the cutting room mirror

Crocovile Swamp

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This is a sub-page of Proto:Spyro: A Hero's Tail (GameCube, Xbox, PlayStation 2)/Preview Build (August 3rd, 2004).

Proto

Final

  • A map pointer and a chunk of the map itself are different.

Proto

Final

  • The cave entry has a different color.

Proto

Final

  • After escaping the tunnel, the black bats fly through the wall and vanish into thin air.
  • There are three spears instead of two.
  • The spears have no green tint like they do in the final.

Proto

Final

  • There's noise around Moneybags' hologram.
  • The sky is greener.
  • There's an extra bat fodder.

Proto

Final

  • The splatters around the dark gem are absent.
  • After destroying the dark gem, the tainted soil remains for longer than the final, and the extra foliage never appears.

Proto

Final

  • The fairy appears at the end of the tunnel instead.
  • There are two hanging spiders alongside the standing spider in this cave. In the final, only the standing spider exists.
  • The spider in the secret path here doesn't give you a fire bomb, but a 10 gem.

Proto

Final

  • Different design that matches the hanging spiders.
  • The spider web is darker.
  • The yellow piranha plant nearby is red in the preview build.
  • There's an archer that fires at Spyro from the green land above you.

Proto

Final

  • Different egg to rescue.

Proto

Final

  • Different height gauge.
  • The gems acquired when using the cannon automatically fly to Spyro. In the final, you need to retrieve them yourself.

Proto

Final

  • There's no bottom pit for the spikes.
  • The gems in this cave are more spread out in the preview build.

Proto

Final

  • This area is very blank in the preview build, with no chest or emerging vines. It doesn't make much sense for the platforms to be there, so it was likely an area that almost became forgotten.
  • You need 52 Light Gems for the Supercharge, not 40 as in the final. The lines are different, and made it through to the final game (albeit unused):

"You'll need 52 light gems to power the gadget."

"Do you have the 52 light gems I need...? Come back when you have them, the supercharge will be activated."

Proto

Final

  • The target panel is less detailed compared to final.

Proto

Final

  • There's a yellow piranha plant here instead of multiple red.
  • There's a piranha plant at the side of the steps which was removed in the final.
  • There's a glitch near the temple that was removed in the final. If Spyro glides from the target panel next to the temple over to the stack of rocks jutting out from the lake, Spyro can glide upwards and eventually land on the rocks. From there, he can glide out of boundaries.

Proto

Final

  • The jail bars were remade for the final.

Proto

Final

  • The diodes have a different, less refined texture.
  • The message about the Electric Breath never appears.

Proto

Final

  • The positioning of the static axes have switched sides. The prototype also has them placed further in the cave ceiling.

Proto

Final

  • The doorway to the next area doesn't remain open like it does in the final. Instead, it gradually closes. In the axe area, there's another switch for re-opening the door. The door itself also reaches down further.

Proto

Final

  • There's a turnstile here instead of a piranha.

Proto

Final

  • There's another turnstile in the cave that was also removed in the final.

Proto

Final

  • A Horn-Drive chest was removed in the final, as was a crocodile enemy lurking just beneath.

Proto

Final

  • Moneybags' store is a lot closer.
  • The Piranha Plants can glitch themselves a little...

Proto

Final

SpyroAHTProto-Blink1.png
SpyroAHTProto-Blink2.png

SpyroAHT-Blink1.png
SpyroAHT-Blink2.png

  • Blink's model received some fine tuning for the final, including different poses in places and moveable eyebrows.
  • The blaster on his glove was made smaller.

Proto

Final

  • This area is a lot less detailed in the prototype.

Proto

Final

  • There's a firework and strong chest here instead of the Horn-Drive chest.

Proto

Final

  • The gate mechanic is absent in the prototype.

Proto

Final

  • The Dark Gem door has an entirely different look. In the prototype, it's blocked by infected green roots (which could be mistaken for sunflowers from a distance). The final changes this to a purple door.

Proto

Final

  • Different egg to be rescued in Magnus' area.
  • There are no dark splatters nearby.
  • The enemy found on the platform the firework lands on is absent in the prototype.

Proto

Final

  • Different egg in the cage, and the texture for the cage bars has changed from an iron bar to a wooden one.
  • The spikes in the cave above Blink's area has spikes in the prototype.
  • There are more spiders here compared to final.
  • Zoe is missing from Fredneck's area.
  • There's no fire behind Fredneck.
  • All of the scenes between Fredneck and Spyro have different camera angles.
    • The scene showing the lilies being raised hasn't been added yet.

Proto

Final

  • The text never specifies the reward. Even on the second round, it's not made clear that there's a light gem in it for you.
  • When accepted, Spyro walks into a wall in the preview build, but the final enters the minigame right away. Given the wall structure, it's possible that there was once an entrance to the game.
  • Fredneck's name is spelt as Frederick on the minigame screen. It mistakenly lacks an apostrophe.

Proto

Final

  • The pointer is larger, red and crudely drawn with a few random pieces outside the main texture. It switches to green when it lands on an opponent, which is the opposite way for it to happen in the final.
  • The minigame is a lot easier in the preview build.

Proto

Final

  • The results screen shows how many fruit you have left, but in the preview, it shows how many you started out with, and how many gems you acquired.
  • The egg is pink in the final, but blue in this build. You also don't see much of it as it falls to Spyro, and the sound effect doesn't play.