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Prerelease:Spyro the Dragon (PlayStation)

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This page details prerelease information and/or media for Spyro the Dragon (PlayStation).


This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
Hmmm...
To do:
  • There's a lot more out there to find - magazine scans, trailers, old websites and screenshots, but they're hard to come across.
  • Investigate the June/July build of the game. Since they're prototype versions they're probably not worth adding to this page, but they haven't been released yet so adding them to the prototype page might not be a good idea just yet either.
  • Add screenshots/replace links when needed.

Conception

Spyro the Dragon started development following the poor sales of Disruptor, Insomniac Games' previous game. Noticing the rise in popularity of Platformers such as Mario 64 or Crash Bandicot, Insomniac decided that their next game would try to appeal to a larger audience. Aiming to create a character for their new game which would in a way serve as a mascot for the more child-oriented part of the Playstation library, art director Craig Stitt suggested this character to be a dragon due to their sheer appeal in terms of both appearance and gameplay options[1]. The idea was then pitched to the rest of the development team, only to receive a positive reception. And so began the story of Spyro the Dragon.

Changes in Spyro's character in early stages of development:

  • Spyro's working name / title used to be "Pete", before later being changed to "Pyro" and finally Spyro.̈
  • Spyro was originally intended to be an adult dragon, but was later turned into a kid in order to be easier to animate and look cuter.
  • Other preliminary sketches also depict Spyro as being bipedal. "The Making of Spyro the dragon" released by Playstation Underground actually shows us an early animation test of Spyro raising on his hind legs and putting his hands on his hips in a sassy manner[2].
  • Spyro's original color was green, but it was switched to purple so that he wouldn't blend into grassy environments. Spyro's early color scheme can be seen in one of the early animation tests shown in "The Making of Spyro the dragon"[3].


(Source: The Making of Spyro the dragon)
(Source: The Animation Academy)

Development Timeline

  • Conceptual phase (1997)
  • Date Uncertain (~Spring 1998)[4]
    • Early promotional material which features an early version of the HUD (at around 0ː13), appears to predate the HUD shown at the E3 of that year.
      • This early graphic for the life icon still exists in the final game, albeit unused. Another change to the HUD is that the icon next to the counter which appears when you collect gems shows a green gem and later a red gem instead of a gold treasure chest.
      • Wizard Peak's level design is different, showing the entrance to an unknown area near the end of the level (the exit portal stands in front of where it used to be), and an Ice wizard in the corner where the Dragon statue should be (the statue in question being closer to the edge in this version).
  • May 29th to the 30th
    • E3 1998 began, and Spyro had a booth[5]. Said booth featured an early build of the game with a few notable differencesː
      • The HUD is different, as the life icon is in the center of the screen as opposed to the right side.
      • The tents in the Peace Keepers home have a different, darker pattern.
      • There is a locked chest on the platform in the central area of the Artisans overworld.
      • Gildas is missing his release animation, and his dialogue is presented in text form.
      • At around 27ː39 you can see the Dragon counter going from zero to one after releasing Magnus in the Peace Keeper home, implying that this level was accessed via cheats in order to show different levels beside the ones from the Artisans home during the presentation.
    • Additional footage from Spyro's booth [6].
      • The aforementioned early version of the HUD can be seen more clearly (at 1ː27).
      • Said extract of the footage shows that the Magic Crafters home was also accessed via cheats, as the HUD informs us that the player hasn't collected a single Gems nor rescued a single dragons.
    • Additonal footage from Spyro's booth [7].
      • A short clip of Spyro in the Artisan home, indirectly focusing on the locked chest which would ultimately be removed in the final game.
  • Date Uncertain (~May 1998)
    • The Tabloid demo is built. It appears to be closely related to the build of the game shown at E3 1998.
    • Some time afterwards a second demo of the game is built. This version is later than the E3 build but earlier than the June 1998 build.
  • June 1998
    • https://www.youtube.com/playlist?list=PL8F1834A641B71DBC
      • A currently unreleased prototype of the game, featuring different enemy placement, slightly different level design in a few levels (such as additional platforms), a multitude of dragon differences and an incomplete title screen. The life statues are still golden.
  • 12 August 1998
    • Roughly the date that Spyro the Dragon finished development, according to the final game's WAD file.
  • Late 1998
    • Sep. Spyro the Dragon is released in North America.
    • Oct. Spyro the Dragon is released in Europe.
  • 1999
    • Apr. Spyro the Dragon is released in Japan.

Dragon Statue Early Design

The design of the iconic crystallized dragon statues appears to have gone through several redesigns until the final one was chosen.

"Gold Spyro"

This screenshot of Town Square found in Game Buyer Issue 3 from September 1998 depicts the earliest known design for the crystallized dragons, in the form of a gold statue of Spyro, which may have either been the original intent or was simply used as a placeholder until a better design was found.

As a side note, the other dragon statue (the one where Thor is imprisoned) which is normally present on the higher platform appears to be missing, as does the fanning chest which is next to it. This is probably just due to the dragon not having a low-poly model yet, since videos of the statue show that it only appeared when Spyro was very close to it.

"White Statue"

This screenshot of the bottom of Stone Hill's well found in the March issue of Ultimate Solutions shows a more elaborate design for the crystallized dragons, now showing them standing up with their wings unfolded, they also now seem to be made out of white crystal as opposed to the previous gold. This dragon seems to be closer to the center of the room as opposed to the leftmost wall.

As a side note, the design of the locked chest appears to have one being closer to that of a traditional chest (à la The Legend of Zelda) as opposed to the design used in the final game, which is more angular and is made out of metal.


(Source: Game Buyer Issue 3)
(Source: Ultimate Solutions March Issue)

Next Generation Screenshots

The 42nd edition of the magazine Next Generation which came out in June 1998 (initially released in a limited format at E3 1998 in May) shows some screenshots from one of the earliest known builds of the game (the magazine claims it to be an alpha version). Regardless of the exact date, we can see that the screenshots present quite a number of differences.

Wizard Peak

Near the end part of Wizard Peak, next to the exit portal, there appears to have been an entrance to a part of the level that was cut in the final game. Only solid white can be seen through the entrance, presumably from the skybox. Note also that in the final game, Spyro has to jump up a few steps on the way up this section of the level - no steps are present here.

The next screenshot depicts Spyro flaming an Ice Gnorc at the end of Wizard Peak. The gate to the aforementioned entrance is shown and the exit portal is missing, it is then possible that this gate led to an outside area where it could be found.

Dry Canyon

The screenshot of Spyro flaming a vulture in Dry Canyon shows that there used to be two gems instead of three.

Cliff Town

The screenshot of Spyro approaching the second Fat Lady in Cliff Town shows some interesting differencesː this enemy and her cauldron seem to be closer to the "river", there doesn't appear to be any cacti behind her, the tall stone pillars in the background seem to be closer to the left.

Peace Keepers home

A screenshot of the beginning area of the Peace Keepers home. The texture on the wall is different as the brick effect extends further up the ceiling, and the lighting also seems to be brighter.

The screenshot of the scared Gnorc Guards in the Peace Keepers home shows the earlier texture used for the tents.

Ice Cavern

The three red gems here aren't shown in this screenshot (whether they already were collected or weren't yet placed there is unknown).

Toasty

This screenshot of the fight against Toasty shows that the HUD icon next to your gem count used to be a green gem and not a treasure chest like in the final game.

Artisans home

Spyro1-PrereleaseBoatman.png

The Boatman, a Viking-like character who would have transported you to the Peace Keepers, but was ultimately replaced by the balloonist. The magazine mentions that in order to board the ship you would have to collect a certain ammount of treasure, while in the final game you need yo rescue a certain ammount of Dragons in order to progress to the Peace Keepers. Unused text in the Tabloid demo still refers to the Boatman.


(Source: Next Generation issue 42)

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