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Artisans

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This is a sub-page of Proto:Spyro the Dragon (PlayStation)/July 11th, 1998 build.

Watch on YouTubeDifferences in the Artisans worlds.

Differences#

Artisans Home#

  • The Artisans dragons seem to use different voice actors (or, at the very least, different vocal characterization) and different cinematography and animations when compared to the final game. The dialogue between Spyro and these dragons also differs from the final game, matching those seen in other early builds such as the Tabloid demo.
  • Attempting to skip Nestor's dialogue will display the text "…THIS IS IMPORTANT…" at the bottom of the screen.
  • Tomas is called Silvus in this version.
  • If you free Argus before you are ready to confront Toasty, the "replay dragon" option will play his first cutscene again, even if the portal is already opened.
  • The Dragon Mouth containing the portal to Toasty does not make a sound while opening or closing.
  • Entering the Toasty portal sometimes requires charging for some reason.
  • Opening the Sunny Flight portal requires stepping on the stones in a specific order, rather than any order. This sequence has no sound effects, the stones always light up when stood on if done in the right order (in the final, they only light up after you've spoken to a certain dragon in Wizard Peak), and the stones are textured differently to the final, too. The wall opening sound during this sequence is absent.
  • If the Sunny Flight portal is open, and the player returns to the Artisans Home from any other world, the portal will appear to be closed again until you get quite close to the portal, at which point the animations update and it suddenly pops open again.
  • The balloonist uses a different color scheme from his final design, instead being light blue with a red scarf in the Artisans homeworld.

Stone Hill#

  • All dragons are missing their cutscenes, instead using text dialogue.
  • One of the platforms, where the dragon "Gildas" is located, was made slightly bigger in the final game. This change was probably made to make the glide from there easier.

Dark Hollow#

  • All dragons are missing their cutscenes, instead using text dialogue.
  • The campfires don't make a sound when Spyro lights them.

Town Square#

  • All dragons are missing their cutscenes, instead using text dialogue.
  • Two of the dragons have been moved slightly:
    • Devlin is slightly closer to the far wall than he is in the final game.
    • Alvar is much closer to the vortex.
  • The dragon called THOR in the final game is also internally called ALVAR in this version, matching another dragon in the same level. Based on their name IDs it seems this dragon was intended to be called TOMAS, a name reused in the Artisans Home in the final.
  • When the bulls are charged at, they fall horns-first into the ground and get stuck upside down. In the final version, flaming these bulls while they're in this state will make them fall over before disappearing. In this build, however, flaming the stuck bulls will make them disappear immediately without playing an animation first.

Boss (Toasty)#

  • All dragons are missing their cutscenes, instead using text dialogue.
  • The platform at the start of the level cannot be jumped directly onto, as it's higher than usual. The player needs to glide from the steps nearby to get on top.

Flying (Sunny Flight)#

  • The time-running-out sounds play constantly in this level, rather than only when you're below 10 seconds remaining. This isn't the case for all flight levels in this build, perhaps due to missing sound effects in the later ones.