the cutting room mirror

Dream Weavers

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

Watch on YouTubeDifferences in the Dream Weavers worlds.

Differences#

  • From Beast Makers onwards, all dragons are lacking their cutscenes and have no text dialogue either.

Dream Weavers Home#

  • A platform at the start of the level which is usually joined to the initial platform with a bridge is instead totally separate here.
  • The level includes some extra geometry around one of the buildings that you can platform across to collect a few more gems. This leads to a gem that drops a gem spawner (thus spawning several more gems) upon collection - this is quite unusual, and there's nothing like it in any other known build of any of the original Spyro trilogy.
  • Many of the flowing water textures are not animated yet.
  • All of the roof tops are green in this version, instead of each being a different colour.
  • The barber pole platforms use a simpler, flatter texture.
  • The cannon doesn't have its usual textures, and instead seems to have rainbow coloured vertex colouring. Instead of firing instantly, there's a delay when using it much like the cannons in the Peace Keepers Home. It uses the same sound effect as the latter's, too.
  • All of the whirlwinds use blue particles. In the final, many of these whirlwinds are unique in that they use green particles instead.
  • This level includes a red spring chest, whereas red spring chests are only present in Lofty Castle in the final game.
  • Some enemies seem to disappear when viewed from certain angles.

Dark Passage#

  • There are some notable seams and large holes in the geometry in some of the later parts of this level. At certain points, holes can appear in the skybox, too.
  • The tiled flooring textures are missing from a lot of this level - the rocky wall texture is used everywhere instead.
  • The hanging lamps have a different, much pointier design, and they are placed quite differently throughout the level.
  • The level contains a key and locked chest, whereas the final level doesn't.

Lofty Castle#

  • The level features a few more platforms than the final level.
  • Some fodder placement is different.
  • The room with the balloon gnorcs has an extra, unusually placed gnorc.
  • There are a few noticeable seams in the geometry.
  • The walls around the circular track reached via the supercharge track are missing.
  • Some platforms with whirlwinds on them are further from the nearby island than usual.
  • Some enemies seem to disappear when viewed from certain angles.

Haunted Towers#

  • One of the rooms near the beginning of the level has a differently shaped roof and some differently shaped and textured entranceways.
  • There is a large hole in the wall of the room with the super fairy. The super fairy also appears the same as other fairies in this level.
  • There are some occlusion issues with the skybox, which cause parts of it to disappear when viewed from certain places.
  • The green wizards use a pink and blue gradient instead.

Boss (Jacques)#

  • The level is missing its usual fodder.
  • The balcony reached via a whirlwind in the secret area would usually hold a collection of loose gems and some baskets. Here, there's only a single firework crate.
  • Jacques seems much more aggressive, throwing many more boxes at the player than he usually would.

Flying (Icy Flight)#

  • The level's texture work is very incomplete and its lighting is very dull and flat. The lighthouses have red and white stripes instead of a grey brick texture.
  • A sound effect which sounds like a train can be heard constantly throughout the level and is even played instead of the "ding" sound that the icons make as they cascade towards the bottom of the screen.
  • The timer starts at 20 seconds instead of 28.
  • The copters are called "hueys" and use a blue ring icon instead of a blue copter icon.
  • Chests give 3 extra seconds instead of 2.
  • Copters give 2 extra seconds instead of 3.
  • Copters have a brown hat instead of a white one. They disappear instantly when destroyed instead of splitting in two.
  • There's an extra tower in the section with the lighthouses.