the cutting room mirror

Unseen Differences

This article has a talk page!This article has a talk page!
view on tcrf.net

This is a sub-page of Proto:Spyro: Year of the Dragon/Crash Bash & Spyro Demo.

Due to how early this demo is in development, there are a multitude of changes outside of the levels seen to the player. Most of these changes are in the form of unused and unseen text, though there are a few functional changes which goes unseen to the player in the demo.

Level Names#

The internal list of level names contains a few which were renamed before the final version of the game.

Prototype Name

Final Name

Cloud City

Cloud Spires

Level 27

Spike's Arena

Level 28

Spider Town

Honeycomb Speedway

Honey Speedway

Level 37

Scorch's Pit

Level 38

Starfish Reef

Catacomb Caverns

Haunted Tomb

Dry Gulch

Dino Mines

Level 47

Sorceress's Lair

Level 48

Bugbot Factory

Level 50

Super Bonus Round

Curiously, in Honey Speedway, Sparx calls the level "Honeycomb Speedway". This is likely a leftover from when the level was named differently. In all versions of the game the level values represent the world they are located in (i.e. Midnight Mountain levels are 4x, since Midnight Mountain is the 4th homeworld) and what type of level they are (that is, x0 are homeworlds; x1, x2, x3 and x4 are all 'normal' levels; x5 are speedways; x6 are critter levels; x7 are boss levels; and x8 are Sparx levels). Notably, the only levels missing from this version are Sparx levels and bosses.

Egg Names#

The Atlas name for a number of different egg challenges was changed between different versions of the game.

Prototype Name

Final Name

Level

Comments

Egg along the wall

Run along the wall

Cloud Spires

Nothing more than a grammatical tweak.

Race

Race the butterflies

Mushroom Speedway

Just a placeholder name.

I dunno, ask MJ

Hunter's dogfight

Mushroom Speedway

"MJ" is referred to twice in Hunter mission names, likely referring to former Cerny Games designer and producer Michael "MJ" John. Probably suggests that the egg was incomplete.

Help Billy get home

Help Bobby get home

Shiela's Alp

Help Bobby get home

Help Billy get home

Shiela's Alp

The order of the egg names in the code doesn't necessarily reflect their appearance in the Atlas, but considering that this is one of the only instances in which two egg names switch in the final game, it's probable that they just mixed up the characters' names and so their Atlas text didn't match who actually gave the egg.

Missing string

Race the pigs

Country Speedway

The game probably reuses the "race" from the previous speedway, just as it does with "Time attack" in the final game.

Missing string

Hunter's rescue mission

Country Speedway

Once again, the Hunter missions were probably incomplete. Most likely just reuses the "I dunno, ask MJ" string.

Defeat the boss

Defeat Spike

Spike's Arena

Given that the level is simply named "BOSS 2", it would be safe to say that Spike hadn't been named yet.

Sparx Round 2

Go to Town

Spider Town

Placeholder text.

egg [Level ID] [Egg ID]

Almost every egg name from Evening Lake onwards - with two exceptions - uses this format, where the Level ID is the value of the level in which the egg is located, and the Egg ID is a number from 1 to 6 if it's any normal level; 1 to 5 if it's a homeworld; 1 to 3 if it's a different character level; or just 1 if it's a Sparx level or a boss level.

Missing string

Egg for sale

Midnight Mountain Home

The egg obtained from Moneybags after defeating the Sorceress. It probably wasn't implemented yet, seeing as how this is the only instance of a homeworld containing 6 eggs.

Missing string

Woo, a secret egg

Super Bonus Round

There is no reference to this egg existing. This might be due to the fact that the Super Bonus Worlds did not have an Atlas entry at this point, and might have actually gone without an Atlas page altogether like Dragon Shores did in Spyro 2.

None of the five unused text strings found after the rest of the eggs (for example, "Stop, thief") are found within this demo. They're present in every other version of the game, though.

Other Atlas Content#

While the Atlas is usually inaccessible, it can be accessed through hacking. Many of the Atlas's textures fail to appear, and it doesn't function as it's supposed to. The Atlas is still internally referred to as the "Guidebook" in this version, like in Spyro 2. Usually this would be seen on the pause screen, but due to the limited pause screen presented in the demo version, this usually goes unseen. Despite this, the word "Atlas" is still clearly visible on the book's front cover during its opening animation. Some of the gem and egg counts given by the Atlas itself appear to be reading garbage data and so generally speaking the numbers in the Atlas aren't to be trusted, but there are some things we can confidently confirm from the Atlas contents, as well as from the data itself.

  • The Sparx Worlds option is absent from the Atlas, and each world is said to contain 37 eggs instead of 36, suggesting these worlds were considered to be part of the homeworld they are accessed from. Indeed, accessing the Sunrise Spring page in the Atlas confirms that Crawdad Farm would have been included amongst the Sunrise Spring worlds and this is further confirmed by early screenshots from just after this point in development.
  • The "Super Bonus Worlds" option is also missing from the Atlas at this point in development.
  • The epilogue appears to have not been implemented yet - later demos contain epilogue text in the code, whereas this demo does not. Not only are Skill Points not yet present, but there's no Atlas page for them yet either.
  • The option to warp to a level using Sparx's abilities is not yet present, as indicated by the lack of any text string referencing this option.

Gem Counts#

According to the Atlas, the total gem count is 10,000 instead of the final game's 15,000. This is also supported by the fact that all three levels contain only 200 gems as opposed to the final game's 400.

Homeworld

Demo gem count

Final gem count

Sunrise Spring Worlds

1600

2800

Midday Gardens Worlds

2200

3300

Evening Lake Worlds

2800

3800

Midnight Mountain Worlds

3400

4300

Gem counts per-level for the Atlas are stored in an array where each byte represents the number of gems, in hundreds, that are contained within each level. Explicitly, the array for this version is as follows:

02 02 02 02 02 03 02 00 01 03 03 03 03 03 03 03 00 01 04 04 04 04 04 03 04 00 01 05 05 05 05 05 03 05 00 01 00

This translates into the following:

Level

Demo gem count

Final gem count

Sunrise Spring Home

200

400

Sunrise Spring Main Levels

200

400

Mushroom Speedway

300

400

Sheila's Alp

200

400

Crawdad Farm

100

200

Midday Gardens Home

300

400

Midday Gardens Main Levels

300

500

Country Speedway

300

400

Sgt. Byrd's Base

300

500

Spider Town

100

200

Evening Lake Home

400

400

Evening Lake Main Levels

400

600

Honey Speedway

300

400

Bentley's Outpost

400

600

Starfish Reef

100

200

Midnight Mountain Home

500

400

Midnight Mountain Main Levels

500

700

Harbor Speedway

300

400

Agent 9's Lab

500

700

Bugbot Factory

100

200

Super Bonus Round

0

5000

All Boss Levels

0

0

Moneybags#

Watch on YouTubeMoneybags goes completely unseen to allow the player full access to the areas presented in the demo. Despite this, his data still exists in this version, and he can be forced to appear through hacking. The demo also contains all the gem values he asks from Spyro, even for levels which aren't included in the demo. Due to the decreased gem counts, the requirements from Moneybags are also lower. The internal list of gem values for both the demo and the final game are listed below, along with what levels they probably correspond to (the level names are not included with the list, so it is assumed the list remains in the same order as the final game - all that is confirmed is that Molten Crater's place on the list is the same as the final game). Curiously, the list is shorter in the demo version, and hence both Frozen Altars and Crystal Islands have no associated gem values. While the latter level was probably still heavily unfinished at this point, it's known that Frozen Altars existed very early on in development; so either the cat hockey minigame was not complete yet, it didn't require paying Moneybags at this point, or it used one of the other gem values as a placeholder. Most notably Agent 9 costs only 100 in this version as opposed to Bentley's 400 in this version and the 1300 gems required in the final game - it may be the case that the final 100 on the list was actually just used as a placeholder for all the gem values that hadn't been decided on, yet. The list also roughly corresponds to the order in which the levels were created, and so it seems to represent the order with which Moneybags was added to the levels. For example, it is known that Cloud Spires was roughly the 10th level created during development - Brian Allgeier's second level - and Spooky Swamp was the 2nd level created, after Bamboo Terrace.

Level

Demo value

Final value

Cloud Spires

100

200

Spooky Swamp

100

500

Sunrise Spring

200

300

Icy Peak

250

500

Molten Crater

100

300

Charmed Ridge

100

600

Midday Gardens

300

700

Evening Lake

400

1000

Desert Ruins

100

800

Midnight Mountains

100

1300

Frozen Altars

N/A

800

Crystal Islands

N/A

1000

Music Array#

The array used to identify which track plays in each level uses mostly placeholder values in this version.

The three tracks in the demo are:

  • 00 - Sheila's Alp (Unused)
  • 01 - Fireworks Factory
  • 02 - Enchanted Towers

The music array used in the demo is as follows:

01 02 01 01 02 01 00 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01 01

Like the final game, the array is 40 values long despite there only being 37 levels. This array translates to the following:

  • As expected, the Enchanted Towers theme is used in Sunny Villa and Seashell Shore and the Fireworks Factory theme is used in Molten Crater.
  • For some reason, despite not featuring in the demo, Sheila's Alp correctly uses the Sheila's Alp theme. This could suggest the level was considered for the demo at some point.
  • The rest of the levels all use Fireworks Factory as a placeholder.

Other Unseen Differences#

  • The "WHERE TO?" menu seen when accessing the Balloon / Whirligig / Rocket in the final game is called "HUB2HUB" in this version. Most of the menu is unchanged, with the exception of the last 3 bosses, replaced by "BOSS 2", "BOSS 3" and (surprise!) "BOSS 4". The text colour of the boss names is yellow, while in the final game, it is green.
  • Some skateboarding trick names were also changed, and others were added. None of them are seen in-game, as the course record challenge is inaccessible.

Demo Name

Final Name

Missing string

Quint Front Flip

Missing string

Quint Roll Left

Missing string

Big Gulp

Missing string

Quint Back Flip

Missing string

Quint Roll Right

Missing string

Orange Crush

Quad Roll Left

Dr. Shemp

Quad Spin Left

Gulp

Quad Roll Right

Toasty Twist

Quad Spin Right

Crush

Double Twisted Lemon

Twisted Lemon x 2

Triple Twisted Lemon

Twisted Lemon x 3

Other Unused Text#

  • The following... explicit debug string appears shortly after the previous one. Again, this doesn't seem to appear in other versions of the game.

Fuck fuck fuck fuck fuck - out of memory for book vram

  • Like demos of the earlier Spyro games, the following string can be found with the demo timeout code:

Bye Bye.....It's Been Fun

  • Each demo version contains some kind of version number. All other demos contain the same number, while this one is slightly different.
    • The string is actually located in two places in memory - both on the level select screen and in the save game information. In the (NTSC-U versions of the) final game, "BASCUS-94467SPY3_1" takes the place of this string, indicating that this may have been used as a save file identifier for this version.
    • One may also speculate that this is an indication of the build date of this particular version - May 25th 2000 - as other information from the game's development points towards this build being from late May to early June.

SPYRO_3-v.5.25.a