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August 27th, 1998 build

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This is a sub-page of Proto:Spyro the Dragon (PlayStation).

This prototype is documented on Hidden Palace.

Watch on YouTubeThe August 27th, 1998 prototype of Spyro the Dragon is a localisation prototype for the European release of the game, built between the final North American and European builds. It was released online in around 2007 but was assumed to be a standard Europe ISO, and as such was subsequently lost. This build was not re-released until March 21st, 2020.

Build Dates#

The following is a table comparing the various modification dates of each of the files within the ISO between the August 27th prototype and the final European build.

File

Description

August 27th Prototype

September 10th Final European

WAD.WAD

Contains most of the game's contents

1998-08-12 15:46

1998-08-12 15:46

SCES_014.38

Executable

1998-08-23 07:29

1998-09-01 11:28

MUSIC1.STR

Soundtrack file

1998-08-24 04:41

1998-08-24 04:41

MUSIC2.STR

Soundtrack file

1998-08-24 05:04

1998-08-28 08:13

MUSIC3.STR

Soundtrack file

1998-08-24 05:10

1998-08-24 05:10

MUSIC4.STR

Soundtrack file

1998-08-24 05:18

1998-08-24 05:18

MUSIC5.STR

Soundtrack file

1998-08-24 05:25

1998-08-24 05:25

MUSIC6.STR

Soundtrack file

1998-08-24 05:35

1998-08-24 05:35

The date of the WAD.WAD does not appear to be accurate given that it still matches the US final build. Interestingly we can see that MUSIC2.STR seems to be the only STR to change in the final release.

The given build date of August 27th is taken from the primary volume data:

August 12th Final North America

August 27th Prototype

September 10th Final Europe

Created:

August 13th 1998

August 13th 1998

September 10th 1998

Modified:

August 14th 1998

August 27th 1998

September 10th 1998

General Differences#

  • Like the North American version, the title screen displays the option "PRESS START," unlike the final European build which reads "START GAME" instead. Also, changing the language in the prototype leaves this option untranslated.
    • When choosing a language, "Deutsch" is incorrectly spelled "Deutch."

Aug 27 Prototype

Sep 1 Final

  • In the game's "demo mode," accessed after leaving the title screen stationary for a long enough period, there are apparent differences in the gameplay shown off throughout the featured levels.
  • Many of the translations are incomplete and differ from the final release.
    • The file select screen's translations are unfinished, leaving "empty" for the blank save slots untranslated, as well as some other translations that would later be adjusted in the final.
    • All major cutscenes are in English regardless of which language the game is set to.
    • Accents are not yet displayed correctly on portals.
    • Various other things throughout the game are translated differently, such as level names.
  • When attempting to enter Terrace Village or Haunted Towers in this build, Spyro misses his glide and doesn't land where he was intended to begin the level, resulting in an immediate death. This is likely due to adjustments that had yet to be made to accommodate for the framerate difference between NTSC-U and PAL televisions, or just a result of this being a bad dump of the prototype.
  • As there are a number of differences between the North American and European final builds, many of these changes have not been implemented into the game yet.
    • For example, the gem placement in Metalhead matches the North American version, while the retextured dragons match the final European version.

Differences From North American and European Final Builds#

Difference

North American Final

European Final

Aug 27 Prototype

Dark Hollow - Blood

Blood present on Gnorcs' swords

Blood not present on Gnorcs' swords

Matches NA Final

Town Square - Blood

Blood present on Bulls' horns

Blood not present on Bulls' horns

Matches NA Final

Toasty - Knockback

Shepherds can be charged through with no knockback

Shepherds give knockback when charged

Matches NA Final

Ice Cavern - Armored Gnorc

One of the Armored Gnorcs takes two hits to kill

The same Gnorc takes one hit to kill

Matches NA Final

Terrace Village - Music

Music track is stereo

Music track is mono

Matches NA Final

Metalhead - Gems

Gems at the end of the level on a hard-to-reach ledge

Gems moved from hard-to-reach ledge

Matches NA Final

Dark Passage - Water

There's a water pit that behaves like an ordinary floor

The same water pit correctly behaves as water

Matches NA Final

High Caves - Music

Uses North America-exclusive theme

Uses Europe-exclusive theme

Matches EU Final

High Caves - Cyrus

Cyrus is green

Cyrus is yellow

Matches EU Final

Wizard Peak - Hexus

Hexus is brown

Hexus is yellow

Matches EU Final

Blowhard - Altair

Altair's belly is white

Altair's belly is pink

Matches EU Final

Gnorc Gnexus - Magnus

Magnus's horns are brown

Magnus's horns are yellow

Matches EU Final

Twilight Harbor - Cleetus

Cleetus is off-white, mismatched with his Beast Makers appearance

Cleetus is green, matching his Beast Makers appearance

Matches EU Final

Twilight Harbor - English spelling

"Harbor" is spelled to match the American spelling

"Harbour" is spelled to match the British spelling

Matches EU Final

Title Screen - Music

Starts slightly earlier

Starts slightly later

Matches EU Final

Title Screen - Spyro's teeth

Appears normally

Teeth not showing

Matches EU Final

Extra tracks

Has fewer unused tracks

Has more unused tracks

Matches EU Final

Text size

Text is larger - in particular, the dragon name is larger than the word "Rescued"

Text is smaller and more uniform in size

Matches EU Final

Balloonist dialogue

Text is left-aligned

Text is centered

Matches EU Final

"Entering" ellipsis

"..." at the end of the "Entering [level]" text

No "..." at the end of the "Entering [level]" text

Matches EU Final

"Gnasty's" text

"Gna" in "Gnasty's World / Loot" is frozen in the inventory "Gnasty's" ends with a lower case S

"Gna" in "Gnasty's World / Loot" moves as intended in the inventory "Gnasty's" ends with an upper case S for some reason

Matches EU Final

Gnasty Gnorc#

Spyro1-Gnasty-Aug27.png

Mysteriously, Gnasty Gnorc reuses an early design seen in a small handful of magazine screenshots and in the June 15th prototype, as well as unfinished animations despite being fully complete and present in the NA final build. He still retains his normal appearance in the game's opening cutscene, so the exact cause for this is unknown. One likely explanation is that Gnasty’s animations simply had not been exported to 25fps since he received his final design. As a result, he behaves much differently:

  • Gnasty is a lot quieter in this version; he doesn't make any noises while performing his idle animations, running, or when he takes damage from the player.
  • His animations are different, for the most part.
    • He uses an early idle animation for the majority of the battle, rather than pounding his chest and taunting the player like he does in the final. However, once the player enters the first chase sequence of the fight, if the player waits so that Gnasty stops running away, he'll turn around and begin performing his "chest punching" animation seen in the final, albeit without any sounds.
    • Gnasty runs at the same pace as he normally does, but his running animation appears to be a bit slower, making it look somewhat slidey.
    • In his fainting animation he falls backwards instead of forwards, matching the one used in a currently unreleased prototype that falls somewhere between the June 15th and July 18th builds.
  • When Gnasty is backed into a room by Spyro at the very end of the level and the player chooses to stand up close, Spyro doesn't take any damage if Gnasty attempts to slam his hammer down on him, unlike in the final.
  • Spyro always says "You're toast Gnorc!" in English upon defeating Gnasty Gnorc, regardless of the language the game is being played on. In the final build, Spyro remains silent when the game is played under non-English languages.