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Spyro 2: Ripto's Rage!

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Title Screen

Spyro 2: Ripto's Rage!

Also known as: Spyro 2: Gateway to Glimmer (EU), Spyro X Sparx: Tondemo Tours (JP)
Developer: Insomniac Games
Publishers: SCEA (US), SCEE (EU), SCEI (JP)
Platform: PlayStation
Released in JP: March 16, 2000
Released in US: November 2, 1999
Released in EU: November 5, 1999


AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
DevMessageIcon.png This game has a hidden developer message.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
TextIcon.png This game has unused text.
RegionIcon.png This game has regional differences.


ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article

Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

Spyro 2: Ripto's Rage! is the second Spyro game in the famous Spyro franchise where our favorite purple dragon is sent out the world of Avalar in order to save its inhabitants from, you guessed it, Ripto's Rage.

Developer Messages

The following text, which contains quotes from several renowned authors, can be found in the game's files:

Now is the winter of our discontent...
It was the best of times, it was the worst of times...
Call me Ishmael...
Stately, plump Buck Mulligan...
Call me Jonah.  My parents did...
Gaily bedight a gallant knight...
Beware the ides of March...
Tyger tyger burning bright...
...
I always get the Shemp...

This paragraph is also present in the files of the first and third game. The last sentence, "I always get the Shemp...", refers to a joke among the developers, in that whenever they messed up, they "got the Shemp" (the joke even made its way into the first game in the form of the name of the boss Dr. Shemp).


In the PAL version of the game, amongst the German dialogue strings for Foreman Bud (or Vorarbeiter Kalle as he is known in German) are the following... unusual messages (written in English, despite their location):

Don't fuck with this message.
Don't fuck with this message either.

It's not clear why these messages are here, and they don't appear in the dialogue strings for any of the other languages.

Unused Graphics

Spyro2-UnusedDragonShoresLogo.png

An unused Guidebook logo for Dragon Shores. In the final game this level actually lacks a corresponding page in the Guidebook.


Spyro2-UnusedFreeHipposII.png

Unused Guidebook text related to the unused orb mission in Shady Oasis. (see #Unused Orb Mission)

Unused Music

Bizarrely, there exists two tracks exclusive to the European releases of the game which go totally unused. Both tracks are distinguished from the rest of the other ones by their comparatively poorer sound quality:


An unused duplicate of the "Save Them Again!" theme used during the second Lava Lizards Orb mission in Skelos Badlands. The composition and instruments are identical to the final track, with the only difference being the aforementioned poorer output quality.


A faster version of the theme of Hurricos, except with a similar instrumentation to that of Aquaria Towers' theme. Based on the length of the track, which is significantly shorter than any of the level themes used in the game, this one was likely intended for an Orb mission, most likely in Hurricos.

Unused Dialogue

There are parts of the game where the dialogue didn't get a chance to be used.

Dialogue for Inactive Power-Ups

There are a few instances in the game where a Power-Up Gate used for a minigame that is found later in the level has been set to a low enemies-defeated counter so that it will be activated by the point Spyro reaches it. Getting to these points without defeating any enemies is very difficult, if not impossible during normal gameplay. However, through the use of cheats, the player can get to these points without defeating any enemies. If so, then the player gets to see the inactive power-ups as well as the possibility to hear dialogue from the NPCs that otherwise never end up being seen.

These two such instances are in the levels "Magma Cone" and "Metropolis". The number of enemies they need to activate the power-up are 2 and 1 respectively.

Level name Dialogue for the activated Power-Up Gate Dialogue for the inactive Power-Up Gate Voice clip
Magma Cone Chedda the Faun

Hey Spyro! You're just in time for the party.

Well, you would be if those nasty Lava

Monsters hadn't stolen our hats. It just won't

be the same without party hats.

Chedda the Faun

Here we are on the night of the big party, and

we don't have anything to celebrate with. If

you could fly, maybe you could do something

about it.

Metropolis Inventor Droid

It's a first for Avalar! A combination powerup!

Thank goodness you're here to test it out...

these invading sheep in their spaceships must be

stopped!

Inventor Droid

I've successfully developed a super powerup here

Spyro... knock off just a few more enemies and

you can be the first ever to use it!

It is interesting to note that the dialogue for Magma Cone can technically be seen as you can simply walk right past the Earthshapers without killing them, but it is very unlikely that someone would do that. An updated version of this line can still be heard in the game's remake.

As for Metropolis, it is actually impossible to access the Gate without killing any enemies during normal gameplay as there are self-destructing ones put on your path.

(Source: CrystalFissure)
(Source: Hwd45)

Unused Orb Mission

There is leftover data in the level Shady Oasis for a harder variant of the "Free Hippos" mission where Spyro would have had to rescue Grundy's 15 cousins.

Context Dialogue text Voice clip
First intro dialogue string Grundy the Hippo

Oh no! Now my 15 cousins have been petrified too! Can you save all 15?

Second intro dialogue string Grundy the Hippo

Follow me...and remember, jump and then press Triangle to headbash.

Upon failing the mission Grundy the Hippo

Almost successful, Spyro.

Upon completing the mission Grundy the Hippo

Thanks for freeing us. All I have to give you is this thingy I found...at least it's not a rock.

The text "Help out again?" also goes unused.

(Source: Mr. C (sound clips))

Dialogue oddities

Zoe

It appears that some of Zoe's voice clips contains some inconsistencies regarding the pitch of her voice. The voice clips in question are namely her dialogue in Colossus where she explains how Spirit Particle gates work and later as she reminds us how Gliding works, as well as the one used at the start of the fight against Ripto.

Strangely enough, the Crash Team Racing Demo of Spyro 2 has one of Zoe's voice clip ("Remember Hunter's advice... you will glide farthest etc...") using the correct pitch and tone. It is likely that the developers tried to pitch-shift Zoe's lines in a later stage of development in an attempt to make Zoe sound more cartoony or cuter, but the idea was dropped in fear that she would sound annoying. As a result, they simply forgot to replace the lines used in Colossus and in Ripto's Arena.

Brother Ned

In the level Colossus, Brother Ned's first dialogue box states that he think Spyro should "torch that yeti" even though the voice actor clearly says that he thinks Spyro should "kill that yeti". The developers may have wanted to replace the voice line in order to make the dialogue sounds less off, but ultimately forgot to do so.

This inconsistency isn't present in the game's remake, where Brother Ned's voice line and dialogue text both say "Torch".

Mayor

In the Metro Speedway, the character of the Mayor, who gives you the secret Orb mission of this level, refers to Hunter as The Hunter. Upon booting up the demo hidden in Crash Team Racing, a “preview guidebook” is shown, depicting screenshots of various activities which you will be able to do in the game, wherein we see Hunter being referred to as “The” Hunter. This would then suggest that the Mayor's dialogue was recorded early on and that they simply forgot to change it, or didn't want to change it seeing how small the mistake is.

This inconsistency isn't present in the game's remake, where the Mayor simply says "Hunter".

Characters referencing early level names

At the beginning of Crystal Glacier, Widgie the Icebuilder informs you that Shaman Tuk has been captured by the Ice Wizards and that he and the others need you to rescue him, as he has their tickets to the hockey game in Colossus Valley. While the Summer Forest homeworld contains a level named simply Colossus, "Colossus Valley" is nowhere to be found. The earliest demo actually contains a list of early level names hidden within its code, and there we can see that what was then known as Colossus Steppes later became Colossus. It is then unclear as to whether Colossus Valley was another early level name or if it is canonically an alternate name for Colossus.

This inconsistency is still present in the game's remake.


In the level Zephyr, upon rescuing Juliet for the Landblubber Romeo, he will mention that they can now finally have their honeymoon in Colossus Springs where they can see the idols. The Early demo mentioned earlier confirms that what was then known as Colossus Springs later became Idol Springs.

This inconsistency isn't present in the game's remake, where Romeo instead says that he and Juliet can take their honeymoon in Idol Springs.


Near the end of Cloud Temples, Murgen the Wizard refers to the level as "Mystic City". Once again, the list of early level names from the first Demo reveals that Cloud Temples indeed used to be known as Mystic City.

This inconsistency isn't present in the game's remake, where Murgen instead gives Spyro an orb from the Cloud Temples gift shop.


(Source: https://web.archive.org/web/20150516194340/http://slidespin.tv/spyro-2-slightly-rushed-development-factoids-and-tidbits-part-1])

Unused Animations

The liveliness of the characters and enemies is something that is clearly one of the game's strong point, yet it seems like at one point in time Insomniac wanted even more animations to be seen.


Hmmm...
To do:
  • Try to see if some of these can be seen in-game
  • Add high quality rips of these animations.
  • Maybe add filenames for clarification?
  • Are there more?
Time in the video Description Notes
0ː07 - 0ː15 An unused idle animation for the Gemcutter NPC turning on and off the light of his helmet. No sfx
0ː15 - 0ː22 An unused idle animation for Bounsa turning on and off the light of his helmet. Has sfx
0ː22 - 0ː26 Another unused animation for Bounsa, this time of him hiding / being scared (presumably by an enemy). A similar animation is used for the Indigo Lizards when Spyro gets close to them. This animation is actually by Gus in Desert Ruins in the third game. No sfx
0ː26 - 0ː32 An unused animation of the Indigo Lizard enemy hopping, presumably upon noticing Spyro and being surprised by him. No sfx
0ː32 - 0ː38 An animation for the Brown Lizard enemy laughing, presumably mocking Spyro after he has been hit by its club. Has sfx
0ː38 - 0ː46 An unused idle animation for the Foreman NPC from Idol Springs using his rolled-up blueprints as a telescope. No sfx
0ː46 - 0ː53 An unused talk animation for the Worker NPC from Idol Springs reminiscent of the one used by the Monks in Collosus (which isn't surprising giving how they basically share the same base model). You can't talk to the Workers in the final game. Possible leftover
0ː53 - 0ː57 An unused animation for the Electroll where it it can heard letting out some kind of grunt while moving it's body back a bit. Has sfx
0ː57 - 1ː00 An unused animation for the Starfish fodder in Sunny Beach flapping its arms. No sfx
1ː00 - 1ː06 Another unused animation for the Starfish fodder, this time of it loosing one if its arms before putting it back where it was. This animation is mostly a reference to the fact that a starfish can regrow missing limbs (which may have been a concept a bit too dark for the game). No sfx
1ː06 - 1ː13 An unused animation of the Lava Toad enemy hopping, which may have been used on the out of reach ones to make them harder to hit, such as the Lava Toad standing on top of the skull entrance. No sfx
1ː13 - 1ː17 An unused idle animation of the Bonebuilder NPC swaying his arms left and right. No sfx
1ː17 - 1ː24 Another unused idle animation of the Bonebuilder NPC, this time of him picking his nose with his spear. No sfx
1ː24 - 1ː29 An unused faster variation of the vase-pushing animation used by the regular Hippo NPC from Shady Oasis. No sfx
1ː29 - 1ː32 Another unused animation of the regular Hippo NPC, this time of him being hurt and letting out a "Wah". In the final game enemies ignore these NPCs as they walk by. Has sfx
1ː32 - 1ː34 An unused idle animation of the big Hippo variant. In the final game the effects of the magic berries only serve as a temporary power-up, rendering this idle animation useless. No sfx
1ː34 - 1ː38 Another unused animation of the big Hippo variant, this time of it pushing a door open. In the final game the big Hippos walk right trough them, destroying them in the process. No sfx
1ː38 - 1ː43 An unused animation of Hunter in Magma Cone where he can be seen jumping while letting out angry / annoyed cat noises (which may have been used after Spyro beats him to his minigame). Has sfx
1ː43 - 1ː47 An unused variation of Hunter's swiping animation used in Magma Cone's Crystal pop-corn minigame. Here he can be heard making an angry / annoyed grunt (which may have been used instead of the regular one for the harder version of the minigame). Has sfx
1ː47 - 1ː55 An unused animation for the Penguin fodder in Winter Toundra hopping, flapping its wings and letting out a squawk (presumably upon noticing Spyro). Has sfx
1ː55 - 2ː01 An unused animation for the Water Wizard NPC sleeping and snoring. Most likely intended for Snoozle before Spyro interacts with him, which is supported by the fact that his dialogue refers to him waking up, despite using the regular "awake" idle animation. Snoozle actually uses a sleeping animation in the game's remake. Has sfx
2ː01 - 2ː06 Another unused animation for the Water Wizard NPC, this time of him waking up. Most likely intended for Snoozle when Spyro interacts with him, which is supported by the fact that his dialogue refers to him waking up, despite using the regular "awake" idle animation. No sfx
2ː06 - 2ː12 Yet another unused animation for the Water Wizard NPC, this time of him pressing a switch. Most likely intended for Snoozle for after when Spyro interacts with him, however in the final game the fountain just suddenly start working again with no physical action from anyone. No sfx
1ː12 - 2ː19 An unused talk animation for the Sky Wizard NPC, a similar one is used in the final game, but without the part where the NPC gives his scepter a glance. No sfx
2ː19 - 2ː22 An unused idle animation for Agent Zero, possibly intended for when he is in his secret baseand wouldn't have to use his standard "Look left and right" idle animation. No sfx
2ː22 - 2ː27 Another unused animation of Agent Zero, this time of him pushing a door open. In the final game the doors open before him. Has sfx
2ː27 - 2ː32 Another unused animation of Agent Zero, this time of him giggling like a stereotypical japanese schoolgirl. Has sfx
2ː32 - 2ː38 Yet another unused animation of Agent Zero, this time of him watering flowers (most probably intended to be used on the flowers found in his secret base). Has sfx, but lacks a model for the watering can.
2ː38 - 2ː45 An unused idle animation of the Farmers NPC in Robotica Farms swatting some (invisible) insects. Has sfx
2ː45 - 2ː52 An unused animation of the robot scarecrow in Robotica Farms shaking its head down its head down, presumably intended for when Spyro fails to catch the flying bugs. No sfx
2ː52 - 2ː57 Another unused animation of the robot scarecrow in Robotica Farms gesticulating energetically with its arms. No sfx
3ː04 - 3ː08 An unused animation of the Space Cow enemy from Metropolis laughing, presumably mocking Spyro after being he has been hit by its laser. While this animation isn't used, a variant of this enemy (the Armored Space Cows) do use a hit-related animation. Has sfx
3ː08 - 3ː15 An unused animation of the Ox mini-boss from Metropolis bawling, presumably intended for when it notices Spyro for the first time. Has sfx
(Source: Breezeharbour)

Hockey Player Room


The level Colossus contains a hockey mini-game in which Spyro can compete against Riptocs in hope to gain orbs. When a match starts, goalie(s) and/or the opponent will come out of a room that Spyro can't normally access, yet it is possible to access this room through the use of glitches.

This simple area contains the models for the goalies and opponent (which constantly cycles through his ice-skating animation, as opposed to the goalies who are stationary) as well as being entirely textured and with full collision.

Early entrance to Ripto's Arena

It appears that the cutscene model of the entrance to Ripto's Arena uses a copy of the pit similar to the one leading to the other bosses in the game (namely Crush and Gulp) instead of the signature corridor. It is most likely a remnant of before the final entrance was chosen.

Cutscene model World model
Spyro2-riptoentrance-early.png S2-1 058-n.T.1.png

Epilogue

Inconsistencies

The cylindrical tower shown in the background of the page named "Agent Zero found some new recruits to train." is missing its roof.

Cut enemies

At the very end of the epilogue is a section called "Faunus Mortas" showcasing "Extinct Creatures of Avalar". These "extinct" creatures are most likely enemies that were cut from the game at some point point but where put in the epilogue so the models wouldn't go to waste. Most of these creatures have an aureole and/or angel wings as a way to show that they are "extinct", and almost of all of them have seen pseudo-latin suffixes (like -us, -um, or -ae) incorporated into their names to give this section of the epilogue a comically scientific side.

  • Guardus Fioritum: A beige skinned muscular enemy wearing a turban and white shorts, tattoos, and brandishing a scimitar. Would have most likely appeared in Scorch, as it bears similarities with the Riflemen and Guard enemy (especially the latter).
  • Catabatus: A pink cat-like enemy with green eyes, and long purple ears/wings with yellow streaks on them. May have evolved into the Catbat enemy seen in Skelos Badlands.
  • Farmae Robotum: A robot enemy wielding a shovel. Bears some resemblance with the robot scarecrows seen in Robotica Farm.
  • Druidus Schnikum: A druid-like enemy with white skin and a purple robe, it also appears to be holding some kind of scepter. It's possible this enemy may have appeared in Fracture Hills (seeing how the level is centered around folklore and magic).
  • Varmintium: A rodent-like enemy hiding inside a trashcan which appears to have attacked Spyro by throwing garbage at Spyro. This enemy may have appeared in Metropolis, seeing the "animals invading a city" theme of this level.
  • Lizardum Fat Slobae: A large light-green lizard with big dopey brown eyes and wielding a large club. This enemy may have evolved into the Brown Lizard enemy from Glimmer. This enemy may have been cut due to its similarities with Crush, both being big dumb lizard using a club as their mean of attack.
  • Mister Fistus: A light green devil / troll-like enemy with a giant fist which appears to be made out of stone. May have appeared in either Fracture Hills or Magma Cone as part of the Earthshaper enemies.
  • Armapillow: An angry blue armadillo-like creature with a pink belly as well as a pink horn, it's also likely that this enemy would have been part pillow judging from its name. May have appeared in Mystic Marsh alongside the other "chimera-like" enemies.
  • Nervous Tickus: A green nervous looking fly enemy with what appears to be purple wings. May have evolved into the Draclets from Crystal Glacier or maybe even the Flying Geckos from the third game's level Enchanted Towers.
  • Wuss: A large grey-purple monkey like creature with a dopey face. It's unknown in which level this enemy would have appeared.

Regional Differences

Japanese Version

Alongside the first Spyro game, the game underwent massive changes when it was localized in Japan. These changes, while less bothering than in the first game, still have proven unsuccessful as the third game and most subsequent entries never got localized in Japan.

Audiovisual Differences

  • Like in the Japanese version of the first game Spyro makes cute high-pitched grunts every time he jumps, charges, or loses a life.
  • An aspect that also comes back from the previous Japanese version is that Sparx always appears as green, regardless of how many hits Spyro has sustained. The shade of green dulls each time Spyro gets hit. The reason for why Sparx is always green in the Japanese version is because in the Japanese version you can obtain other dragonflies that have different colors by finding dragonfly eggs scattered throughout the game.
  • The short level cutscenes shown at the beginning of every level now have full voice acting, with several characters like Spyro or even Moneybags narrating some of them.
  • The eye texture of some characters were made darker (namely Hunter, Elora, Handel/Greta, the Fauns and the Water Wizards now having turquoise or dark purple eyes).
  • The "Guidebook" label on the Guidebook was replaced with small unreadable pixely characters
  • The explosion effects either were replaced with an image saying "Boom" or were simply dulled out in order to reduce the risk of epilepsy.


Gameplay Differences

  • Much like in the Japanese version of the first game, Spyro appears to be much slower. His charging speed is similar to that of his walking speed in the international releases.
  • The camera, alongside that of the localized version of the first game, appears more zoomed out. It is worth noting that you can change it in the options menu.
  • Multicolored signposts are scattered throughout the game, providing textual "hints" if interacted with. However, as opposed to the ones from the previous games they are now only found in homeworlds. They also use the Triangle button to be interacted with instead of having to be flamed by Spyro.
  • You now have to mash the Square button in order to swim underwater, as opposed to just holding the button down in every other version.
  • Sparx's ability to detect gems by holding R1, R2, L1, and L2 was removed.
  • The map is put in by default when you start the game.
  • The "Double Jump" glitch was fixed in this version.
  • Most of the windmills in Robotica Farms are now stopped, presumably to make the level easier.
  • In the same fashion as with the Japanese version of Spyro the Dragon, if you connect the PocketStation device to a PlayStation, a total of twenty-one dragonfly eggs will appear throughout the game. Each level and each homeworld contains a dragonfly egg hidden within it, with the exception of the Speedway levels, Boss arenas, and Dragon Shores. Successfully hatching a dragonfly egg through the PocketStation device will let you have various types of dragonflies, and some of them even let Spyro take more damage from enemies.


Hmmm...
To do:
Add quality pictures of where the dragonfly eggs are located.
Level name Location of the Dragonfly eggs Pictures
Summer Forest Located in the alcove under where you find Hunter. X
Glimmer Located behind where you start the level. X
Idol Springs Located on the forehead of the big Tiki found in the third area (the one with the pillar). X
Colossus Located near a pillar on the platform where you start the level. X
Sunny Beach Located on the rock found in the second area you visit. X
Hurricos Located near the first electrical gate you see when you start the level. X
Aquaria Towers Located behind the stone formation next to the fifth tower. X
Autumn Plains Located behind the portal to Crystal Glacier. X
Skelos Badlands Located under the bridge near where the End Portal is found. X
Crystal Glacier Located on the dinosaur skull in the first area of the level. X
Breeze Harbor Found floating in midair on the path you take when riding the flying sailing ships. X
Zephyr Located in the corner of the platform where you start the level. X
Scorch Located near the gate in the area where the small “cavern” is found. X
Fracture Hills Located inside the group of bushes found behind where you start the level. X
Magma Cone Located on the small platform where the faun you help is found (the one holding the small boulder). X
Shady Oasis Located behind the first pillar in the blue room where two pillars are found. X
Winter Tundra Located on the ledge of the big tower of Ripto’s castle (the ledge on the left when facing the stairs). X
Mystic Marsh Located in the backseat of the car of Basil the Explorer. X
Cloud Temples Located in Agent Zero’s secret hideout. X
Robotica Farms Located in the ledge of the first windmill you see when you start the level. X
Metropolis Found floating in midair in the final section (near the two-branched planet-shaped structure). X
(Source: CrystalFissure)
(Source: SpyroPS1iscool)

European Differences

Audiovisual Differences

  • Upon being localized in Europe, the name of the game was for some reason changed from "Ripto's Rage" to "Gateway to Glimmer" (Glimmer being the first level you explore). As a result, a different title screen graphic is used, the "Spyro" part being of a way lighter shade of purple while the subtitle "Gateway to Glimmer" is written in small light green text underneath.
US Europe
Spyro2 title.png Spyro2 titleEU.png
  • In this version, the "PRESS START" was replaced by an option that allows the player to change the game's language to either English, French, German, Spanish or Italian.
  • The level "Breeze Harbor" was renamed "Breeze Harbour" to fit the spelling of the word in British English.
  • The track which plays during the final fight against Ripto lacks the opera-styled vocals in the background.
NTSC-U PAL

Gameplay Differences

Hmmm...
To do:
Investigate - everything here might actually be a result of the frame rate difference between NTSC and PAL.
  • The loading time and general speed of the game has been slightly decreased.
  • The jump's height has been very slightly augmented, nothing extreme though.