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Proto:Spyro: Year of the Dragon/Crash Bash & Spyro Demo/Unseen Differences

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This is a sub-page of Proto:Spyro: Year of the Dragon/Crash Bash & Spyro Demo.

Due to how early this demo is in development, there are a multitude of changes outside of the levels seen to the player. Most of these changes are in the form of unused and unseen text, though there are a few functional changes which goes unseen to the player in the demo.

Level Names

The internal list of level names contains a few which were renamed before the final version of the game.

Prototype Name Final Name
Cloud City Cloud Spires
Level 27 Spike's Arena
Level 28 Spider Town
Honeycomb Speedway Honey Speedway
Level 37 Scorch's Pit
Level 38 Starfish Reef
Catacomb Caverns Haunted Tomb
Dry Gulch Dino Mines
Level 47 Sorceress's Lair
Level 48 Bugbot Factory
Level 50 Super Bonus Round

Curiously, in Honey Speedway, Sparx calls the level "Honeycomb Speedway". This is likely a leftover from when the level was named differently. In all versions of the game the level values represent the world they are located in (i.e. Midnight Mountain levels are 4x, since Midnight Mountain is the 4th homeworld) and what type of level they are (that is, x0 are homeworlds; x1, x2, x3 and x4 are all 'normal' levels; x5 are speedways; x6 are critter levels; x7 are boss levels; and x8 are Sparx levels). Notably, the only levels missing from this version are Sparx levels and bosses.

Egg Names

The Atlas name for a number of different egg challenges was changed between different versions of the game.

Prototype Name Final Name Level Comments
Egg along the wall Run along the wall Cloud Spires Nothing more than a grammatical tweak.
Race Race the butterflies Mushroom Speedway Just a placeholder name.
I dunno, ask MJ Hunter's dogfight Mushroom Speedway "MJ" is referred to twice in Hunter mission names, likely referring to former Cerny Games designer and producer Michael "MJ" John. Probably suggests that the egg was incomplete.
Help Billy get home Help Bobby get home Shiela's Alp
Help Bobby get home Help Billy get home Shiela's Alp The order of the egg names in the code doesn't necessarily reflect their appearance in the Atlas, but considering that this is one of the only instances in which two egg names switch in the final game, it's probable that they just mixed up the characters' names and so their Atlas text didn't match who actually gave the egg.
Missing string Race the pigs Country Speedway The game probably reuses the "race" from the previous speedway, just as it does with "Time attack" in the final game.
Missing string Hunter's rescue mission Country Speedway Once again, the Hunter missions were probably incomplete. Most likely just reuses the "I dunno, ask MJ" string.
Defeat the boss Defeat Spike Spike's Arena Given that the level is simply named "BOSS 2", it would be safe to say that Spike hadn't been named yet.
Sparx Round 2 Go to Town Spider Town Placeholder text.
egg [Level ID] [Egg ID] Almost every egg name from Evening Lake onwards - with two exceptions - uses this format, where the Level ID is the value of the level in which the egg is located, and the Egg ID is a number from 1 to 6 if it's any normal level; 1 to 5 if it's a homeworld; 1 to 3 if it's a different character level; or just 1 if it's a Sparx level or a boss level.
Missing string Egg for sale Midnight Mountain Home The egg obtained from Moneybags after defeating the Sorceress. It probably wasn't implemented yet, seeing as how this is the only instance of a homeworld containing 6 eggs.
Missing string Woo, a secret egg Super Bonus Round There is no reference to this egg existing. This might be due to the fact that the Super Bonus Worlds did not have an Atlas entry at this point, and might have actually gone without an Atlas page altogether like Dragon Shores did in Spyro 2.

None of the five unused text strings found after the rest of the eggs (for example, "Stop, thief") are found within this demo. They're present in every other version of the game, though.

Other Atlas Content

While the Atlas is usually inaccessible, it can be accessed through hacking. Many of the Atlas's textures fail to appear, and it doesn't function as it's supposed to. The Atlas is still internally referred to as the "Guidebook" in this version, like in Spyro 2. Usually this would be seen on the pause screen, but due to the limited pause screen presented in the demo version, this usually goes unseen. Despite this, the word "Atlas" is still clearly visible on the book's front cover during its opening animation. Some of the gem and egg counts given by the Atlas itself appear to be reading garbage data and so generally speaking the numbers in the Atlas aren't to be trusted, but there are some things we can confidently confirm from the Atlas contents, as well as from the data itself.

  • The Sparx Worlds option is absent from the Atlas, and each world is said to contain 37 eggs instead of 36, suggesting these worlds were considered to be part of the homeworld they are accessed from. Indeed, accessing the Sunrise Spring page in the Atlas confirms that Crawdad Farm would have been included amongst the Sunrise Spring worlds and this is further confirmed by early screenshots from just after this point in development.
  • The "Super Bonus Worlds" option is also missing from the Atlas at this point in development.
  • The epilogue appears to have not been implemented yet - later demos contain epilogue text in the code, whereas this demo does not. Not only are Skill Points not yet present, but there's no Atlas page for them yet either.
  • The option to warp to a level using Sparx's abilities is not yet present, as indicated by the lack of any text string referencing this option.

Gem Counts

According to the Atlas, the total gem count is 10,000 instead of the final game's 15,000. This is also supported by the fact that all three levels contain only 200 gems as opposed to the final game's 400.

Homeworld Demo gem count Final gem count
Sunrise Spring Worlds 1600 2800
Midday Gardens Worlds 2200 3300
Evening Lake Worlds 2800 3800
Midnight Mountain Worlds 3400 4300

Gem counts per-level for the Atlas are stored in an array where each byte represents the number of gems, in hundreds, that are contained within each level. Explicitly, the array for this version is as follows:

02 02 02 02 02 03 02 00 01 03 03 03 03 03 03 03 00 01 04 04 04 04 04 03 04 00 01 05 05 05 05 05 03 05 00 01 00

This translates into the following:

Level Demo gem count Final gem count
Sunrise Spring Home 200 400
Sunrise Spring Main Levels 200 400
Mushroom Speedway 300 400
Sheila's Alp 200 400
Crawdad Farm 100 200
Midday Gardens Home 300 400
Midday Gardens Main Levels 300 500
Country Speedway 300 400
Sgt. Byrd's Base 300 500
Spider Town 100 200
Evening Lake Home 400 400
Evening Lake Main Levels 400 600
Honey Speedway 300 400
Bentley's Outpost 400 600
Starfish Reef 100 200
Midnight Mountain Home 500 400
Midnight Mountain Main Levels 500 700
Harbor Speedway 300 400
Agent 9's Lab 500 700
Bugbot Factory 100 200
Super Bonus Round 0 5000
All Boss Levels 0 0


Moneybags goes completely unseen to allow the player full access to the areas presented in the demo. Despite this, his data still exists in this version, and he can be forced to appear through hacking. The demo also contains all the gem values he asks from Spyro, even for levels which aren't included in the demo. Due to the decreased gem counts, the requirements from Moneybags are also lower. The internal list of gem values for both the demo and the final game are listed below, along with what levels they probably correspond to (the level names are not included with the list, so it is assumed the list remains in the same order as the final game - all that is confirmed is that Molten Crater's place on the list is the same as the final game). Curiously, the list is shorter in the demo version, and hence both Frozen Altars and Crystal Islands have no associated gem values. While the latter level was probably still heavily unfinished at this point, it's known that Frozen Altars existed very early on in development; so either the cat hockey minigame was not complete yet, it didn't require paying Moneybags at this point, or it used one of the other gem values as a placeholder. Most notably Agent 9 costs only 100 in this version as opposed to Bentley's 400 in this version and the 1300 gems required in the final game - it may be the case that the final 100 on the list was actually just used as a placeholder for all the gem values that hadn't been decided on, yet. The list also roughly corresponds to the order in which the levels were created, and so it seems to represent the order with which Moneybags was added to the levels. For example, it is known that Cloud Spires was roughly the 10th level created during development - Brian Allgeier's second level - and Spooky Swamp was the 2nd level created, after Bamboo Terrace.

Level Demo value Final value
Cloud Spires 100 200
Spooky Swamp 100 500
Sunrise Spring 200 300
Icy Peak 250 500
Molten Crater 100 300
Charmed Ridge 100 600
Midday Gardens 300 700
Evening Lake 400 1000
Desert Ruins 100 800
Midnight Mountains 100 1300
Frozen Altars N/A 800
Crystal Islands N/A 1000

Music Array

The array used to identify which track plays in each level uses mostly placeholder values in this version.

The three tracks in the demo are:

  • 00 - Sheila's Alp (Unused)
  • 01 - Fireworks Factory
  • 02 - Enchanted Towers

The music array used in the demo is as follows:

01 02 01 01 02 01 00 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01

Like the final game, the array is 40 values long despite there only being 37 levels. This array translates to the following:

  • As expected, the Enchanted Towers theme is used in Sunny Villa and Seashell Shore and the Fireworks Factory theme is used in Molten Crater.
  • For some reason, despite not featuring in the demo, Sheila's Alp correctly uses the Sheila's Alp theme. This could suggest the level was considered for the demo at some point.
  • The rest of the levels all use Fireworks Factory as a placeholder.

Other Unseen Differences

  • The "WHERE TO?" menu seen when accessing the Balloon / Whirligig / Rocket in the final game is called "HUB2HUB" in this version. Most of the menu is unchanged, with the exception of the last 3 bosses, replaced by "BOSS 2", "BOSS 3" and (surprise!) "BOSS 4". The text colour of the boss names is yellow, while in the final game, it is green.
  • Some skateboarding trick names were also changed, and others were added. None of them are seen in-game, as the course record challenge is inaccessible.
Demo Name Final Name
Missing string Quint Front Flip
Missing string Quint Roll Left
Missing string Big Gulp
Missing string Quint Back Flip
Missing string Quint Roll Right
Missing string Orange Crush
Quad Roll Left Dr. Shemp
Quad Spin Left Gulp
Quad Roll Right Toasty Twist
Quad Spin Right Crush
Double Twisted Lemon Twisted Lemon x 2
Triple Twisted Lemon Twisted Lemon x 3

Other Unused Text

  • The following... explicit debug string appears shortly after the previous one. Again, this doesn't seem to appear in other versions of the game.
Fuck fuck fuck fuck fuck - out of memory for book vram
  • Like demos of the earlier Spyro games, the following string can be found with the demo timeout code:
Bye Bye.....It's Been Fun
  • Each demo version contains some kind of version number. All other demos contain the same number, while this one is slightly different.
    • The string is actually located in two places in memory - both on the level select screen and in the save game information. In the (NTSC-U versions of the) final game, "BASCUS-94467SPY3_1" takes the place of this string, indicating that this may have been used as a save file identifier for this version.
    • One may also speculate that this is an indication of the build date of this particular version - May 25th 2000 - as other information from the game's development points towards this build being from late May to early June.