the cutting room mirror

Artisans

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

This is a sub-page of Proto:Spyro the Dragon (PlayStation)/June 15th, 1998 build.

Watch on YouTubeThe first world that Spyro encounters is called the Artisans home. This page lists the differences found in the Artisans lands. Note also that as some levels - particularly Flight and Boss levels - changed names, they will be referred to by their final name on this page for clarity.


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.
  • 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.
  • Accessing the Sunny Flight portal works a bit differently to how it does in the final game - instead of stepping on the stones in succession in any order, the player must jump on the step on the bottom right first and work their way around clockwise.
    • The stones will only light up when the player stands on the correct ones.
    • Furthermore, the stones will correctly light up even from the very beginning of the game, instead of requiring you first speak to the dragon in Wizard Peak that details how to access the level.
    • The stones are a bit different from how they appear in the final game.
    • The wall in front of the Sunny Flight portal will reappear when entering and subsequently leaving another level. This wall will suddenly disappear again when the player gets close enough.
    • The sound effect for lowering this wall had not been implemented yet.
  • The balloon is lower than it normally appears.
  • The balloonist uses a different color scheme from his final design, instead being light blue with a red scarf in the Artisans homeworld.
  • An invisible wall is behind the balloonist, blocking Spyro from moving towards the balloon.

Stone Hill#

Jun 15

Aug 12 Final

  • 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#

  • The big-bellied Gnorcs don't make a sound when hitting or roaring at the player.
  • The campfires don't make a sound when Spyro lights them.

Town Square#

Jun 15

Aug 12 Final

  • The fountains are a different shape, with a flat top Spyro can stand on instead of a pyramidal tip.

Jun 15

Aug 12 Final

  • 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.
  • The matador uses a plain white outfit with red sleeves and simpler eye textures as opposed to the mixed black, yellow and red outfit and more detailed red eyes of the final. It also looks like his legs are human skin color.

Jun 15

Aug 12 Final

  • The section where the egg thief spawns has something of a slope in this version as opposed to a step.
    • The platform included to make gliding to this area a bit easier is also not present in this version.
  • A couple of inaccessible areas appear to be textured slightly differently.

Boss (Toasty)#

  • 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)#

Jun 15

Aug 12 Final

  • The outer polygons of the ocean do not get lighter to create a sort of fade effect as they do in the final.