the cutting room mirror

Winter Tundra Worlds

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

This is a sub-page of Proto:Spyro 2: Ripto's Rage!/August 11th, 1999 build.

Careful, you'll lose an eye.

This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.
Specifically: A lot more images.

Unsurprisingly, the final few levels are where the incomplete areas really begin showing themselves. There's plenty of glitches, placeholders and rough edges to be found in the Winter Tundra worlds.

Differences#

Winter Tundra#

Aug 11 Prototype

Sep 30 Final

  • The final theme for this level isn't yet present, and so the Glimmer theme is used instead.
  • The ice colour throughout the level is a lot dimmer.
  • In the final game, there are two pedestals outside the castle which hold homeworld vortices. These pedestals are not present in this build, and the vortex to Autumn Plains is slightly further away from the castle. Additionally, much of the snow textures on the floor around this section of the map were changed in the final.
  • The homeworld vortex leading to Autumn Plains is placed in a different position, and there's only one such vortex. There is no vortex leading to Summer Forest. In the final, one pair of vortices leading to both of the homeworlds is found on either side of the entrance to the inside wall of the castle, and another is found near to the entrance to Ripto's Arena.
    • Additionally, the vortices are extremely different in appearance to their final look.
  • The whirlwind that takes the player to the top of the stairs leading to Ripto's Arena is to the right when walking inside the castle walls, rather than to the left.
  • The Ripto's Arena entrance matches the other boss levels in that you enter via a hole in the ground, rather than by walking down a dark corridor.
    • This matches a feature of one of the cutscene models in the final game.
    • The entrance to the level is not surrounded by hovering text saying "Ripto's Arena" as it does in the final.
  • There are no flags on the castle representing whether or not Ripto has been defeated.
  • The orb in the rock oddly appears a different colour depending on what angle it's viewed from.
  • There's a hole in the floor underneath the stream outside the Canyon Speedway portal, because one polygon is incorrectly treated as a water plane - swimming through it allows the player to swim in the air.
  • There are some holes in the visual geometry here and there.
  • The text in front of the Mystic Marsh and Robotica Farms portals is placed a bit lower.
  • There is no "Dragon Shores" text on its portal.
  • No fodder is present in the level.
  • The map of this level has not been implemented.

Mystic Marsh#

Aug 11 Prototype

Sep 30 Final

  • The final theme for this level isn't yet present, and so the Glimmer theme is used instead.
  • The purple liquid extends around the level boundary a bit further in the final.
  • One of the islands in the purple liquid was made larger in the final.
  • The striped monkey enemies use a completely different colour scheme and textures, more closely resembling a brown meerkat.
  • The fountain uses a different design.
  • The coins in the fountain do not have a texture, and are completely grey in appearance.
    • The same is true for the coin used in the trade mission.
  • During the trade mission, only the animations that play after trading the egg and the coin cut to a cinematic shot. The animations for trading the seed, rubber duck, and vegetable simply play out during normal gameplay.
  • The plant pot is blue, rather than orange.
  • The map of this level has not been implemented.
  • The outro cutscene is missing.
  • The intro cutscene is visually very unfinished.
  • Intro cutscene has no sound except for Elora's voice-over - but for some reason, it uses a dev recording of the Hurricos intro dialogue:

Welcome to Hurricos, Spyro. This stormy place is the home of Electroll scientists who provide Avalar with much of its electricity. Unfortunately, that bully Ripto has sent his Geargrinders to steal the energy. The Geargrinders now have activated electric barriers to keep the Electrolls apart. Find the diodes and use them to free the Electrolls.

Cloud Temples#

Aug 11 Prototype

Sep 30 Final

  • The final theme for this level isn't yet present, and so the Glimmer theme is used instead.
  • There's a big red X on the floor near the tree at the beginning of the Agent Zero section that isn't present in the final.
  • Several of the vases in this level are doubled up - that is, two vases are placed in the same location.
  • Several of the voice clips in this level are missing.
  • Some of the NPCs here fail to behave correctly during their dialogue:
    • Sometimes characters' names show incorrectly (often as "B").
    • Characters may speak to the player but show no dialogue.
    • One of Murgen's dialogue lines has no text associated with it, and exiting this dialogue while the audio is still playing will have it play out to completion instead of skipping.
  • Multiple NPCs are called Chronos the Wizard.
  • The Agent Zero music does not exist at this stage, and so the Glimmer theme continues playing instead.
  • The ice breath powerup HUD wrongly uses the superfly icon when active, in this level.
  • The outro cutscene is missing. Like all other levels in this version, the intro and outro cutscenes have some additional dialogue from Elora overlaid on top:
    • The intro cutscene has no music, and part of the narration repeats itself at the end of the cutscene.

Well this time, Ripto has gone too far. The peaceful wizards of Cloud Temples have always used their magic to create happy creatures to populate their world. Now Ripto has sent warlocks to take over the temples. They've turned all the happy creatures into gargoyles and stolen the wizards' wands! Without the wands they're helpless.

Canyon Speedway#

Aug 11 Prototype

Sep 30 Final

  • The final theme for this level isn't yet present, and so the Glimmer theme is used instead.
  • There are some minor lighting differences in one area of the map.
  • Like Icy Speedway, the HUD uses Metro Speedway icons instead of unique ones. However, the sprites appear to use the incorrect palettes in this level, causing them to appear glitchy.
  • All objects aside from the rings are missing their usual collection sound effect. Note that this is not the same as the sound effect that plays when adding seconds to the timer (which only plays prior to getting the all-in-one bonus), which does still play in this version.
  • A still image of the skybox is used on the completion screen, rather than a panning shot of the level model.
  • Amusingly, the plane model which usually sits next to Hunter contains a model of Spyro, even before Spyro is even using the plane. Additionally, the plane has no collision.
  • No sound effects are played, nor are any balloon fragments released, when the balloons in the Hunter minigame are popped.
  • Skill Points are not yet implemented, and as such, this level has not yet received its Skill Point.
  • The portal and loading screen skyboxes for this level are each missing a large section of their lower part.

Robotica Farms#

  • The final theme for this level isn't yet present, and so the Glimmer theme is used instead.
  • The third orb in this level, "Exterminate Crow Bugs", sets the fourth orb bit rather than the third, which causes it not to display as collected in the guidebook even after it has been obtained.
  • The map of this level has not been fully implemented, and displays distorted textures of some sort.
  • The outro cutscene is missing.
  • The intro cutscene reuses the audio from the Glimmer outro, along with Elora's dialogue:

Good job, Spyro! Now that you've taught the lizards how to behave themselves, the gemcutters don't have to worry about anyone stealing their jewels. They can go back to work harvesting and polishing gems for the rest of Avalar. They're even trying to train the lizards to help out, though that may be expecting a little too much from some of them.

Metropolis#

  • The final theme for this level isn't yet present, and so the Glimmer theme is used instead.
  • The flag at the beginning and end of the level is missing.
  • The Manager Droid NPC at the start of level has the same appearance as the Inventor Droid NPC at the end of the level.
  • The ox mini-boss does not have a health bar.
  • The bombs in the ox mini-boss area are completely unfinished in appearance, instead looking like simple pink spheres rather than actual bombs. They also rapidly disappear and reappear right before detonating rather than rapidly flashing orange.
  • There is always a bomb sitting in place directly in front of the ox where he launches them at the player. In the final, they simply spawn from nothing when they're launched.
  • The map of this level has not been fully implemented, and displays distorted textures of some sort.
  • The outro cutscene is missing.
  • The intro cutscene reuses the audio from the Hurricos intro, along with Elora's dialogue:

Welcome to Hurricos, Spyro! This stormy place is the home of the Electroll scientists who provide Avalar with much of its power. Unfortunately, that bully Ripto has sent Geargrinders to steal the energy, and they've activated electric barriers to keep the Electrolls apart. If you can help the Electrolls, they might do something special for you!

Dragon Shores#

  • The final theme for this level isn't yet present, and so the Glimmer theme is used instead.

Ripto's Arena#

  • The final theme for this level isn't yet present, and so the Glimmer theme is used instead.
  • Like the previous two boss levels, Spyro is seen falling to the ground upon starting the level.
  • Zoe's text dialogue contains an additional line that was removed in the final, along with some minor additional tweaks:

Aug 11 Prototype Dialogue

Sep 30 Final Dialogue

Spyro, we want to help you fight Ripto! Elora is using the orbs you collected to store powerup energy. Hunter will throw the powered-up orbs to you as they become ready. And even as we speak, the professor is experimenting with new forms of powerup energy, so you'll soon have abilities that no one has ever seen before! Be careful, though... now that Ripto has the power crystal, he is more powerful than ever.

Spyro, we want to help you fight Ripto! Elora is using the orbs you collected to store powerup energy. Hunter will throw the powered-up orbs to you as they become ready. Even as we speak, the professor is experimenting with new forms of powerup energy, so you'll soon have abilities that no one has ever seen before!

  • In this version of the level, several sound effects are missing.
    • Ripto lacks all vocal sound effects.
    • Ripto's scepter does not make a gleaming sound effect right before it shoots fireballs.
    • No sound is made when collecting a powered-up orb.
    • Spyro's special breath attack from collecting 3 green orbs does not make a sound.
  • The HUD icon showing Ripto's face does not have a blinking animation.
  • Powered-up orbs that are collected only appear as red in the HUD, regardless of which colored orb is collected.
  • As soon as a powerup is active, the orbs in the HUD will instantly reset and grey out rather than illuminating throughout the duration of the powerup. They also do not make Ripto's eyes glow in his sprite.
  • One of the orb types are gold, rather than blue in the final game. In the final, gold orbs would only appear during a short cinematic where Spyro and Ripto both collect them, leading into the third phase of the fight.
  • Upon collecting 3 gold orbs, Spyro flashes green rather than blue. Additonally, rather than supercharge, Spyro gains an ability that surrounds him in blue spheres which damage Ripto if he's too close.
    • Interestingly, this is similar to Ripto's special attack that he uses against Spyro upon collecting 3 blue orbs in the final game.
  • Upon collecting 3 green orbs, Spyro flashes blue rather than green. Additionally, Spyro's special breath attacks are orange rather than green.
  • Rather than being dropped at random, the powered-up orbs will instantaneously change depending on how much health Ripto has remaining:
    • The orbs are red from the start of the fight.
    • After Ripto takes 4 hits, all orbs turn to green.
    • After Ripto takes 8 hits, all orbs turn to gold.
  • Ripto does not perform any special attacks upon collecting 3 orbs. He will collect orbs continuously, even beyond the 3 that are seen visually.
  • The player has the ability to knock an orb out of Ripto's possession when hitting him with a basic charge or flame attack.
  • An orb is also knocked out of Spyro's possession when taking a hit from Ripto.
  • The fodder in this level are ladybugs rather than sheep.
  • Lava does not damage Spyro, and can instead be walked on.
  • Only the first phase of the fight is playable. After Ripto's health is fully depleted, the player is immediately sent to Dragon Shores.
  • The second phase of the fight featuring Robo-Gulp is partially implemented, but cannot be accessed under normal means.
    • Robo-Gulp also features a different design to the final.
  • Skill Points are not yet implemented, and as such, this level has not yet received its Skill Point.
  • There are no story cutscenes before and after the level.