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

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

While differences are quite immediately present when the game begins, the Summer Forest worlds are on the whole quite complete at this stage of development.

Differences

Summer Forest

Aug 11 Prototype Sep 30 Final
Spyro2-ID10-Map-Aug11.png Spyro2-ID10-Map-Sep30.png
  • The final theme for this level isn't yet present, so the Glimmer theme is used instead.
  • The Glimmer portal uses a different skybox, which neither matches the level's skybox nor the loading skybox for the level. The exit portal in Glimmer also uses this skybox.
  • There is some slightly bluer lighting around the Ocean Speedway portal. The room is also a slightly rounder shape behind the portal.
Spyro2-SummerForestVortex-Aug11.png
  • The homeworld vortex leading to Autumn Plains is placed in the initial section of the level, and there's only one such vortex. There is no vortex leading to Winter Tundra. In the final, one pair of vortices leading to both of the homeworlds is found beyond the first building, and another is found near to the entrance to Crush's Dungeon.
    • Additionally, the vortices are extremely different in appearance to their final look.
  • There are no flags on the castle representing whether or not Crush has been defeated.
  • There is a polygon missing above the door which blocks entrance to Crush's Dungeon. When the door is down, the hole can be clearly seen in the ceiling.
  • There is a bizarre quirk of the Aquaria Towers portal: entering the portal from the side of it closer to Moneybags will cause Spyro to suddenly change direction as if he was entering from the other side.

Glimmer

  • While the gem placement is quite different across the entire game, this level is notable in that the small section of the level where the player first spawns has no gems whatsoever in this version.
  • Bounsa the Gemcutter has some unusual behaviour which was mostly corrected in the final game:
    • If he is not spoken to in advance of killing the first lizard, then the player will be teleported off side of the platform, facing Bounsa, rather than standing on the same platform as Bounsa with Bounsa turning to face Spyro. Attempting to speak to Bounsa in this state will cause some unusual animations to play out, as Spyro will attempt to walk off the platform to stand in front of Bounsa. In the final, Spyro will be teleported onto the same platform as Bounsa almost every time, with the exception of when Spyro starts to fall off a platform at the same time as he gets teleported, in which case he may teleport to the same position he does in this build, with the notable difference that Bounsa will still turn to where the player should have teleported.
    • If he is spoken to in advance of killing the first lizard, he should behave the same way as he does in the final.
Spyro2-GlimmerExitPortal-Aug11.png
  • The exit portal uses a different skybox, which neither matches the level's skybox nor the loading skybox for the level. The portal to Glimmer in Summer Forest also uses this skybox.
  • The superfly powerup HUD wrongly uses the invincibility icon when active in this level.
  • Glimmer only has one cutscene, as in the final game. Like all other levels in this version, the cutscene has some additional dialogue from Elora overlaid on top:
Good job, Spyro! Now that you've taught the lizards how to behave themselves, the gemcutters don't have to worry about anyone stealing their jewels. They can go back to work harvesting and polishing gems for the rest of Avalar. They're even trying to train the lizards to help out, though that may be expecting a little too much from some of them.
  • There are no sound effects in the cutscene aside from Elora's dialogue and the Glimmer theme.
  • The cutscene is also seemingly quite visually incomplete.
    • The bridge is untextured.
    • The camera zooms in on the lizard towards the end rather than immediately cutting to it - this also results in the camera visually clipping through part of the bridge. The camera angle and placement of the lizard also differs from the final somewhat.

Idol Springs

  • There's a cut NPC standing by the lake near the start of level that mentions swimming to the player.
  • Zoe's voice in her dialogue throughout this level sounds very different to the final, and is very inconsistent too.
  • Skill Points are not yet implemented, and as such, this level has not yet received its Skill Point.
  • There is no hula dance theme to go with the hula dance cutscene. Instead, the game continues playing the Idol Springs theme.
  • 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 workers of Idol Springs are famous throughout Avalar for the statues they carve. But now, some of these statues have been coming to life, scaring the workers and stealing their food! As always, the workers are trying to make the best of things, but usually, a statue is just a statue.
Outro Way to go, Spyro! Now the workers can get back to their job. Even more importantly, they can get to their food! Yep, the workers love their barbecues, but they'd better keep an eye out for hungry idols!

Colossus

Aug 11 Prototype Sep 30 Final
Spyro2-ID13-Map-Aug11.png Spyro2-ID13-Map-Sep30.png
  • The portal, in-level skybox, and loading screen skybox for this level use darker grey shadows in its mountains, rather than the softer purples used in the final game.
  • The flag at the beginning of the level is missing.
  • The large yak enemy found in this level has a farting idle animation that was removed in the final game.
  • The yeti at the end of the level has paw textures under his feet that were removed in the final game.
  • The section of ground near to the ice hockey rink is more covered in snow in the final.
  • Some of the geometry on the mountain behind the red goal was elevated, presumably to stop the player from getting out of bounds.
  • The textures for the hockey goal posts were somewhat altered.
  • The hockey counter sprites are different, resembling coloured pucks rather than faces.
  • There is no hockey theme to play during the hockey minigame. Instead, the game continues playing the Colossus theme.
  • There's a grammatical error when the player first speaks to the character that introduces the hockey minigame, where the option to decline says "No, it's way to cold", where "to" would later be corrected to "too".
  • Zoe's voice in her dialogue sounds different to the final game, and some of the lines were clearly re-recorded. Additionally, some of her audio dialogue is missing here.
  • Like all other levels in this version, the intro and outro cutscenes have some additional dialogue from Elora overlaid on top:
Cutscene Dialogue
Intro Spyro! This is Colossus. The monks who live here have spent most of their time chanting and meditating, until a ferocious yeti came down from the mountains, and took up residence in the temple. Even worse, to keep the yeti from rampaging through Colossus, the monks have to keep him well-fed. Yep, yetis will eat anything.
Outro Well done, Spyro. Now the monks can go back to more important things, like chanting and moving large objects with their songs. Here you can see how the apprentice monks learn from the masters. It takes a lot of concentration to move objects as big as these carved heads, and they don't often get it right the first time.

Hurricos

Aug 11 Prototype Sep 30 Final
Spyro2-ID21-Map-Aug11.png Spyro2-ID21-Map-Sep30.png
  • One area in one of the minigame sections was made slightly wider.
  • Due to skill points not yet being implemented, there is no skill point in this level. There are fewer breakable fans than what was seen in the final.
    • Furthermore, the few breakable fans in the level at this point each drop gems when destroyed, making their destruction mandatory, unlike in the final.
  • Like all other levels in this version, the intro and outro cutscenes have some additional dialogue from Elora overlaid on top:
    • Curiously, a dev recording of the intro cutscene's dialogue is used in the intro cutscene to Mystic Marsh in this version, with a slightly different script than what's heard here.
Cutscene Dialogue
Intro Welcome to Hurricos, Spyro! This stormy place is the home of the Electroll scientists who provide Avalar with much of its power. Unfortunately, that bully Ripto has sent Geargrinders to steal the energy, and they've activated electric barriers to keep the Electrolls apart. If you can help the Electrolls, they might do something special for you!
Outro Excellent, Spyro! The Electrolls are now back in control of Hurricos. These little guys are pretty upset over what the Geargrinders did to them, so now they're gonna have some fun teasing the Geargrinders for a while. By the way, you're doing a great job spoiling Ripto's plans for these worlds, keep up the good work!

Aquaria Towers

  • There is a bizarre quirk of the portal used to enter this level: entering the portal from the side of it closer to Moneybags will cause Spyro to suddenly change direction as if he was entering from the other side.
  • Oddly, the pause screen displays the wrong name in this level - "Sunny Beach" is mentioned on the pause menu, instead.
  • The dehydrated seahorses do not yet appear to have their speaking animation.
  • The metal sharks make a different sound when attacking the player.
  • In the final game, there's a way to get out of bounds from the area at the top of the level by swimming against the boundaries while facing down. This glitch doesn't work in this version.
  • Like all other levels in this version, the intro and outro cutscenes have some additional dialogue from Elora overlaid on top:
Cutscene Dialogue
Intro Aquaria Towers used to be filled with beautiful underwater caves, but Ripto sent Waterworkers who pumped the caves dry, and built factories on top of the coral. Now the seahorses are dehydrating and I don't think they'll last much longer. You need to help them quickly.
Outro Way to go, Spyro! You've filled all the towers with water again! Now the seahorses can get back to doing what they do best - scaring the bubbles out of eachother. They'll do anything for a laugh, although I don't think the sharks see the funny side.

Sunny Beach

  • 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. Furthermore, there are two unused tracks stored alongside the main theme for this level - while not proven, it strongly suggests that the themes would have been used within the minigames in this level. Specifically, the two tracks are very similar and seem to have been used in the two stages of the turtle soup minigame. See the soundtrack page for more info.
  • Oddly, the pause screen displays the wrong name in this level - "Aquaria Towers" is mentioned on the pause menu, instead.
  • After finishing the level, the player has the option to talk to the NPC at the start again, where the NPC just gives a blank text box with no audio dialog attached. This is likely a leftover from an earlier version of the game where some NPCs would have additional dialog if the player spoke to them again.
  • Like all other levels in this version, the intro and outro cutscenes have some additional dialogue from Elora overlaid on top:
Cutscene Dialogue
Intro Surf, sun and sand! Sunny Beach used to be a paradise, at least before Ripto sent the Waterworkers to bring back turtles for his favourite meal, turtle shell soufflé! Now the turtles spend all of their time trying to escape from the workers - well, most of the time.
Outro Spyro, now that you've gotten the baby turtles away from the Waterworkers, they can earn their shells and become a productive part of the turtle workforce. Before they do, though, they've decided to practice their diving skills, with a little help from the Waterworkers.

Ocean Speedway

  • During the race with Hunter, there's no counter present to keep track of the rings.
  • Skill Points are not yet implemented, and as such, this level has not yet received its Skill Point.
  • For currently unknown reasons, there appears to be a second copy of the model used in this level, found amongst the cutscene WADs.

Crush's Dungeon

  • Due to a bug, the music stops about a second after entering the level. It can be started again by dying or simply by pausing and unpausing. The same is also true for the other boss levels.
  • Additionally, like the other boss levels, there is no way to exit the level once inside, as the option to leave is removed from the pause menu.
  • The Crush icon is missing from the health bar.
    • In the final, when the health bar decreases, sparkles burst out of the lost life point. No sparkles are present in this version.
  • Ripto doesn't watch over the battle as he does in the final.
  • As skill points are not yet implemented, there is no skill point for finishing the level without getting hit.
  • There are no story cutscenes before or after entering the level, due to the much more limited number of cutscenes in this version.
  • The "Crush Defeated!" image is not yet implemented. Instead, after the battle, the game cuts to the text "Entering Autumn Plains..." before the player is placed in Autumn Plains.