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Spyro: Shadow Legacy

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This page details one or more prototype versions of Spyro: Shadow Legacy.

General#

  • There's a small animated dot which appears when casting a spell. SSL-Proto-Dot.gif
  • You can carry 2499 gems from the beginning. In the final, you can carry up to 999 gems until you purchase a small wallet. Later, the game allows you to carry even more, but without letting you know.
  • In a few areas of the game, the background tiles can become garbled. When this happens, it's recommended to leave the entire area as soon as possible (not by phasing out), because otherwise, the tiles multiply and eventually cause the game to crash.
  • Whenever Spyro enters a cursed area, including those where, in the final, he is unable to walk, he is still able to walk around a little and the normal song for the level will play for a brief time.
    • Most times, the usual level song will play, even in a cursed area. In the final, the cursed song will play first, and will only play the usual level song if Spyro phases in and out of the world.
  • Most enemies don't move around when being hit, making it much easier to defeat them without getting hurt.
  • Spyro's charge attack has no running sound effects.
  • A lot of the purple text coloring is different in the prototype.
  • Due to a glitch, Spyro is unable to learn the Shock spell or the Cyclone spell.
    • The Shock spell has no animation for it just yet.
  • Dragon Eggs appear much later in the game, and do not use the usual egg icon from the final.
  • Spyro's Tail Hammer attack can be used much faster when used consecutively in comparison to the final. This is because the Tail Hammer animation takes longer to complete in the final.

Prototype

Final

  • Tomas does not explain what happens when Spyro gets a level up.
  • Sparx's second sprite on the pause menu is broken.
  • Sparx doesn't bother to tell Spyro how to defeat enemies.
  • Sparx doesn't explain the red butterflies to Spyro. Tomas does, even though he isn't likely to have been introduced at that time...

Prototype

Final

  • Tomas also explains the use of crystals, even though Sparx does this job in the final, too.
  • In the prototype, Sensei explains how to use the block gates, whereas Tomas does so in the final.

Prototype

Final

Title Screen#

  • One of the opening screen backgrounds is different.

Prototype

Final

  • Most text is the same, save for "Spyro Shadow Legacy" having quotation marks surrounding it on the prototype. The final removes them.
  • Also, this screen is absent entirely in the final:
  • The title screen has an additional option at the bottom right (which seems to be a little out of place, graphics-wise).
  • When selected, you're taken to an extra settings screen, which doesn't mesh well with the top screen.

Unused Crystal#

An unused item, known as Dingy Crystal of Undefined01 can be found in the Cliffs, appearing as a light blue crystal. Spyro can pick it up, and the information will read as Crystal of Undefined01, and show the icon of a butterfly bottle. It is unknown what this crystal does or was supposed to do, or if it was a placeholder for a future crystal. SSL-Proto-CrystalOfUndefined1.png SSL-Proto-CrystalOfUndefined2.png

Item Differences#

  • Crystals that are dropped are lost, instead of falling to the floor like in the final.
  • Crystals fade away if not picked up fast enough, like most other items in the game.
  • The Crystal of Elusiveness has 'PageBreak' written before it.
  • Dragon Eggs appear much later in the game, and do not use the usual egg icon from the final. Instead, they closely resemble the Minidragons from Wizard Peak.

Prototype

Final

  • Boll Weevil Juice has a placeholder icon.

Prototype

Final

  • Mushrooms have a slightly different icon, with different shading.

Prototype

Final

An early version of the gem can be found in Cliff Town. Unlike the gems in the final game, this uses a model rather than a sprite. SSL-Proto-Gem.gif

Shop Differences#

The items are not highlighted like they are in the final.

Item

Prototype Price

Final Price

Key

50

150

Mushroom

75

50

Butterfly

75

50

Large Keychain

499

1400

Boll Weevil Juice

199

500

Bag

199

500

Large Bottle

499

1400

Crystal of Intelligence

1499

2800

Crystal of Strength

1699

2900

Crystal of Ferocity

1499*

4400

Crystal of Duck Feathers

999

2500

Crystal of Luck

999

2500

Small Wallet

N/A

500

Bottle

199

500

Keychain

499*

300

Large Leather Bag

699

1200

Magic Bottle

699

2500

Crystal of Elusiveness

1499

2700

Crystal of Power

1999

3500

Crystal of Fortuity

1999

3500

Crystal of Dragonskin

2499

4500

Crystal of Shadow

2499

4500

Magic Bag

899

2600

*Marshall adds on an additional 1g in his text.

Debug Level#

The debug level is still in the prototype, and remains mostly the same. The two differences are that Sensei is not here, and the Plush Toy Octopus (known as Quest Item 33) is here.

Prototype

Final

Unused Files#

  • As with the final, a bunch of files for a Sims game are still present.
Sims_06c.bin
Sims_06cs.bin
Sims_11c.bin
Sims_11cs.bin
Sims_16cs.bin
Sims_Study21c.bin
Sims_TagBoyHardcoreDS.bin
Sims_TagBoyHardcoreDSTweenPal.bin
  • Since the area for it is pure black and lacks any graphics, the "tongue door" goes unused in the prototype.
  • You start off with the small wallet automatically, so you never see the graphic for it in the store.