cloud Spires.

Unused Dragons

Three unused names, three unused dragons and one unused egg type correspond to this level. This is especially unusual, as all other levels with unused dragons have as many dragons overall as they do in the final game, whereas this level only has three dragons in the final game. As such, these dragons don't correspond to any dragons from the final.

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:

  • Bill, a grey dragon with buck teeth that hovers briefly before falling to the ground
  • Nicholas, a blue dragon that spreads its arms before falling asleep
  • Bub, a grey dragon that breathes out some bubbles

Egg ID 502 - corresponding to grey dragons - is found within the moby list for this level, but is never used in-game. It is assumed to have been intended to be used by either one or both of Bill and Bub, the unused grey dragons, as the level features no other grey dragons.

Level 18 (Crawdad Farm)

The internal list of level names lists this level as "Level 18". This level is not accessible under normal means using the level select menu, but can be accessed using memory editing or using the following cheat code:

Up, Down, Up, Down, Left, Right, Left, Right, Square, X, R1

Differences

Apr 25 Prototype Sep 14 Final
Spyro3-Map-18-0-Apr25.png Spyro3-Map-18-0-Final.png
The start of the level.
The textures used within the level.
  • This level uses Spooky Swamp's theme instead. The Sparx / title theme is not yet present in this version.
  • The level has a completely different appearance, seemingly using placeholder textures.
    • In particular, the level model used here would serve the basis for part of the final level model. The tutorial area and an additional section (the area coloured in blue, which would normally contain the boss) are not present in this build.
    • There's also a few pillars that are not present in the final level model.
    • The flowers are missing from the level model.
    • There's some weird vertex colouring beneath the textures - the floor is coloured entirely in green.
Apr 25 Prototype Sep 14 Final
Spyro3-CrawdadFarm-VertexColoring-Apr25.png Spyro3-CrawdadFarm-VertexColoring-Final.png
  • Despite playing as Sparx, a much smaller Sparx seems to follow you around as though you were playing as Spyro.
  • There's no health bar as there normally would be - Sparx's colour seems to directly correspond to the number of hits taken as it would in regular levels, rather than allowing Sparx a few extra hits per colour.
  • This level contains only 44 gems, rather than the final game's 200 gems.
  • There are no NPCs present - so no Zoe to guide you through the level, nor any dialogue.
  • There are no eggs in this level, nor any trace of unused names or dragons.
  • No doors or keys are present in the level at all.
  • There are no sheilded crawdad spawners. Rather, all of the spawners are vulnerable.
  • None of the level's special HUD sprites are present yet (e.g. for the alternate attack modes or the boss). Incidentally, no alternate attack types are obtainable at this point and the crawdad boss is not present.
The frog, seen here attacking the player.
  • Near the beginning of the level, there is a frog enemy that drops a butterfly. This enemy was not present in the final game. The frogs look like the ones used in Evening Lake, but will attack by dramatically extending their tongue towards the player. These frogs use the same ID that Hunter's Honey Speedway model uses in the final game.
Moby Class 376 - Crawdad Farm Frog
  • The enemy spawners look like the ones seen in Sheila's Alp.
    • Despite this, they still use the same moby class as the spawners do in the final game, rather than being the same moby as the ones used in Sheila's Alp.
Apr 25 Prototype Sep 14 Final
Spyro3-CrawdadFarm-Spawner-Apr25.png Spyro3-CrawdadFarm-Spawner-Final.png
    • The moby list for this level contains the same fragments as the ones released by the mushroom houses in Sheila's Alp. However, when the mushroom houses in this level are destroyed, no fragments are released at all. So, these fragments go unused for this level.
Moby Class 375 - Crawdad Farm Boss (Head)
  • The level ends with an enemy not seen in the final game, seemingly acting as the boss of the level.
    • This occurs in the area that would be coloured in yellow in the final.
    • The enemy consists of multiple segments which can be damaged independently - each of these segments use moby class 375 and were removed entirely by the final game.
    • When each segment is damaged enough it'll fall out of the body and the rest of the body will rejoin. If its head is knocked off, the next segment will turn into a head.
    • If the enemy is left for too long its segments will respawn.
    • Nothing happens once they're dealt with.

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.

  • Mushroom Speedway (Level 15)
  • Buzz's Dungeon (Level 17)