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

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

The world that directly follows the Artisans home is Peace Keepers. The levels here are almost finalized at this point in development, but various changes from the retail version are still present.




Differences

Peace Keepers Home

Jun 15 Aug 12 Final
Spyro-ID20-PeaceKeepers-Map-Jun15.png Spyro-ID20-PeaceKeepers-Map-Final.png
Spyro-Jun15-ExtraBalloonists.png
  • Like the other worlds, a balloonist can be found behind where you enter the level. In this case, he places himself and his balloon at the end of the pier.
  • The dragons in this level are particularly notable for using extremely unfinished audio dialogue and animations.
    • Aside from saying entirely different things, each of the dragons appears to have used a placeholder voice actor that doesn't sound particularly comfortable in his role.
    • Each of the dragons feature different cinematography and animations, too. In particular, Magnus appears incredibly rigid in this version, compared to the final.
  • The texture of tents is different. They also seem to dramatically change shading when flamed.
Jun 15 Aug 12 Final
SpyroTentJun15.png SpyroTentFinal.png
  • Several of the platforms were later stretched, perhaps to make some of the glides easier.

Dry Canyon

Jun 15 Aug 12 Final
Spyro-ID21-DryCanyon-Map-Jun15.png Spyro-ID21-DryCanyon-Map-Final.png
  • Several spring crates release red gems instead in this version. While different gem placement is not particularly unusual, these gem crates are only used in Lofty Castle in the final game.
Jun 15 Aug 12 Final
Spyro-Jun15-RedChests.png Spyro-Final-GreenChests.png
  • A wall near the beginning of the level is shaped a bit differently...? You'd think this was done to stop the player leaving the map, but it seems like it's a bit too high to reach (though ironically the gap to the right of it can be escaped by the player).
Jun 15 Aug 12 Final
Spyro-Jun15-DryCanyonWall.png Spyro-Final-DryCanyonWall.png

Cliff Town

Jun 15 Aug 12 Final
Spyro-ID22-CliffTown-Map-Jun15.png Spyro-ID22-CliffTown-Map-Final.png
Spyro-Jun15-ExtraDragon.png
  • An extra dragon can be found towards the end of the level on top of one of the buildings. Given that an unused dragon name "GALE" appears amongst the other Cliff Town dragon names, it may be the case that this is the dragon that was going to use this name.
  • The water is missing the shading used to cover the repeating texture.
  • The tower with a firework is higher, so it's impossible to ignite the firework rocket by jumping from a lower platform.
  • The whirlwind near the beginning of the level never appears, so you have to perform the "hardest" glide every time you want to get back.

Ice Cavern

  • The platform with multiple extra lives instead contains one purple gem and two red gems. In addition, gems were hidden in places which would be empty in the final version.
  • Like Dry Canyon, there's a red spring chest in this level, something that only appeared in Lofty Castle in the final.

Doctor Shemp

Jun 15 Aug 12 Final
Spyro-ID24-DoctorShemp-Map-Jun15.png Spyro-ID24-DoctorShemp-Map-Final.png
  • Much of the level's lighting, shading and colouring are a little bit different, as seen in the map screenshots. The lighting near the death boundary is also somewhat different.
  • Once Doctor Shemp is defeated and the gems he releases are collected, he will not respawn when re-entering the level.

Night Flight

Spyro-Jun15-Fairy.png
  • The fairies have a different, cartoonier appearance, just as they do in High Caves and Crystal Flight.
  • Called "FLYING" in this version, like all other flight levels.
  • The timer in this build is only 20 seconds long, as opposed to the final version's 25 - this makes completing it within the time limit far more challenging.