This is a sub-page of Proto:Spyro the Dragon (PlayStation)/July 11th, 1998 build.
Watch on YouTubeInstead of Gnasty's World, this world is referred to as the Machinists World. Despite this, the Machinists Home is called "Gnorc Gnexus" here just as it is in the final.
Differences#
- From Beast Makers onwards, all dragons are lacking their cutscenes and have no text dialogue either.
Gnorc Gnexus#
- Gnorc Gnexus has very flat lighting. The low LOD model appears to be almost totally grey, which makes the level look grey in the distance.
- The skybox is totally different.
- The low LOD model for the dragon head that surrounds the portal to Gnasty Gnorc seems to be brown with some green at the bottom, exactly like the Artisans Toasty head, suggesting it was possibly copied directly from that level (which would also explain collision oddities shared between the two).
- The level has only one dragon, and no mechanism for the second to appear yet.
- There are two extra lives in the Gnasty's Loot head, which aren't there in the final.
Twilight Harbor (Gnorc Cove)#
- The first level in this world is called "Twilight Harbor" in this build, rather than "Gnorc Cove" - the two levels have their names swapped. Considering this level was called Gnorc Cove even in earlier builds of the game than this one, it seems more likely that this level being called Twilight Harbor here is a mistake rather than the original intent.
- Interestingly, in Gnorc Gnexus, the Gnorc Cove portal is in a frame shaped identically to a structure that appears in Twilight Harbor. It may have been the case that the two levels were at one point to be played in the opposite order, and the names hadn't been updated since then.
- The couple of curved platforms in the latter part of the level are each replaced with two square shaped platforms of various heights instead.
- One enemy in this level gives a life orb instead of a gem.
- There’s an extra dragon in the final section behind two large enemies - meaning there are 3 dragons instead of the final’s 2. According to the inventory, this level has 4 dragons, which doesn't match the 3 in-game nor the final's 2.
Gnorc Cove (Twilight Harbor)#
- The first level in this world is called "Gnorc Cove" in this build, rather than "Twilight Harbor" - the two levels have their names swapped.
- The level has a key chest in place of a reinforced crate. The key is on the platform accessible by gliding from the upstairs room.
- The window geometry inside the upstairs room is sloped, perhaps to let spyro supercharge the whole way through. In the final they're flat (i.e. there's a step up from the floor to the window).
- The drawbridge is up by default instead of down. The reinforced crate being a locked chest means there's no reason to lower the drawbridge.
- The gem total is 381 instead of the usual 400.
Gnasty Place (Gnasty Gnorc)#
- "Gnasty Gnorc" is called "Gnasty Place".
- Half way through the entrance animation, the level suddenly pops into view.
- The cog shape on the floor at the beginning is concave instead of convex.
- The opening area has a reinforced crate, which is only destroyable using superflame. A superflame fairy appears in the opening to the second section of the level. Both of these are absent in the final.
- Spyro keeps his superflame for the rest of the level.
- There is no cutscene camera when Gnasty gets hit, nor when he eventually dies.
- The slithering path section has additional steps to cut across the path. The final has walls blocking this route.
- After the slithering part of the path, Spyro can either take the usual route to the end of the level, or he can jump across some additional platforms unique to this version. These platforms have some gems on them.
- Additionally, around this point, Gnasty’s path also diverts from the usual route through the level. He jumps across some platforms that are in the final level but aren't usually used by him or the player. The path he takes seems to be longer than his usual one, giving the player more time to catch up to him at the end of this path.
- In fact, in the June prototype, Gnasty has path data for this section too, but it isn't used in normal gameplay.
- Gnasty spawns the shield enemies from Dark Hollow behind him in the final section of the level.
- A glitch can cause Gnasty to get stuck half way through the final platform section, at which point he'll still be invincible. His jumping animations in this section seem quite primitive and he keeps turning around to look at the player.
- Gnasty Gnorc doesn’t attack you at the end of the level, instead he just waits to get hit. He can even be charged at this point to defeat him. He also doesn’t stand in the middle of the room as he usually would, due to a vortex being in his usual spot.
- When Gnasty dies, he falls backwards with his arms outstretched, instead of falling forwards. There's no "you're toast, Gnorc!" from Spyro, and the level doesn't automatically end.
- There's a vortex at the end of the level, which isn't usually there.
- Entering the vortex crashes the game due to a missing whirlwind animation. The level must be exited via the pause menu.
Boss (Gnasty's Loot)#
Gnasty's Loot is inaccessible under normal means, due to some missing gems in Twilight Harbor. You can still enter Gnasty's Loot by setting your gem total to 12000 using the GameShark code 8007184C 2EE0.
- Gnasty's Loot is just called "BOSS", as its level ID ends with a 4 like other boss levels.
- The level has an unfinished skybox, with a large hole at the bottom.
- Spyro can appear to get caught on geometry when entering level, causing a death and respawn
- The level has a lot of unfinished texture work, appearing to be partially using the textures from its block-out stage.
- The left side of the platform with the vortex on it appears to have some very messy and obviously half-finished texturing.
- The locked doors are missing their padlock textures.
- There is no Gnasty Gnorc painting texture.
- The lava looks dull and unlit, appearing more of an off-yellow than the usual orange. The rest of the level appears to be lit quite differently, too.
- There are holes in geometry above the first unlockable door once opened.
- There is some missing geometry on the pipes in the tunnel.
- Spyro's maximum flight height depends on where you started flying, not how high you’ve been so far. This can make the level a pain to complete if you land anywhere lower than where you've just come from.
- No smoke is emitted from Spyro's wings as he flies, as would happen in the final.
- There's no nice camera angle for the plane cutscenes, instead the camera just stays where it is.
- The thief planes seem to move slower than they do in the final. Sometimes when it starts moving you gain control of Spyro without the cutscene camera having ended, which can look and feel a bit weird. Sometimes a plane will hit Spyro during the cutscene and move him to the side.
- Exiting the level via the vortex will crash the game as Spyro enters the “returning home” sequence. Exiting via the pause menu works fine, though.