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Spyro the Dragon (PlayStation)/Regional Differences

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Spyro the Dragon received various changes in its regional variants, especially Japan, where it was heavily modified and even includes an extra gameplay mechanic not seen in the North American and European versions.

Hmmm...
To do:
Consider tidying some of these sections with tables, where applicable.

European Version

Several alterations and fixes were done for the European version of the game, which came a month after the release of the North American version.

Audiovisual Differences

  • There is a slight delay before the title screen's music begins playing.
  • Spyro's teeth aren't showing in his title screen appearance, for some reason.
  • At the title screen, "PRESS START" was changed to "START GAME" and below it 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, whereas 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 in font size of "RESCUED" and the dragon's name.
    • The ellipsis at the end of the "Entering [Level]" text is no longer present in the European version.
  • The level "Twilight Harbor" was renamed "Twilight Harbour" to fit the spelling of the word in British English.
  • In the North American 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 in the European version.
    • Consequently, in the European version, the same text string "Gnasty's" ends with an uppercase "S" for some reason.
  • Certain dragons have either had their color or voice changed in the European version.
  • Certain enemies with swords have been censored to remove the red, blood like tips present in the North American release. Unlike the Japanese version, however, horns and the distant LOD model of swords is correctly censored in this version, despite the Japanese version being a later build of the game. The European pre-release demo still retains the red tips in Dark Hollow, suggesting this change wasn't initially planned for that version.
  • The theme for High Caves was changed. The North American version uses a marginally altered, slowed down variant of Tree Tops' theme, whereas the European and Japanese versions use a completely original theme, which sounds curiously similar to a few "unused" themes within the game.
North America Europe / Japan
  • The track for Terrace Village is louder in the European and Japanese versions.
  • Unusually, the game contains six extra unique "unused" tracks compared to the North American version, replacing six of the duplicate tracks within the game's audio. Just like the obscure themes, 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.
    • Additionally, one of the unused tracks from the North American version has inexplicably been duplicated in the European version. The duplicate seems to be slightly quieter than the original mix.

Gameplay Differences

Hmmm...
To do:
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.
North America Europe
Spyro1-NTSC-Metalhead-MovedGems.png Spyro1-PAL-Metalhead-MovedGems.png
  • In the North American version, Spyro can walk on a small pool of goo in Dark Passage without drowning. This oversight has been fixed in the European version. Curiously, this pool of goo has been replaced with a regular surface that can be walked on in Spyro: Reignited Trilogy.
  • The frame-rate difference between the European and North American versions seems to make the moving targets in the flight stages go faster, most noticeably the trains in the level Sunny Flight.
  • In the European version, the green gnorc next to the last dragon in Ice Cavern was placed differently, and only needs one charge in order to get knocked off, whereas in the North American version, it requires two charges.
  • 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 North American version, Spyro can charge the Shepherds in Toasty without being knocked back, but cannot do so with the Shepherds in Stone Hill. This inconsistency / glitch has been fixed in the European and Japanese versions. Curiously, in Spyro: Reignited Trilogy, there's no knock-back whatsoever.

Translation Errors

Hmmm...
To do:
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).

Japanese Version

In a similar vein to Crash Bandicoot, Spyro the Dragon received significant audiovisual and gameplay alterations to make the game more "suitable" to Japanese audiences, in addition to retaining many of the changes made in the European version. 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.

(Source: JoshKall)

Audiovisual Differences

  • Spyro is slightly more expressive in the Japanese version, 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 and the shade of green dulls each time Spyro gets hit. This is because the Japanese version allows you to 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 more plain 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.
  • As in the European version, red tips on swords have been censored. Oddly, the far LOD models of swords were left intact, despite this being a later version of the game.
  • The credits sport a few changes: first, the staff for Universal Interactive (Mark Cerny and Michael John) are now listed Cerny Games, Inc., and UI staffer Jackie Evanochick is now listed under the Insomniac Games credits. Also, SCEI's credits list many more people compared to SCEA and SCEE's credits in their respective versions. As a result, the credits run longer and the speed of the camera flying through the levels is slower.
  • 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. Below is the list of Japanese level titles compared to the original ones, though some of them weren't changed.
Original name Japanese name
Artisans Green Garden
Stone Hill Speed Chase
Dark Hollow Night Square
Town Square Glide Town
Toasty Wonder Pumpkin
Sunny Flight Sunny Sky
Peace Keepers Combat Garden
Dry Canyon Dry Canyon
Cliff Town Cliff Town
Ice Cavern Slip Cave
Doctor Shemp Doctor Cool
Night Flight Night Sky
Magic Crafters Magic Garden
Alpine Ridge Glide Mountain
High Caves Fairy Kiss
Wizard Peak Wizard Peak
Blowhard Hurricane Hat
Crystal Flight Crystal Sky
Beast Makers Beautiful Garden
Terrace Village Mechanical Village
Misty Bog Broken Palace
Tree Tops Speed Tree
Metalhead Iron Head
Wild Flight Wild Sky
Dream Weavers Dream Garden
Dark Passage Nightmare Road
Haunted Towers Ghost Armor
Lofty Castle Fairy Trap
Jacques Amazing Box
Icy Flight Ice Sky
Gnorc Gnexus Gnasty World
Gnorc Cove Gnasty Harbor
Twilight Harbor Gnasty Bridge
Gnasty Gnorc Gnasty Gnorc
Gnasty's Loot Treasure Room
  • Most of the dragon names are different in this version as well. You can see the full list below. Interestingly, some names look like they were mistakenly swapped; for example, Andor is Asubaru, but Asher is Andoru. Or Zeke is Baberu, but Bubba is Zeku. Also these dragons have a surname, derived from the homeworld title and their body type.
Original name Japanese name
Nestor ネスター=グリノマール (Nesutā Gurinomāru)
Delbin デルジェ=グリノマール (Deruje Gurinomāru)
Tomas トルジェ=グリヨワーム (Toruje Guriyowāmu)
Argus アルジェ=グリノマール (Aruje Gurinomāru)
Lindar リンダル=グリノマール (Rindaru Gurinomāru)
Gildas ギルダス=グリフーチョ (Girudasu Gurifūcho)
Astor アスター=グリロジーン (Asutā Gurirojīn)
Gavin ガビン=グリマーチョ (Gabin Gurimācho)
Alban バンジェル=グリマーチョ (Banjeru Gurimācho)
Oswin オージェ=グリヨワーム (Ōje Guriyowāmu)
Darius ダリアス=グリフーチョ (Dariasu Gurifūcho)
Nils ナイルス=グリノマール (Nairusu Gurinomāru)
Devlin デルビン=グリフーチョ (Derubin Gurifūcho)
Alvar バルジェ=グリフーチョ (Baruje Gurifūcho)
Thor トア=グリヨワーム (Toa Guriyowāmu)
Nevin ネビン=グリマーチョ (Nebin Gurimācho)
Titan ドルタン=バトノマール (Dorutan Batonomāru)
Magnus マグナ=バトフーチョ (Maguna Batofūcho)
Gunnar ガナー=バトマーチョ (Ganā Batomācho)
Conan コルドル=ボトヨワーム (Korudoru Botoyowāmu)
Boris ボドル=バトマーチョ (Bodoru Batomācho)
Ivor イボル=バトロジーン (Īboru Batorojīn)
Maximos マクシモ=バトフーチョ (Makishimo Batofūcho)
Halvor ハルバー=バトノマール (Harubā Batonomāru)
Enzo エンゾ=バトノマール (Enzo Batonomāru)
Marco マルド=バトフーチョ (Marudo Batofūcho)
Ulric ウルバド=バトマーチョ (Urubado Batomācho)
Todor トロドル=バトヨワーム (Torodoru Batoyowāmu)
Andor アスバル=バトロジーン (Asubaru Batorojīn)
Asher アンドル=バトロジーン (Andoru Batorojīn)
Ragnar ラドル=バトノマール (Radoru Batonomāru)
Trondo トロダル=バトヨワーム (Torodaru Batoyowāmu)
Cosmos コスモス=マジノマール (Kosumosu Majinomāru)
Zantor ザンター=マジフーチョ (Zantā Majifūcho)
Boldar ボルダー=マジロジーン (Borudā Majirojīn)
Zane ゼイン=マジヨワーム (Zein Majiyowāmu)
Eldrid エルドル=マジノマル (Erudoru Majinomaru)
Zander ゼンダー=マジフーチョ (Zendā Majifūcho)
Kelvin ケビン=マジノマール (Kebin Majinomāru)
Cyrus サイラス=マジマーチョ (Sairasu Majimācho)
Ajax アックス=マジマーチョ (Akkusu Majimācho)
Cedric セド=マジフーチョ (Sedo Majifūcho)
Jarvis ルビス=マジノマール (Rubisu Majinomāru)
Hexus ヘックス=マジフーチョ (Hekkusu Majifūcho)
Lucas ルーカス=マジノマール (Rūkasu Majinomāru)
Altair アルテア=マジロジーン (Arutea Majirojīn)
Bruno ブルノ=ビノマル (Buruno Binomaru)
Cleetus クリエル=ビフーチョ (Kurieru Bifūcho)
Claude クロード=ビノマル (Kurōdo Binomaru)
Cyprin キプリオ=ビフーチョ (Kipurio Bifūcho)
Rosco ロスコ=ビヨワーム (Rosuko Biyowāmu)
Damon ダモン=ビロジーン (Damon Birojīn)
Zeke バベル=ビマーチョ (Baberu Bimācho)
Bubba ゼク=ビノマール (Zeku Binomāru)
Isaak アイゼル=ビヨワーム (Aizeru Biyowāmu)
Lyle ライル=ビフーチョ (Rairu Bifūcho)
Jed ジェドー=ビフーチョ (Jedō Bifūcho)
Sadiki ザジェル=ビノマール (Zajeru Binomāru)
Lateef ラティ=ドリノマル (Rati Dorinomaru)
Zikomo コモ=ドリヨワーム (Komo Doriyowāmu)
Mazi マザン=ドリノマール (Mazan Dorinomāru)
Kasiya カスワン=ドリフーチョ (Kasuwan Dorifūcho)
Azizi アジ=ドリノマル (Aji Dorinomaru)
Apara パーラ=ドリヨワーム (Pāra Doriyowāmu)
Obasi バシワ=ドリマーチョ (Bashiwa Dorimācho)
Bakari ガリワ=ドリロジーン (Gariwa Dorirojīn)
Mudada マンダ=ドリフーチョ (Manda Dorifūcho)
Baruti バラソ=ドリマーチョ (Baraso Dorimācho)
Useni ゼアン=ドリノマール (Zean Dorinomāru)
Kosoko コズワ=ドリノマル (Kozuwa Dorinomaru)
Lutalo ルタ=ドリマーチョ (Ruta Dorimācho)
Copano オザール=ドリフーチョ (Ozāru Dorifūcho)
Unika ユニ=ドリフーチョ (Yuni Dorifūcho)
Revilo レギワ=ドリノマル (Regiwa Dorinomaru)

Gameplay Differences

  • The Crash Bandicoot 3: Warped demo isn't present.
  • 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.
  • Spyro is overall far slower, as his walking speed received a notable decrease, and his charge velocity being roughly on par with his walking speed in international releases. These changes were also present in the Japanese version of the sequel. However, upon completing the game with at least 100% completion, a bonus "Director's Cut" mode is unlocked, which restores Spyro's overall speed by holding down L1 & R1 on the file select screen while loading a previous save or starting a new game. Charging in this mode also restores normal camera and charge jumps. Once available, a little notice informing the player about this feature is displayed under the file select screen.
(Source: psxdriverplayer)
  • The camera is zoomed out considerably when compared to the other 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. The Triangle button is used to re-center the camera, and holding it down further activates the look mode in order to have a closer point of view, just like in the other versions. Furthermore the "Active" and "Passive" camera options were removed.
  • Spyro can't jump while charging.
  • You can rewatch a dragon cutscene just after saving your progress without exiting the "fairy menu" (or you can re-save if you really want to...).
  • Cheat inputs are changed.
  • The whirlwind near the end level portal of Cliff Town was moved to be further from the portal.
  • On Doctor Shemp level you don't lose control of Spyro after damaging the boss.
  • On Misty Bog level some enemies were placed differently. Specifically, those metal armor gnorcs that were standing in a row one by one and all enemies in that hardest room with lots of frogs and metal armor gnorcs.
  • After getting a kiss from a fairy, Spyro makes a few short silly steps in the opposite direction to help you to start moving in the right direction.
  • Some level geometry was changed when compared to the other versions of the game as a result of the speed and camera changes, in order to make parts of those levels easier to navigate.
Level name Change North America/Europe Japan
Artisans Realm Two blue octahedrons on top of the hedge entrance to Dark Hollow are removed. Spyro1-NTSC-Artisans-ModelChange1.png Spyro1-NTSCJ-Artisans-ModelChange1.png
Artisans Realm Roof of the tower that leads to Town Square is removed. Spyro1-NTSC-Artisans-ModelChange2.png Spyro1-NTSCJ-Artisans-ModelChange2.png
Dark Hollow Tower removed to make a glide easier. Spyro1-NTSC-DarkHollow-ModelChange.png Spyro1-NTSCJ-DarkHollow-ModelChange.png
Peace Keepers Platform widened for an easier glide. Spyro1-NTSC-PeaceKeepers-ModelChange.png Spyro1-NTSCJ-PeaceKeepers-ModelChange.png
Ice Cavern Platform removed with gems originally there relocated. Spyro1-NTSC-IceCavern-ModelChange.png Spyro1-NTSCJ-IceCavern-ModelChange.png
Doctor Shemp Arch removed. Spyro1-NTSC-DrShemp-ModelChange.png Spyro1-NTSCJ-DrShemp-ModelChange.png
High Caves Platforms widened for easier navigation. Spyro1-NTSC-HighCaves-ModelChange.png Spyro1-NTSCJ-HighCaves-ModelChange.png
Metalhead Cave between the two stages of the Metalhead fight narrowed. Spyro1-NTSC-Metalhead-ModelChange.png Spyro1-NTSCJ-Metalhead-ModelChange.png
Dream Weavers Realm Tower removed. Spyro1-NTSC-DreamWeavers-ModelChange.png Spyro1-NTSCJ-DreamWeavers-ModelChange.png
Dark Passage Platform widened for easier glide. Spyro1-NTSC-DarkPassage-ModelChange.png Spyro1-NTSCJ-DarkPassage-ModelChange.png
Jacques Two towers removed, one tower taller. Enemies on the two removed towers are replaced by gems on the ground. Spyro1-NTSC-Jacques-ModelChange.png Spyro1-NTSCJ-Jacques-ModelChange.png
Gnasty Gnorc Wall lowered to make thief chase easier. Spyro1-NTSC-GnastyGnorc-ModelChange.png Spyro1-NTSCJ-GnastyGnorc-ModelChange.png
  • If you connect the PocketStation device to a PlayStation, a total of 30 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 (no eggs there). Successfully hatching a dragonfly egg through the PocketStation device will let you have various types of dragonflies. Then you can choose one of these dragonflies using one of the options of any dragon pedestal. They can let Spyro take up to 5 hits, point at gems, break chests and other stuff (similarly to Year of the Dragon). Also there are faster dragonflies or dragonflies with a longer range of treasure collecting. The dragonfly eggs are also present in the Japanese version of the sequel.
(Source: CrystalFissure)
Level name Location of the Dragonfly eggs Pictures
Artisans Realm Located on the platform in the central area (the one facing the small hill). Spyro1-NTSC-J-Artisans-DragonflyEgg.png
Stone Hill Found floating in mid air near the end portal. Spyro1-NTSC-J-StoneHill-DragonflyEgg.png
Dark Hollow Located on the platform to the left when facing the stairs (the one where the 1-UP Chest is). Spyro1-NTSC-J-DarkHollow-DragonflyEgg.png
Town Square Located on the edge of the grassy platform on the path you take when chasing the Egg Thief. Spyro1-NTSC-J-TownSquare-DragonflyEgg.png
Toasty Located right next to the end portal. Spyro1-NTSC-J-Toasty-DragonflyEgg.png
Peace Keepers Realm Located behind the portal to Night Flight. Spyro1-NTSC-J-PeaceKeepers-DragonflyEgg.png
Dry Canyon Located on the isolated platform where the locked chest is found. Spyro1-NTSC-J-DryCanyon-DragonflyEgg.png
Cliff Town Located behind the building in which you start the level. Spyro1-NTSC-J-CliffTown-DragonflyEgg.png
Ice Cavern Located on the platform where the three 1-UP Chests are found. Spyro1-NTSC-J-IceCavern-DragonflyEgg.png
Doctor Shemp Located on the isolated platform with the purple gem on it. Spyro1-NTSC-J-DrShemp-DragonflyEgg.png
Magic Crafters Realm Located behind the portal to Crystal Flight. Spyro1-NTSC-J-MagicCrafters-DragonflyEgg.png
Alpine Ridge Found floating in mid air behind where you start the level. Spyro1-NTSC-J-AlpineRidge-DragonflyEgg.png
High Cave Located on the platform where the Egg Thief is found. Spyro1-NTSC-J-HighCaves-DragonflyEgg.png
Wizard peak Located on the last one of the group of platform you can access by using the Supercharge. Spyro1-NTSC-J-WizardPeak-DragonflyEgg.png
Blowhard Located on the wooden platform right next to where you fight Blowhard for the first time. Spyro1-NTSC-J-Blowhard-DragonflyEgg.png
Beast Maker Realm Located on the pyramid facing the electrical floor at the beginning of the level. Spyro1-NTSC-J-BeastMakers-DragonflyEgg.png
Terrace Village The first egg is located on the platform where the fireworks are (near the electrical floor). Oddly enough, there's a second egg floating in mid air next to the left pillar near the end portal. This cannot be obtained by any legitimate means, and appears to be simply misplaced. Spyro1-NTSC-J-TerraceVillage-DragonflyEgg-1.png

Spyro1-NTSC-J-TerraceVillage-DragonflyEgg-2.png

Misty Bog Located at the end of the alternative path at the end of the level. Spyro1-NTSC-J-MistyBog-DragonflyEgg.png
Tree Tops Found floating in mid air next to the wooden ramp next to where Lyle is imprisoned. Spyro1-NTSC-J-TreeTops-DragonflyEgg.png
Metalhead Located on top of the pyramid at the end of the level. Spyro1-NTSC-J-Metalhead-DragonflyEgg.png
Dream Weavers Realm Located behind the portal to Ice Flight. Spyro1-NTSC-J-DreamWeavers-DragonflyEgg.png
Dark Passage Located at the end of the alternate path at the end of the level. Spyro1-NTSC-J-DarkPassage-DragonflyEgg.png
Lofty Castle: Located on a platform close to where Baruti is imprisoned. Spyro1-NTSC-J-LoftyCastle-DragonflyEgg.png
Haunted Towers Located at the end of the alternate path in the room where the fairy gives you unlimited Super Flame. Spyro1-NTSC-J-HauntedTowers-DragonflyEgg.png
Jacques Found floating in mid air at the end of the far left path (where the whirlwinds are). Spyro1-NTSC-J-Jacques-DragonflyEgg.png
Gnorc Gnexus Realm Located behind the portal to Gnorc Cove. Spyro1-NTSC-J-GnorcGnexus-DragonflyEgg.png
Gnorc Cove Found floating above the water right next to the end portal. Spyro1-NTSC-J-GnorcCove-DragonflyEgg.png
Twilight Harbour Located in the corner of the room you access by using the Supercharge. Spyro1-NTSC-J-TwilightHarbour-DragonflyEgg.png
Gnasty Gnorc Located on the path that leads to the shrinking platform room. Spyro1-NTSC-J-GnastyGnorc-DragonflyEgg.png
Gnasty's Loot Located on one of the highest platform (the one facing the end portal). Spyro1-NTSC-J-Gnasty'sLoot-DragonflyEgg.png

31st Egg

SymbolsNear31stEgg SpyroJapanese.png

As noted above, Terrace Village actually has 2 eggs - the level's second egg (or the game's 31st, if you prefer) is not obtainable legitimately. If you look at this egg from the right angle, you'll see some text mobys floating nearby.

The text appears to read "1-0 ホーム" ("1-0 home"), which is what the text outside of a portal leading to the Artisans home would read. This is the result of a misplaced portal text moby - the default setting for which is level 0, i.e. the Artisans home.