We just released a Feb. 5 '89 prototype of DuckTales for the NES!
If you'd like to support our preservation efforts (and this wasn't cheap), please consider donating or supporting us on Patreon. Thank you!

Proto:Spyro 2: Ripto's Rage!/August 11th, 1999 build/Autumn Plains Worlds

From The Cutting Room Floor
Jump to navigation Jump to search

This is a sub-page of Proto:Spyro 2: Ripto's Rage!/August 11th, 1999 build.

From the Autumn Plains worlds onwards, the differences in this build begin to appear a bit more frequently. Perhaps one of the most notable design changes in this version of the game are the relatively vast scale of differences within the Autumn Plains home, resulting in this build having a total of 65 orbs, rather than 64.

Differences

Autumn Plains

Aug 11 Prototype Sep 30 Final
Spyro2-ID30-Map-Aug11.png Spyro2-ID30-Map-Sep30.png
  • Part of the ground beneath the arches in the section leading up to the ladders was elevated in the final.
  • The Breeze Harbor portal is in a completely different position, and is slightly closer to where the player starts in the level.
Aug 11 Prototype Sep 30 Final
Spyro2-AutumnPlainsBreezeHarborArea-Aug11.png Spyro2-AutumnPlainsBreezeHarborArea-Sep30.png
  • One of the archways has an extra rung which holds a single yellow gem.
Aug 11 Prototype Sep 30 Final
Spyro2-AutumnPlainsArches-Aug11.png Spyro2-AutumnPlainsArches-Sep30.png
  • The Scorch portal is slightly more indented into the wall than it is in the final - this actually matches one of the cutscene models used in the final game.
    • There is a small indent in the wall nearby, also matching the cutscene model in the final.
Aug 11 Prototype Sep 30 Final
Spyro2-AutumnPlainsScorchArea-Aug11.png Spyro2-AutumnPlainsScorchArea-Sep30.png
  • The breakable wall near to the entrance to Gulp's Overlook that leads to the roof is not present - rather, the wall is open, instead.
Aug 11 Prototype Sep 30 Final
Spyro2-AutumnPlainsBreakableWall-Aug11.png Spyro2-AutumnPlainsBreakableWall-Sep30.png
  • The pathway through to the roof leads to a different side of the tower than it does in the final.
Aug 11 Prototype Sep 30 Final
Spyro2-AutumnPlainsRoof-Aug11.png Spyro2-AutumnPlainsRoof-Sep30.png
  • The grass area on the roof is sunken slightly when compared with its surroundings.
  • There is a breakable wall on the roof leading to an area inside the wall that was removed in the final. This leads to the inside of the tower.
  • The whirlwind on the roof is not located where it normally is - instead, there's a whirlwind located on the inside of the tower, leading to the top of the tower through a hole in the middle.
Aug 11 Prototype Sep 30 Final
Spyro2-AutumnPlainsTower-Aug11.png Spyro2-AutumnPlainsTower-Sep30.png
  • There is an extra island between the Icy Speedway portal and the castle which was removed later on.
  • The surrounding mass near the death boundary is more stuck out and prominent in this build.
  • The final theme for this level isn't yet present, and so the Glimmer theme is used instead.
Spyro2-AutumnPlainsPauseScreen-Aug11.png
  • Oddly, the pause menu still refers to the level by an earlier name, Autumn Castle. The Guidebook also refers to it as such.
  • There is an orb behind the breakable wall on the roof, which wasn't present at all in the final game. This orb is also referenced in the Guidebook as "Bottom of the tower". As a result, the level has three orbs, and this version has a total of 65 collectable orbs.
    • However, the pause menu and Guidebook only reference two orbs; the tower orb and the orb behind the breakable wall on the wall surrounding the level. The orb on the island - referred to as "Long glide!" in the Guidebook in the final - is present, but not referenced by either the pause menu or the Guidebook.
    • Additionally, the array listing the number of orbs present in each level indicates that Autumn Plains should have 2 orbs (like in the final, and also matching the Guidebook amount).
    • Interestingly, the orb along the outer wall of the level is referred to as "At the aquaduct" instead of "The end of the wall" in this version - this is a remnant from an earlier version of the level, when the wall was in fact an aqueduct, instead.
  • The homeworld vortices leading to Summer Forest and Winter Tundra are placed in seemingly random places in the first section of the level, and there's only a single pair of them. In the final, one pair of vortices is found near to the first ladder in the level, and another pair is found near to the entrance to Gulp's Overlook.
    • Additionally, the vortices are extremely different in appearance from their final look.
  • The "Gulp's Overlook" text hovering in front of the entrance to the level is missing.
  • Some of Elora's dialogue - in particular, when all talismans have been collected and Gulp is ready to fight - has not been recorded yet.
  • There are no flags on the castle representing whether or not Gulp has been defeated.

Skelos Badlands

  • The theme used in this level appears to be an uncut version of the theme heard in the demo versions - it's similar to the final, but is missing a lot of its instrumentation. See the soundtrack page for more info.
  • The flag at the beginning of the level is red instead of yellow.
    • Additionally, when flamed, the skull at the top of the flag plays a little animation where it falls down and becomes lopsided. The final flag design removes this animation, and the skull instead stays put.
Spyro2-SkelosBadlands-SkillPoint-Aug11.png
  • Skill Points are not yet implemented, and as such, this level has not yet received its Skill Point. However, should the player flame all of the cacti, the last cactus will release 10 extra life butterflies upon exploding. This seems to have been an initial concept which was ultimately reworked into the idea of Skill Points.
  • None of the minigames play unique themes; they instead continue to play the level's main theme (i.e., neither the lava lizard themes nor the bone dance theme plays). While the latter theme isn't present at all, both of the lava lizard themes are present in the game, albeit unused.
  • Like all other levels in this version, the intro and outro cutscenes have some additional dialogue from Elora overlaid on top:
Cutscene Dialogue
Intro This is Skelos Badlands and it's hot. The bonebuilders live here, making their huts out of the bones of long-extinct creatures. Unfortunately for them, the other creatures are always tormenting them. In fact, they've developed new sports around pestering the bonebuilders. This one is called the bonebuilder toss.
Outro Now that you've gotten through Skelos Badlands, Spyro, you've inspired the bonebuilders to be a little more adventurous. They've found that lava lizards can make great pets, as long as you don't get in their way.

Crystal Glacier

  • An earlier version of the level's theme is used. The theme is also present in the final game, albeit unused.
    • There are also some very minor mixing differences between this version's theme and the unused one found in the final game.
    • The same theme is also heard in the intro and outro cutscenes for the level in the final game.
  • Like all other levels in this version, the intro and outro cutscenes have some additional dialogue from Elora overlaid on top:
Cutscene Dialogue
Intro Recently, Ripto sent ice wizards to Crystal Glacier to kidnap Shaman Tuk. The icebuilders have been sending commandos to rescue him, but they haven't been very successful. In fact, the wizards have turned all of them into big blocks of ice. I think they need someone who can turn up the heat and help them out.
Outro Good job, Spyro! Rescuing Shaman Tuk wasn't easy. Now the icebuilders can claim the ice wizard castles as their own. Though, I don't know how long they'll keep it if they don't lay off the extreme sports.

Breeze Harbor

Aug 11 Prototype Sep 30 Final
Spyro2-ID33-Map-Aug11.png Spyro2-ID33-Map-Sep30.png
  • The target symbol found on the catapult is not present in this version.
  • There is no music in the intro and outro cutscenes.
  • The outro cutscene displays incorrectly, as the boat at the end of the level returns to its original position and blocks the camera in a few of the shots.
  • There is no trolley theme - the Breeze Harbor theme continues playing, instead.
  • Like all other levels in this version, the intro and outro cutscenes have some additional dialogue from Elora overlaid on top:
    • The outro cutscene reuses the intro cutscene dialogue.
Breeze Harbor is the home to the Breezebuilders. Recently, they've been fighting battles with the Land Blubbers from Zephyr. The Breezebuilders use steam power to drive their flying boats, now the Land Blubbers have invaded and put out all of the fires. It's really weird, they got along fine until Ripto arrived. I think he's just trying to stir things up so he can take over Avalar more easily.

Zephyr

Aug 11 Prototype Sep 30 Final
Spyro2-ID34-Map-Aug11.png Spyro2-ID34-Map-Sep30.png
  • The section containing the superflame powerup was entirely redesigned later in development. In this version, as a result of the shape and placement of this section, the superflame powerup is visible from the section of the level where the seed challenge takes place.
  • The ? jar contains a single red gem - this results in the total number of gems in the level being 401 instead of 400.
  • There is no music in the intro and outro cutscenes.
  • The final theme for this level isn't yet present, and so the Glimmer theme is used instead.
  • Seargeant Tub doesn't turn to you when you speak to him on the cannon, resulting in some rather awkward dialogue.
  • Like all other levels in this version, the intro and outro cutscenes have some additional dialogue from Elora overlaid on top:
Cutscene Dialogue
Intro This is Zephyr, what used to be a peaceful home for the Land Blubbers. Ever since Ripto arrived, though, the Land Blubbers have been fighting against the Breezebuilders. Now the Breezebuilders have invaded Zephyr and taken over the buildings. The Land Blubbers are trying to fight back with their cannons, but sometimes the Breezebuilders are little too much for them to handle.
Outro Wow, Spyro! That was some explosion when you blew up the ammo dump. Now that the Land Blubbers are back in charge of their territory, I don't think they're going to treat the Breezebuilders too kindly. Oh well, maybe if you can get rid of Ripto, they'll be able to patch up their differences.

Metro Speedway

Aug 11 Prototype Sep 30 Final
Spyro2-ID35-Map-Aug11.png Spyro2-ID35-Map-Sep30.png
  • The tracks are bare in this version, rather than being lit up in green like in the final.
  • Metro Speedway is missing some of the light rays in its skybox.
    • This is also the case for its portal and loading screen skyboxes.
  • Skill Points are not yet implemented, and as such, this level has not yet received its Skill Point.

Scorch

  • The portal, in-level skybox and loading screen skybox for this level depict a brown desert. In the final, the desert is instead yellow.
    • Notably, the credits model for the level still uses the brown desert skybox in the final game.
  • Skill Points are not yet implemented, and as such, this level has not yet received its Skill Point.
  • The superflame powerup HUD wrongly uses the superfly icon when active in this level.
  • Like all other levels in this version, the intro and outro cutscenes have some additional dialogue from Elora overlaid on top:
    • There is no music in the intro and outro cutscenes.
Cutscene Dialogue
Intro This is Scorch, the hottest place in Avalar. The soldiers in Scorch are at war with the hippos from Shady Oasis. The hippos have sent two secret agents to invade the soldiers' headquarters - unfortunately, the secret agents aren't too experienced. They may need your help.
Outro Hey, Spyro! Way to go! Now the secret agents from Shady Oasis can do their job and wreak havoc in the soldiers' castle. What I wanna know is, why didn't they use their secret weapon in the first place?

Shady Oasis

Spyro2-ShadyOasisSkybox-Aug11.png
  • The portal, loading screen and in-game skyboxes for the level feature a strange blue-brown gradient, which is nothing like the cloudy blue-grey sky used in the final.
    • Interestingly, the model used for the level in the final game's credits used yet another skybox, resembling the one used in Scorch, but with a lighter tan sand colour. This seems to be an intermediate skybox for the level between the skyboxes used in this build and the final.
  • The ? Jar contains no gems in this level, for some reason. Despite this, the level still contains 400 gems.
  • The invincibility powerup HUD wrongly uses the superfly icon when active in this level.
  • Like all other levels in this version, the intro and outro cutscenes have some additional dialogue from Elora overlaid on top:
    • There is no music in the intro and outro cutscenes.
Cutscene Dialogue
Intro The hippos in Shady Oasis just love their magic berries. Whenever they eat the berries, they grow much bigger and stronger. Recently though, thieves from Scorch showed up and began stealing the berries. Even worse, they locked the hippos away from the Great Berry Bush. Now the hippos are hungry again, and their can't catch the thieves. Things aren't looking too bright in Shady Oasis.
Outro Now that you've helped the hippos break down the doors and get to the Great Berry Bush, everything is back to normal in Shady Oasis... except that the Great Berry Bush is bare. Looks like someone was a bit too hungry.

Magma Cone

  • There is no music in the intro and outro cutscenes.
  • The volcanic rock in the intro cutscene looks a bit different.
  • The party hats in the outro cutscene are plain orange, rather than the white and pink striped hats used in the final.
  • The crystal popcorn icons are just identical grey crystals instead of a headshot for each player.
  • There is no crystal popcorn minigame theme - the Magma Cone theme just continues playing instead.
  • Like all other levels in this version, the intro and outro cutscenes have some additional dialogue from Elora overlaid on top:
Cutscene Dialogue
Intro The fauns of Magma Cone are relaxing and waiting for their big annual party. The problem is that Ripto has sent Earthshapers to activate the once-dormant volcano. Now it's erupting, and the fauns are going to have to postpone their party - or at least find a better place to sunbathe.
Outro It's party time! These fauns have been waiting all year for their big celebration, and now that you've shut off the volcano, they can party into the night. Things can get a little crazy here though, so if you plan on dancing, just watch who you're next to.

Fracture Hills

Aug 11 Prototype Sep 30 Final
Spyro2-ID44-Map-Aug11.png Spyro2-ID44-Map-Sep30.png
  • The grass texture was changed later in development to be more uniformly shaded.
  • Several ridges near the start and end of the level were reshaped slightly.
  • Despite the fact that the final theme is present in this version (as the level would usually reuse the Idol Springs theme), the Glimmer theme is used here instead.
  • There is no satyr release theme - the Glimmer theme continues instead.
  • There is no music in the intro and outro cutscenes.
  • Skill Points are not yet implemented, and as such, this level has not yet received its Skill Point.
  • Like all other levels in this version, the intro and outro cutscenes have some additional dialogue from Elora overlaid on top:
Cutscene Dialogue
Intro Fracture Hills is home to fauns and satyrs. They lived here peacefully, until Ripto sent Earthshapers to shake things up. Now they've turned all the Satyrs to stone, and even encased the fauns' temple in rock. Be careful Spyro, those Earthshapers are really strong, and they've got a mean sense of humour.
Outro Hey, Spyro, you did it! Since a lot of my cousins live in Fracture Hills, I'm particularly happy that you helped them out. What's more, it looks like you may have convinced an Earthshaper or two that bagpipe music isn't all that bad.

Icy Speedway

Spyro2-IcySpeedwayHUD-Aug11.png
  • Skill Points are not yet implemented, and as such, this level has not yet received its Skill Point.
  • The HUD uses the icons from Metro Speedway instead.
  • The music used in this level is an unfinished loop of the beginning section of the track, looping four times.
  • A static shot of the skybox is seen in the completion screen instead of a panning shot of the level.
  • No fragments are released by the igloo when it is destroyed.
  • The camera is not angled correctly when speaking to Hunter, so his head is out of shot.
  • The paraglider parachute has no textures, and instead just appears grey.
  • Icy Speedway's loading screen skybox has lighter clouds, rather than the more darkly coloured ones used in the final. The level itself uses the final skybox, however.

Gulp's Overlook

Aug 11 Prototype Sep 30 Final
Spyro2-ID46-Map-Aug11.png Spyro2-ID46-Map-Sep30.png
  • The level's lowpoly model has the same polygon count as its highpoly model.
  • The edge of the arena is flatter and narrower, and the lava is slightly higher.
    • The level appears to be a close match for the version of the level used in one of the level's cutscene models in the final game.
  • For some reason, the music stops about a second after entering the level. It will restart again after dying or by pausing and unpausing the game.
  • Gulp's health bar is missing the icon of his face that it usually features.
  • Skill Points are not yet implemented, and as such, this level has not yet received its Skill Point. Should the player shoot a rocket at Ripto, it'll pass straight through him.
  • There are no story cutscenes before and after the level.