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Proto:Spyro the Dragon (PlayStation)/June 15th, 1998 build/Artisans

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This is a sub-page of Proto:Spyro the Dragon (PlayStation)/June 15th, 1998 build.

The first world that Spyro encounters is called the Artisans home. This page lists the differences found in the Artisans lands. Note also that as some levels - particularly Flight and Boss levels - changed names, they will be referred to by their final name on this page for clarity.


Artisans Home

  • The Artisans dragons seem to use different voice actors (or, at the very least, different vocal characterisation) and different cinematography and animations when compared to the final game.
  • When speaking to Nestor, if the player attempts to skip the cutscene it will instead display "...THIS IS IMPORTANT..." at the bottom of the screen.
  • Tomas is called Silvus in this version.
  • Accessing the Sunny Flight portal works a bit differently to how it does in the final game - instead of stepping on the stones in succession in any order, the player must jump on the step on the bottom right first and work their way around clockwise.
    • The stones will only light up when the player stands on the correct ones.
    • Furthermore, the stones will correctly light up even from the very beginning of the game, instead of requiring you first speak to the dragon in Wizard Peak that details how to access the level.
    • The stones are a bit different from how they appear in the final game.
    • The wall in front of the Sunny Flight portal will reappear when entering and subsequently leaving another level. This wall will suddenly disappear again when the player gets close enough.
    • The sound effect for lowering this wall had not been implemented yet.
  • The balloon is lower than it normally appears.
  • The balloonist uses a different color scheme from his final design, instead being light blue with a red scarf in the Artisans homeworld.
  • An invisible wall is behind the balloonist, blocking Spyro from moving towards the balloon.

Stone Hill

Jun 15 Aug 12 Final
Spyro-ID11-StoneHill-Map-Jun15.png Spyro-ID11-StoneHill-Map-Final.png
  • One of the platforms, where the dragon "Gildas" is located, was made slightly bigger in the final game. This change was probably made to make the glide from there easier.

Dark Hollow

  • The big-bellied Gnorcs don't make a sound when hitting or roaring at the player.

Town Square

Jun 15 Aug 12 Final
Spyro-ID13-TownSquare-Map-Cropped-Jun15.png Spyro-ID13-TownSquare-Map-Cropped-Final.png
  • The fountains are a different shape, with a flat top Spyro can stand on instead of a pyramidal tip.
  • Two of the dragons have been moved slightly:
    • Devlin is slightly closer to the far wall than he is in the final game.
    • Alvar is much closer to the portal.
  • When the bulls are charged at, they fall horns-first into the ground and get stuck upside down. In the final version, flaming these bulls while they're in this state will make them fall over before disappearing. In this build, however, flaming the stuck bulls will make them disappear immediately without playing an animation first.
  • The matador uses a plain white outfit with red sleeves and simpler eye textures as opposed to the mixed black, yellow and red outfit and more detailed red eyes of the final.
  • The section where the egg thief spawns has something of a slope in this version as opposed to a step.
    • The platform included to make gliding to this area a bit easier is also not present in this version.
  • A couple of inaccessible areas appear to be textured slightly differently.


  • Called "BOSS" in this version, like all other boss levels.
  • A platform near the beginning of the level is slightly higher, making gliding onto it a bit trickier.

Sunny Flight

Jun 15 Aug 12 Final
Spyro-ID15-SunnyFlight-Map-Jun15.png Spyro-ID15-SunnyFlight-Map-Final.png
  • Called "FLYING" in this version, like all other flight levels.
  • In the final game, once the timer is below 10 seconds, it will begin making a noise once every second to warn the player. In this prototype, in the Artisans flight level, it makes this noise every second regardless of time remaining.
  • The outer polygons of the ocean do not get lighter to create a sort of fade effect as they do in the final.