Spyro the Dragon (PlayStation)
|Spyro the Dragon|
This game has a prototype article
This game has a prerelease article
|This page or section needs more images. |
There's a whole lotta words here, but not enough pictures. Please fix this.
Spyro the Dragon is the first game in what would become one of the PlayStation's best selling and most iconic series. Gnasty Gnorc has crystallised the inhabitants of the Dragon Realms in a fit of rage, and it's Spyro's job to free the dragons, reclaim their stolen treasure, and toast some gnorcs!
- 1 Sub-Pages
- 2 Developer Message
- 3 Unused Text
- 4 Unused Graphics
- 5 Unused Sounds
- 6 Unused Music
- 7 Low-Poly Model Oddities
- 8 Unseen Level Geometry
- 9 Regional Differences
The content is very similar across the demos, consider merging the pages.
Three of the game's demos were built after both English-language final builds.
| Crash 3: Warped Demo|
The demo included in Crash Bandicoot: Warped, accessible with a cheat code. Both NTSC-U and PAL versions exist.
| Foil Demo|
The demo used on a standalone demo disc released in 1999, with similar content to the above demo.
A rather cryptic compendium of text, repeated multiple times to fill up leftover space on the disc, can be found in the "DRAGON" file, containing extracts from Shakespeare, Dickens, Melville, Edgar Allen Poe, and other esteemed authors. It reads:
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...
Insomniac also managed to sneak this into the files of the second and third game. The term "Shemp" is an internal joke among the developers, as if something didn't go as planned, or if someone messed up, they "got the Shemp". It is itself found in the name of the boss Dr. Shemp.
Unused Dragon Names
The name listings for all of the dragons and balloonists (as well as Toasty and Jacques) contain a few names which go unused by any of the characters found in the final game.
RASHIDI JETHRO FINLAY GALE SILVUS
Notably, Silvus was used in demo builds of the game as the name of the cowardly dragon in the Artisans home, which was renamed to Tomas in the final release. The internal order in which the names are listed implies that they would have been used in Jacques (Rashidi), Cliff Town (Gale), and one of the Magic Crafters worlds (Finlay and Jethro).
Miscellaneous Text Strings
The EXE in one of the demo versions references the "Dragon X" string many times in the dragon name pointer array, suggesting that it would have been used for Dragons whose names were yet to be decided. Despite this, prototypes which do contain dragons with undecided names instead show the name "Silvus" in their cutscene, corresponding to the first name in the array.
This... unusual piece of text is grouped in with the world names. This was clearly intended as a joke on Insomniac's part... although could you imagine if there actually was a Thigh Masters world?
This may possibly be a remnant from a time where 7 worlds were planned for the game, and in fact the earliest demo contains inventory data for a 7th world. Should the player access this inventory page, its world name will (unsurprisingly) display as "Thigh Masters".
Get a better rip of the life icon - also identify if the head icon is actually present at all (and where?), as it seems like it may have been an edit of the other sprite.
Grouped in with the graphics displayed on the title screen is an unused life icon. This icon depicts Spyro's severed head in typical platformer fashion, more closely resembling the counters used in the second and third games than the 3D modelled head used for the life counter in the final game. Spyro's head is superimposed onto a metal plate with several cavities around its edge; apparently intended to hold the same life orbs which orbit the life counter in the final game. This graphic is also briefly seen in an early trailer for the game.
Also included within the title screen icons is a text sprite which reads "LOAD GAME" - despite being loaded into VRAM alongside the rest of the icons, it is never used. It's also only present in the data of the final NTSC-U version of the game.
This sprite is grouped with the "SELECT MEMORY CARD" sprite in VRAM, suggesting that the two sprites would have collectively displayed as the sentence "SELECT MEMORY CARD TO CREATE A SAVE FILE". Despite this, only "SELECT MEMORY CARD" is shown in-game. Again, this is only present in the final NTSC-U game.
The "WAD" file contains all of the audio resources in the game, but a small number are rendered unused throughout the entire game.
A rather crude "impact" sound, sounding very much akin to a cartoonish "slap". It was found in the files for the Dream Weavers home, and may have been intended for the large feminine druid enemy.
A secondary "death" sound for the Armoured Spider enemy in High Caves, which sounds like it's getting squished or getting hit with considerable force. It may correspond to a scrapped event featured in the June 15th 1998 prototype of the game, where instead of a fairy granting Spyro a "superflame" powerup to dispose of these enemies, the same fairy would shrink the spiders down to half their size, allowing Spyro to defeat them with a normal charge. This feature being changed may have necessitated this sound effect's removal, with the same sound being used regardless of whether you defeated the enemy with the temporary "superflame" power-up or with the supercharge.
Outdated info; going to fix later.
Multiple themes are present in the game which play after staying in a level long enough, although the exact circumstances that cause this are unknown and seemingly random. The only reason they play is due to a glitch in the game's audio looping and streaming. Although these themes aren't actually "unused", it's slightly unlikely that most players would hear them, as they only seem to play after most players will have left the level.
Many of the themes are unique tracks not heard anywhere else. Some of the following tracks are only present in later releases of the game. The "Versions" column indicates which versions of the game they're present in.
|A completely original theme, which sounds like a mix of several Spyro 1 themes (such as the Dark Hollow / credits motif and some of the Peace Keepers level themes), alongside original composition.||All|
|Sounds similar to Wizard Peak.||All|
|This track is notable in that it appears to have served as the basis of the PAL/NTSC-J variant of High Caves theme.||All|
|Sounds like a mix between Alpine Ridge (the actual composition) and Gnasty Gnorc (the instruments used).||All|
|||Sounds vaguely like a more mellow version of Metalhead's theme.||European, Japanese|
|||Has a rather similar feel to Icy Flight.||European, Japanese|
|||Boasts immense similarities to the Beast Makers home.||European, Japanese|
|||Appears to resemble a calmer version of Jacques' theme.||European, Japanese|
|||A slightly altered variant of Blowhard's theme, with instrumentation similar to the European variant of High Caves.||European, Japanese|
|||A completely original theme, which sounds like a mix of several Spyro 1 themes (such as the title theme, Metalhead, Dark Passage, Blowhard and Town Square), alongside original composition.||European, Japanese|
Several themes are duplicated within the STR files, meaning that a few tracks that are virtually identical to the ones heard in-game technically go unused.
One such track is a duplicate of the Dark Hollow theme without the silence at the beginning.
There's also a duplicate of the Dream Weavers theme which seems to be identical to the one that is used.
On top of that, in the NTSC-U version of the game, a further six tracks are duplicated in order to fill out the last STR file (PETEXA0.STR) to include 8 tracks. These tracks are copies of the six themes that come immediately before the duplicates, and all four of the unique unused themes listed in the table above are included within this list:
- Credits Theme
- Alpine Ridge (Alt)
- High Caves (American)
- Wizard Peak (Alt)
- High Caves (European, Alt)
- Unidentified unused track
By the time of the PAL version's final build, the eight duplicate tracks had been removed. These were replaced with the PAL/NTSC-J version of the High Caves track, six entirely unique unused themes mentioned in the table above and one new duplicate track:
This seems to be a duplicate of one of the unique unused themes, but slightly quieter.
Note, also, that the addition of an updated High Caves theme means that the old theme goes unused in the PAL/NTSC-J versions, as the old theme was not removed.
Low-Poly Model Oddities
Get images for the following:
There are a few notable differences between some of the level models and their respective low-poly variant that suggest the low-poly level models may reflect an earlier version of the level that they derive from.
Blowhard Exit Portal
Prior to the introduction of exit vortices, Spyro would exit the level using a portal similar to the one used to enter the level. These can be seen in some of the game's pre-release material. By the looks of it, Blowhard's exit portal stuck around in its low-poly model.
|Low-Poly Model||High-Poly Model|
Platform differences only seen in Metalhead's low-poly model.
|Low-Poly Model||High-Poly Model|
Unseen Level Geometry
In the Beast Makers home is a giant tree whose upper trunk and branches are normally never seen in-game due to the level's short draw distance.
Consider tidying this section, might I suggest a table?
Several touch ups and fixes was done in the one month between the American and European releases of the game, with the Japanese release maintaining many of these changes.
- The title screen music starts slightly later.
- In this version, "PRESS START" was changed to "START GAME" instead. Below this is an option that allows the player to change the game's language to either English, French, German, Spanish or Italian.
- The font used in menus and dialogue windows is smaller.
- The text displayed when speaking to the balloonist is also centered when, in the American version, it would be left-aligned.
- Similarly, the text displayed at the bottom of the screen upon freeing a dragon is smaller, and there is no difference between the size of "RESCUED" and the dragon's name.
- The ellipsis at the end of the "Entering [Level]" text is no longer present in the PAL version.
- The level "Twilight Harbor" was renamed "Twilight Harbour" to fit the spelling of the word in British English.
- In the NTSC-U version, there's a minor oversight in the inventory text where "Gna" in "Gnasty's World/Loot" appears to lack an animation, and remains still. This was corrected before the PAL release.
- Consequently, in the PAL version the same text string "Gnasty's" ends with an upper case S for some reason.
- The color of certain dragons were altered for some reason, and some have also seen their voice being changed.
- Certain enemies with swords have been censored to remove the red, blood like tips present in the NTSC-U release. Unlike the NTSC-J version, however, horns, and the distant LOD model of swords is correctly censored in this version, despite the NTSC-J version being a later build of the game. The PAL pre-release demo still retains the red tips in Dark Hollow, suggesting this change wasn't initially planned for the PAL version.
- The theme for High Caves was changed. The NTSC-U version uses a marginally altered, slowed down variant of Tree Tops' theme, whereas the PAL/NTSC-J versions use a completely original theme, which sounds curiously similar to a few "unused" themes within the game.
|American||Europe / Japan|
- The track for Terrace Village is louder in the European/Japanese versions.
- Unusually, the game contains six extra unique "unused" tracks compared to the NTSC-U version, replacing six of the duplicate tracks within the game's audio. Just like the obscure themes documented above, the circumstances in which they play are incredibly difficult to decipher, and they seem to occur almost at random, although many report hearing them more frequently upon completing a level and staying there until the music repeats multiple times. These can be heard in the unused music section above.
- Additionally, one of the unused tracks from the NTSC-U release has inexplicably been duplicated in this version. The duplicate seems to be slightly quieter than the original mix.
Confirm if things that seem different between the two versions are actually changes or not.
- Five gems were moved in Metalhead, from a hard-to-glide-to ledge to easier-to-access places.
- In the NTSC-U version, Spyro can walk on a small pool of goo in Dark Passage without drowning. This oversight has been fixed in the PAL version. Curiously, this pool of goo has been replaced with a regular surface that can be walked on in the Spyro: Reignited Trilogy.
- The frame-rate difference between the PAL and NTSC-U versions seems to make the moving targets in the flight stages go faster, most noticeably the trains in the level Sunny Flight.
- Inexplicably, the green gnorc found next to the last dragon in the PAL version of Ice Cavern only needs one charge in order to get knocked off of the surface, while in the in the NTSC-U version the enemy requires two charges. This change may be the result of the enemy being placed differently in the PAL version.
- Spyro appears to charge, glide and fly faster in the European version. This is likely due to the difference in frame-rate, though.
- Similarly, the Gnorcs in the Beast Makers home that electrify the floor seem to have a shorter time period between attacks.
- In the NTSC-U version, Spyro can charge the Shepherds in Toasty without being knocked back (while this isn't the case with the Shepherds in Stone Hill). This inconsistency / glitch has been fixed in the PAL/NTSC-J versions (though in Spyro: Reignited Trilogy, there's no knock-back whatsoever).
Is this of any relevance?
If the language is set to French, both Delbin and Magnus refer to Sparx as "Étincelle", which would be the French equivalent of his name, "étincelle" meaning "spark". However this name is never used anywhere else, be it in this game's manual or any other Spyro game to come, including the game's remake. It's unknown whether the localization team originally intended to localize Sparx's name (only to drop the idea due to a lack of appeal / for simplicity sake) or if it was simply the result of miscommunication (the person responsible for translating the dialogue not knowing that this character's name was supposed to be left unchanged).
In a similar vein to Crash Bandicoot, the Japanese version of Spyro the Dragon was drastically altered to make it more "suitable" to Japanese audiences, both cosmetically and in certain game mechanics. Considering that the third game wasn't released in Japan, and most subsequent entries followed suit, it seems these attempts at localization were largely unsuccessful.
Elaborate on the dragon and level names.
- Spyro is slightly more expressive in NTSC-J versions, making a small high-pitched grunt every time he jumps, charges, loses a life, when left idle or collecting all gems in a level.
- Sparx always appears as green, regardless of how many hits Spyro has sustained. The shade of green dulls each time Spyro gets hit. This is because, in the NTSC-J version only, you can obtain other dragonflies that have different colors by finding dragonfly eggs scattered throughout the game.
- The typical "Spyro" font is altered slightly to accommodate Japanese text, losing the accompanying metallic sheen and sliding animation, consequently appearing far plainer relative to English text and numbers. However, this change does not only apply for gem totals and Portal names, which appear as they do in English versions.
- Level names are marked with numerical signs in addition to names in a world-level format (for example Stone Hill would be labelled as 1-1, and High Caves as 3-2). Bosses are marked as the fourth level in a world, and flights are marked as the fifth, with the normal levels taking up slots 1 through 3. Also, as expected, level & world names are different (with examples like "Artisan Homeworld" being renamed "Green Garden" and so on...).
- Some dragon names have been changed or shortened.
- As in the PAL version, red tips on swords have been censored. However, as stated before, the far LOD models of swords were left intact, despite this being a later version of the game. Odd.
- The Crash Bandicoot 3: Warped demo isn't present.
- Spyro is overall far slower, his walking speed receiving a notable decrease, and his charge velocity being roughly on par with his walking speed in international releases. This change was also present in the sequel's NTSC-J version. Strangely, the Japanese Limited Edition includes a bonus named Director's Cut if one completed the game at 120%, which would restore Spyro's speed to its international variation after holding down L1 & R1 on the file select screen. A little notice informing the player about this feature also exists.
- The camera is zoomed out considerably when compared to the NTSC-U/PAL versions of the game, keeping a fixed perspective as opposed to following Spyro directly. In addition to this, the camera fades in and out when Spyro walks into a whirlwind, when he falls down a hole the camera isn't directed towards, and when he enters a level, replacing the "U-turn" animation which pertains to the last action. However, the camera in the "Flight" levels remains identical to the other versions.
- Some level's models are changed when compared to NTSC-U/PAL versions of the game as a result of the speed and camera changes, to make parts of levels easier to navigate.
- The Triangle button is used to re-center the camera, when it's done you can use it to have a closer point of view (just like the international versions). Also, there's no "Active" nor "Passive" camera option.
- Multicolored signposts are scattered very liberally throughout the game, providing textual "hints" if flamed, something which is actually used as a placeholder for unfinished dragon cutscenes in early versions of the game (minus the signposts). However, their frequency, combined with how easily they can be inadvertently activated, renders them as more of an annoyance than anything else.
- You can't jump while charging (the jump was really small in other releases so it's not much of a loss...).
- There's the possibility to rewatch a dragon cutscene just after saving your progress without exiting the "fairy menu" (or you can re-save if you really want to...).
- If you connect the PocketStation device to a PlayStation, a total of thirty dragonfly eggs will appear throughout the game. Each level and each homeworld contains a dragonfly egg hidden within it, with the exception of the flight challenges and the Gnorc Nexus hub world (as it is too small to hide one properly, as a result Terrace Village is the only level with two eggs in it). 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. The dragonfly eggs are also present in the NTSC-J version of the sequel.
The Spyro series
|PlayStation||Spyro the Dragon (Prototypes) • Ripto's Rage! (Prototypes) • Year of the Dragon (Prototypes)|
|Game Boy Advance||Season of Ice • Season of Flame • Attack of the Rhynocs|
|PlayStation 2, Xbox, GameCube||Enter the Dragonfly (Demo) • A Hero's Tail (Prototypes)|
|Nintendo DS||Shadow Legacy|
|Legend of Spyro|
|PlayStation 2, Xbox, GameCube, Wii||A New Beginning • The Eternal Night|
|Game Boy Advance||A New Beginning • The Eternal Night|
|Nintendo DS||The Eternal Night • Dawn of the Dragon|
|Wii||Skylanders Spyro's Adventure|
|Nintendo 3DS||Skylanders Spyro's Adventure|
|Adobe Flash||Skylanders Universe|
|Xbox 360||Skylanders Giants • Skylanders Swap Force • Skylanders Trap Team • Skylanders SuperChargers|
|HTML5||Skylanders Panel Panic|
|Game Boy Advance||Spyro Orange: The Cortex Conspiracy • Crash Bandicoot Purple: Ripto's Rampage|
|Adobe Flash||Sparks' Pond|