Spyro: A Hero's Tail is the fifth main-line entry in the Spyro franchise, and Spyro is yet again tasked with saving the world. Throughout the game, you can also take control of other beloved characters, such as Hunter, Sgt. Byrd and Sparx. Blink, a newcomer to the series, is there too.
Unused MapsLots and lots of test levels. And Hogwarts.
Unused ModelsMammoths, Enter the Dragonfly leftovers and... a car?
Debug Symbols#
Exclusively on the GameCube version, a file called game.dmp can be found on the disc, which is a custom symbol map format compressed with Eurocom's own compression method called EuroPack2. This zip contains the compressed and uncompressed files, as well as cleaned up map files, for both the NTSC and PAL GameCube release.
Download Spyro: A Hero's Tail - GameCube Symbols File: SpyroAHerosTail_GC_Symbols.7z (924 KB) (info) |
These are used by the game for the hidden crash handler.
Leftover Text Files#
publisherlevellist.txt#
This file lists the files to load in a publisher-only build of the game. Publisher builds are usually meant to show the publisher current progress on the game and to see if various milestones on the game's development have been hit.
//
//
//
// Level list - files included on a publisher build..
//
//
Test_TL.edb,START,"Blinky Test 1"
Test_PB.edb,START,"Blinky Test 2"
model.edb,START,"Model Viewer"
The level files listed are test levels. The level names in quotes are not seen anywhere else, however. The unlockable model viewer in the game is unrelated to the test map.
Cheats.txt#
Found on the GameCube version only, this file seems to contain commands for quickly loading up certain levels for testing purposes.
StartLevel="test_ka"
// StartLevel="test_md"
// StartLevel="test_dp"
// StartLevel="test_pb"
// StartLevel="Realm1A"
// StartLevel="Realm1B"
// StartLevel="Realm1C"
// StartLevel="Sunken City (Realm2B)"
// StartLevel="Realm3A"
// StartLevel="Realm3B"
// StartLevel="Realm3C"
// StartMap="MR3_blk"
// StartMap="test_md"
// StartPoint="HT_StartPoint_test1"
StartPoint="HT_StartPoint_test2"
// StartPoint="HT_StartPoint_test3"
// StartPoint="HT_StartPoint_test4"
// StartPoint="HT_StartPoint_test5"
// StartPoint="HT_StartPoint_test6"
// StartPoint="HT_StartPoint_test7"
// StartPoint="HT_StartPoint_test9"
// StartPoint="HT_StartPoint_restart1"
// StartPoint="HT_StartPoint_Restart1"
// StartPoint="HT_StartPoint_Restart2"
// StartPoint="HT_StartPoint_Restart3"
// StartPoint="HT_StartPoint_Restart4"
// StartPoint="HT_StartPoint_Restart5"
// StartPoint="HT_StartPoint_Restart6"
// StartPoint="HT_StartPoint_Restart7"
// StartPoint="HT_StartPoint_Restart8"
// StartPoint="HT_StartPoint_Restart9"
// StartPoint="HT_StartPoint_Cheat1"
SetPlayerStateFlag="DoubleJump"
// AllAbilities
//GemCount=500
SKIPSTART
// FORCEINTROMOVIES
Filelist Debug Output Files#
The game stores most of its data in the engine's custom file system called the "Filelist". It consists of "Filelist.000" (which contains the actual data) and "Filelist.bin" (a descriptor file for indexing into the binary data). On the Xbox and GameCube versions, extra .cfi and .txt files are located next to the other Filelist files, but are never used. They appear to be debug outputs from when the Filelist was generated. Filelist.txt is not present on Xbox PAL.
Filelist.cfi is a custom file format, while Filelist.txt is a simple text file. They contain a variety of information regarding the files in the Filelist:
File Type |
File Paths |
Time Stamp |
Full File Size |
Base File Size |
File Location |
Hashcode |
Format Version |
File Flags |
Time Span |
|---|---|---|---|---|---|---|---|---|---|
.cfi File |
style="background-color:#9aff99; | Yes |
style=;color:#17191c;--link:#12467a;--newlink:#9c2b26;--dim:#4a4d52"background-color:#9aff99; | Yes |
style="background-color:#9aff99; | Yes |
style=;color:#17191c;--link:#12467a;--newlink:#9c2b26;--dim:#4a4d52"background-color:#9aff99; | Yes |
style="background-color:#ffccc9; | No |
style=;color:#17191c;--link:#12467a;--newlink:#9c2b26;--dim:#4a4d52"background-color:#9aff99; | Yes |
style="background-color:#9aff99; | Yes |
style=;color:#17191c;--link:#12467a;--newlink:#9c2b26;--dim:#4a4d52"background-color:#9aff99; | Yes |
style="background-color:#9aff99; | Yes |
.txt File |
style="background-color:#9aff99; | Yes |
style=;color:#17191c;--link:#12467a;--newlink:#9c2b26;--dim:#4a4d52"background-color:#ffccc9; | No |
style="background-color:#ffccc9; | No |
style=;color:#17191c;--link:#12467a;--newlink:#9c2b26;--dim:#4a4d52"background-color:#9aff99; | Yes |
style="background-color:#9aff99; | Yes |
style=;color:#17191c;--link:#12467a;--newlink:#9c2b26;--dim:#4a4d52"background-color:#9aff99; | Yes |
style="background-color:#9aff99; | Yes |
style=;color:#17191c;--link:#12467a;--newlink:#9c2b26;--dim:#4a4d52"background-color:#ffccc9; | No |
style="background-color:#9aff99; | Yes |
.bin File (Used) |
style="background-color:#9aff99; | Yes |
style=;color:#17191c;--link:#12467a;--newlink:#9c2b26;--dim:#4a4d52"background-color:#9aff99; | Yes |
style="background-color:#ffccc9; | No |
style=;color:#17191c;--link:#12467a;--newlink:#9c2b26;--dim:#4a4d52"background-color:#9aff99; | Yes |
style="background-color:#9aff99; | Yes |
style=;color:#17191c;--link:#12467a;--newlink:#9c2b26;--dim:#4a4d52"background-color:#9aff99; | Yes |
style="background-color:#9aff99; | Yes |
style=;color:#17191c;--link:#12467a;--newlink:#9c2b26;--dim:#4a4d52"background-color:#9aff99; | Yes |
style="background-color:#ffccc9; | No |
Short excerpt from Filelist.txt from the GameCube NTSC version:
x:\spyro\binary\_bin_gc\albatros.edb : Len 52000 : Ver 240 : Hash 0x01000076 : Ts 0x00000000 : Loc 0:000
x:\spyro\binary\_bin_gc\archer_s.edb : Len 156192 : Ver 240 : Hash 0x01000078 : Ts 0x00000000 : Loc f800:000
x:\spyro\binary\_bin_gc\asm4lrg.edb : Len 228000 : Ver 240 : Hash 0x010000e6 : Ts 0x00000000 : Loc 4f000:000
x:\spyro\binary\_bin_gc\asm4med.edb : Len 129600 : Ver 240 : Hash 0x010000e7 : Ts 0x00000000 : Loc 97000:000
x:\spyro\binary\_bin_gc\asm4sml.edb : Len 168640 : Ver 240 : Hash 0x010000e3 : Ts 0x00000000 : Loc d0000:000
x:\spyro\binary\_bin_gc\ballgdgt.edb : Len 340256 : Ver 240 : Hash 0x010000a8 : Ts 0x00000000 : Loc 10b800:000
x:\spyro\binary\_bin_gc\batfodde.edb : Len 68704 : Ver 240 : Hash 0x010000e2 : Ts 0x00000000 : Loc 160800:000
x:\spyro\binary\_bin_gc\bentley.edb : Len 169056 : Ver 240 : Hash 0x010000b1 : Ts 0x00000000 : Loc 173800:000
x:\spyro\binary\_bin_gc\blinknpc.edb : Len 226496 : Ver 240 : Hash 0x01000089 : Ts 0x00000000 : Loc 1bb800:000
x:\spyro\binary\_bin_gc\blinky.edb : Len 563680 : Ver 240 : Hash 0x01000088 : Ts 0x00000000 : Loc 216000:000
...
Unused Music
Several tracks lie unused in the game's files. Most of these are leftovers from the game's early soundtrack (see demo Music & Audio Differences).
Name |
Audio |
Description |
|---|---|---|
Ball_Gadget_1 |
Used for the first Ball Gadget stage in the demos, the final game simply uses the Magma Falls theme instead. |
|
Challenge_Lost |
Win and lose jingles, purpose unknown. |
|
Challenge_Won |
||
Minigame_Sgt_1 |
Used for the Sgt. Byrd level in the demos. "Minigame_Sgt_2" is used in the final game. |
|
Minigame_Spy_1 |
Presumably meant for the Spyro turret minigames. "Minigame_Spy_2" is used in the final game. |
|
Realm1z_Death_2 |
In Gnasty Gnorc's boss fight, the jingle "Realm1z_Death_1" plays when the player dies. These two other death jingles remain unused. |
|
Realm1z_Death_3 |
||
Realm1z_Safe |
Plays after a boss has been defeated in the August 3rd 2004 prototype build. In the final game there is simply silence instead. |
|
Realm1z_Victory |
Victory fanfare, presumably would've played after beating a boss. |
Unused Sparx State/Controls#
Normally, Sparx can only be controlled through specific on-rails shooter sections. However, using hacks/glitches, it's possible to freely control him and even play as him outside of the mini-games. Watch on YouTube
Upon detaching Sparx from the path, he will be floating in place. From there, the player can move him around in all directions, but he will be unable to shoot. Additionally, pressing the charge button will make him go slightly faster.
If Sparx is injured, he will return to the on-rails state. If he runs out of health and the player leaves the mini-game, they will still be in control of Sparx in the hub level. He can talk to NPCs, but can not interact with teleporters or gadgets, and can not attack. He also doesn't make any noises in this state, which is more noticeable outside of his mini-games. Finally, if Sparx runs out of health in a hub level, the game will softlock on a black screen.
Hidden GameCube Crash Handler#
Exclusively on the GameCube version of the game, a hidden crash handler can be enabled by the player through an input combination. As it was not meant for regular players to find, the inputs are more cumbersome than your average cheat code.
These actions must be done simultaniously to input the code:
- Hold B, Y, D-pad UP and Left Analog Stick LEFT on the controller in port 1.
- Unplug a controller from port 4.
To indicate the code has been successfully inputted, the game will print two dashes to the screen in the upper left corner for two seconds, as seen here: 
When a game crash happens after the code has been inputted, it will show the crash handler instead of locking up.
Watch on YouTube
The crash handler starts by cycling through 5 pages with various info about the crash. After it has finished, a controller in port 4 can be used to navigate the handler. Pressing the A button goes to the next page.
- Page 1 shows a stacktrace.
- Page 2/3/4 shows the state of the CPU registers.
- Page 5 shows a disassembly of the crashing function. D-pad up/down lets you scroll through the instructions.
An extra page can be accessed past page 5, where a dump of the system's memory can be scrolled through. Different ways of browsing the dump can be selected with D-pad up/down.
- H0 and H1 lets you scroll through all the allocated blocks in the memory heaps with D-pad left/right (only Heap 0 is used).
- Addr lets you scroll through the addresses freely. D-pad left/right scrolls through memory 0x10 bytes at a time.
- Holding the X button multiplies the scrolling amount by 10.
- Holding the Y button multiplies the scrolling amount by 100.
- Holding the B button multiplies the scrolling amount by 1000.
Symbol names are displayed in the crash handler by unpacking a symbol map file on the disc.
Note: The Dolphin Emulator struggles with the crash handler, as the game essentially ends the VBI cycle and instead "fakes" it (literally called "Fudge_Retrace" in the code). It's therefore normally impossible to properly navigate the menu in Dolphin. A workaround used in the above video is to lower the Emulated CPU Clock Override to around 5%.
Debug Menu#
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To do: |

After the game has booted, use AR code 204FC268 00595570 on a PAL PlayStation 2 game and press △ when on the teleporter machine to bring up the debug menu from the Preview Build.
Unfortunately, only one of the options still works - Lots of Gems, which sets the gem counter to 10000. Spyro will continue to walk around in the background with this code, and the game may crash if it's left open at certain points.
(Source: LXShadow)
Other Debug Remnants#
Text#
Several strings referring to debug options, including some that are part of the above menu, can be found in the game's executable. Many of these would've likely been part of a separate dev menu in internal builds. In the PC version of Sphinx and the Cursed Mummy (built with the same engine), a menu featuring similar options can be accessed with the dev mode.
PerfBars
Sml %2dm
Lrg %2dm
Kill Player Cheat
Restart1
Restart2
Restart3
Restart4
Restart5
Restart6
The Sml and Lrg options are actually functional when switched on, and they display two numbers in the corner of the screen. These are likely measured in megabytes and display amounts of allocated memory arenas/heaps.

DrawMode
Wireframe
WireframeLocal
TriStrip
SolidTriStrip
All Abilities
Full Health
Kill Player
Lots of Gems
All LightGems
All DarkGems
All DragonEggs
ScanMode Enable/Disable
Complete MiniGame
Hide HUD
All Realms
All Restart Pads
All Chests OneOff
Leftover Scanmode Cheat#
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|
To do: |
More on Scanmode here.
The code for the Scanmode cheat (which lets you fly freely through level geometry) is present in the final game. The function for checking if it should be enabled is simply stripped out and always returns false. By patching the function to respond to a button press, it can be fully re-enabled.
Toggle Scanmode With Z (GameCube Action Replay) |
|---|
NTSC (G5SE7D) |
PAL (G5SP7D) |
Unused Text#
|
|
To do: |
All the game's text is stored in "text.edb". A lot of this text is unused, and some of it matches unused dialog found in the audio files. Here is a list of the unused strings (note that the text often contains button tags like "~Y" or "~A" to make it compatible between consoles):
Text |
Description |
|---|---|
Some Example Text |
Probably exactly what it says on the tin. |
Press ~Y to start shopping. |
Was likely used while standing on the shop pad before being replaced by the generic spinning button icon above the player. |
Press ~Y button to buy this item |
In-game, the text instead describes the item, followed by "Are you sure?" when you select it. |
I saw a Dragon Egg somewhere in this area. If you manage to find it and get back here safely I, will open the door for you. |
Early version of Hunter's dialogue in the gliding tutorial section. The second line was used in the demos. The last one can be head in the unused voice clips. |
Nice one Spyro, you did it! Now I'll open the door so you can get out of here. |
|
Hey, Spyro! Did you know you can use the Double Jump to Glide further? If you can find a Dragon Egg and get back here safely, I'll open the door for ya. |
|
You can't afford that! |
In-game it instead says "You do not have enough gems." |
Hello Spyro dear. Did you come across any of my Baby Dragon Eggs along the way? |
Early version of the Nanny's dialogue. |
A typical Dragon Mother can lay up to ten eggs in each brood. If you find a whole set. I'm sure you'll be rewarded. |
|
I am so worried Spyro, help me find the missing Dragon Eggs. For every ten you find you'll receive a prize. |
|
Please find the missing dragon eggs for me Spyro. |
|
What are those Gnorcs up to, I wonder? No worries, I'll deal with them and get your eggs back. |
Probably early version of Spyro's dialogue with the Nanny. |
You should go and see the Elder's brother in the swamp as soon as you can. |
It's unknown who would've said this, but it states Elder Tomas and Elder Magnus are siblings. |
Spyro, I have been working on plans for a gadget that might help you on your travels. The Gyroscopic Orbital Device & Opal Navigator, or just G.O.R.D.O.N for short. |
Can be seen in action in the demos using hacks, and is said by the Professor. Describes what is presumably to later become the ball gadget. |
I'll need money to fund building G.O.R.D.O.N, collect as many of those gems as you can. I will also need Light Gems to power G.O.R.D.O.N. I did have one lying around here somewhere, but I seem to have lost it. |
|
Run along now Spyro, I've got to get back to work and you've got loads to do. No time to waste! |
|
Rights of Passage |
Listed among other shop item strings. "Teleport to main shop" was used in earlier versions of the game, but the purpose of the other two is unclear. |
Teleport to main shop |
|
Press ~A to select restart point |
|
Buy selected items |
Listed among other shop menu strings. Likely refers to buying multiple of the same item. |
Are you sure you want to buy these items? |
|
Hi Spyro! My name is Zoe and I'll save your position. |
Early Zoe dialogue. |
Press START To Begin |
Purpose unknown. |
Please press START to begin. |
|
Restart Point Set! |
Used in early versions of the game when getting a checkpoint. |
Spyro, use left and right to select an item. |
Possibly to be used in Moneybags' shop. |
I will open the gate for you so you can get back into the village. |
Unclear if this was said by the professor or Hunter. |
Spyro, you made it! I see you have mastered the Double Jump, now I will teach you the pole spin. |
Early version of Elder Magnus' dialogue |
Using this move you can use poles to access new areas. |
|
To pole spin, jump onto a pole - to get to the next pole in a sequence or dismount just press ~A. You can also change direction when on a pole. |
|
Howdy! I've not seen anyone in these parts for a long time. Only those pesky critters decide to pay me a visit; they steal my food once in a while. |
Early version of Fredneck's dialogue. |
If you are having diffculty with the sinking stuff I can help you out. Here, I will wake up one of those trusty old Lillies - that should get you on your way. |
|
If you ever want to return the favour, I've a small task for you. There's an old cannon in there that I use to keep the critters out, but I can't watch them all day. |
|
So Spyro, do you want to try to get rid of the critters? |
|
Thanks Spyro, you managed to fend off those critters and save my food. Take this Dragon Egg as a token of my appreciation. |
|
You can't even get on them yet, let alone swing from them, but when you can, you'll find them a very useful way of getting to places you normally couldn't reach. |
Unknown if this would be said by Magnus or by Trina (the tutorial fairy). |
Do you accept? |
Purpose unknown. |
You accepted the challenge! |
|
You declined the challenge. |
|
Hi Spyro, it's good to see you again. See this cave behind me? Well, the ledge is too tall and the path too narrow for you to enter ... but with my skills I might be able to make it. |
Early version of Hunter's dialogue in Dragonfly Falls. |
Shall I search the cave for you, Spyro? |
|
Yokel |
Listed among character names. Who might this be? |
Hi Hunter ! Have you finished exploring the cave? |
Early version of Spyro's dialogue with Hunter in Dragonfly Falls. Spoken in unused voice clips. |
Thank you. I thought I would never get out of that cage. I'm the professors nephew, my name is Blinky. |
Early version of Blink's dialogue in Crocovile Swamp. Blink's early name was Blinky. |
Spyro, did you know there are many secret places underground that no-one has ever seen? |
|
As a sign of my appreciation take this Light Gem. |
Listed among Blink's dialogue, unclear if he would've actually spoken it. |
Invincibility Activated |
Purpose unknown. |
No Restart Selected |
|
Restart Point |
|
Wha' ah' hey' if it's not my old friend Hunter! What are you doing in these parts? |
Early version of Bentley's dialogue, some of it is similar to final. |
This morning a gang of nasty yetis started breaking things and then threw me out of my cave. |
|
Ahh' Hunter, I would be ever so grateful if you would get rid of those bullies! |
|
Get rid of the Yetis, and I'll give you a Light Gem. |
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Thanks for that Hunter! I can return to my cave now! |
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As promised - here is a Light Gem! Catch! |
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Thanks for clearing my cave, Hunter! |
|
Attack (placeholder) |
Listed among strings describing Hunter's moves. |
ProLogic2 |
Listed among other option menu strings. It might've just been leftovers from the engine. |
ProLogic |
|
Dolby51 |
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You'll need 32 Light Gems to power the gadget. |
Early dialogue from the professor at his gadget pads. Some of these describe different light gem amounts than are required in the final game, and some are heard in the unused voice clips. |
Do you have the 32 Light Gems I need? Come on Spyro, it's a small price to pay for invincibility. |
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Do you have 40 the Light Gems I need? Come on Spyro, it's a small price to pay for invincibility. |
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Now Spyro, you know I need 24 Light Gems to power this thing. Come back when you have all the Light Gems I need. |
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Now Spyro, you know I need 32 Light Gems to power this thing. Come back when you have all the Light Gems I need. |
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Now Spyro, you know I need 40 Light Gems to power this thing. Come back when you have all the Light Gems I need. |
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You'll need 58 Light Gems to power the gadget. |
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You'll need 64 Light Gems to power the gadget. |
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You'll need 40 Light Gems to power the gadget. Come back when you have them and the Supercharge will be activated. |
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Do you have the 58 Light Gems I need? Come back when you have them and the Supercharge will be activated. |
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Do you have the 64 Light Gems I need? Come back when you have them and the Supercharge will be activated. |
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Well done, Spyro! The Charge gadget is supercharged. |
Probably part of an unused conversation between the professor and Spyro. Heard among the unused voice clips. |
Isn't that what I said? |
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You've already got full health! |
Listed after descriptions of the butterfly jar powerup. Might indicate the jar would've been manually activated, with this text popping up if you tried to use it at full health. |
Press ~Y to activate lift |
More text prompts that were changed to generic floating button icons. |
Press ~Y to activate teleporter |
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Mutant Worm - Unarmoured |
Describes the mutant worm enemy. Interestingly, only the unarmored version is used in-game. |
Mutant Worm - Armoured |
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Press ~Y to travel to the main Ball Gadget machine |
It's unclear what the "main Ball Gadget machine" would've been. |
Yeah, do that. |
Listed among other Spyro dialogue. Heard in the unused voice clips. |
Should I try again, Spyro? |
Listed among other Sparx dialogue. Heard in the unused voice clips. It has a duplicate. |
Should I try again? |
Listed among other Blink dialogue. Heard in the unused voice clips. The first line has a duplicate. |
Should I dive in and explore below ground? |
|
Should I search the cave for you, Spyro? |
Unused Hunter dialogue also heard in the unused voice clips. |
You're not gonna be able to go further until that bridge is activated. I think part of this cave leads out to the other side of the bridge. |
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So, I guess you'll be needing my skill and expertise again? |
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What say I have another go, old chap? |
Listed among other Sgt. Byrd dialogue. Heard in the unused voice clips. |
Right! Should I get airborne, captain? |
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Shall I give it another go? |
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Yeah, sure. Follow me. |
Listed among other Gnasty Gnorc dialogue. Heard in the unused voice clips. |
...your current progress is saved. |
Listed among other Zoe dialogue. Heard in the unused voice clips. |
Well, if you're done shopping for the moment Spyro, you'd best be on your way. Goodbye, farewell, get out. |
Unused Moneybags dialogue also heard in the unused voice clips. |
Go inside and see what, er, strikes your fancy, Spyro! |
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Check back regularly, I have new items delivered all the time. |
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Spyro, I can now let you teleport to previous Shop Pads you have visited. Just enter the shop and select the Transport Pass. |
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Ohhh, Spyro, you poor thing! Look at all those heavy gems you have to carry. Please, let me relieve you of that burden. |
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Weeelll, yes, I suppose I could teleport you back to the shop with this pad... for a price! |
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Even if you don't want to buy anything, there are still ways to give me money. For example, you can pay me to teleport you to any of the Shop Pads you've already visited. |
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Spyro, this is an activation pad for my latest invention... the Ball Gadget! Of course, to operate it, you'll need to collect enough Light Gems. |
Variations on the same lines for different light gem amounts. The first one can be heard in the unused voice clips. |
Spyro, this is an activation pad for my latest invention... the Ball Gadget! Of course to operate it, you'll need to collect ten power stars |
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Spyro, this is an activation pad for my latest invention... the Ball Gadget! Of course to operate it, you'll need to collect twelve power stars. |
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Spyro, this is an activation pad for my latest invention... the Ball Gadget! Of course to operate it, you'll need to collect fourteen power stars. |
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Fine. You need ten light gems |
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Fine. You need twelve light gems. |
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Fine. You need fourteen light gems. |
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Remember, you need ten Light Gems to power this gadget. |
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Remember, you need twelve Light Gems to power this gadget. |
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Remember, you need fourteen Light Gems to power this gadget. |
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CUT |
This is listed twice among the Professor dialogue, purpose is unknown. |
You can't activate the Ball Gadget until you have all the Light Gems I need! |
Various unused Professor lines that can be heard in the unused voice clips. |
I'm kind of busy science-ing right now. Why don't you go to the swamp and bug the Dragon Elder there? |
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Of you go, Spyro. I'm terribly busy, and you should be on your way to the next Realm anyway. I must start preparing for my next creation, the Invincibility Gadget! |
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Ah, ahh Spyro, you did it! The way is now clear to travel to the next Realm. I'll turn on the Teleporter and when you're ready just step on the pad and activate it. I'll talk to you again when you get to the next Realm. |
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Ah, Spyro, I see you made it saf... hmm! Oh dear! |
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Ah, matter transportation is still in its relatively early stage. But don't worry, we'll have you sorted in no time. Hmm, just step back on the teleporter, Spyro. |
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Ah, that's better! Now you're here, the next thing you should do is try to find the Elder in the Cloudy Domain. |
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Spyro, as soon as you can you should visit Elder Magnus in the Swamp. If a Dark Gem was placed in my cave, who knows what Red might have done to the other Elders. |
Unused Tomas dialogue that can be heard in the unused voice clips. |
Be on your way now, Spyro. I'm busy brewing up a new magical broth. |
Unused Magnus dialogue that can be heard in the unused voice clips. |
Hmmmph! Some dragon you are! The only thing draggin' around here is your pokey bee-hind! |
Unused Fredneck dialogue that can be heard in the unused voice clips. |
What? Why are you staring at me like that? I look cool, huh. |
Unused Spyro dialogue that can be heard in the unused voice clips. |
You mean the Supercharge Gadget is charged? |
|
Okay Spyro, better not stand around all day. Looks like you've got to save the world again. And I've got to go eat my pudding - I like pudding... |
Unused Titan dialogue that can be heard in the unused voice clips. |
Dude, what about my pool?! Refil the pool and the Light Gem is yours, dude. |
Unused Otto dialogue that can be heard in the unused voice clips. |
HI Spyro, the area through this gate can only be accessed by someone who can fly properly, I suggest you let me tackle this task. I could earn you a Dragon Egg or Light Gem. |
Early Sgt. Byrd dialogue. |
Shall I take on the flying challenge? |
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Here you go Spyro. I've earned you a Dragon Egg. There is still a Light Gem challenge. |
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Thanks to my skillful flying, I've managed to earn you a Light Gem. That'll be all for now, I can go back at any time and practice just for fun. |
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Spyro, the children are going for a swimming lesson but something keeps stopping them. Help them into the water and I will give you a reward. |
Early Turtle Mother dialogue. |
Thank you Spyro, here take this Light Gem as a reward. Come back any time there are always other swimming lessons. |
Cut Fifth Hub#
One of the game's music files is named _mus_mfx_realm5b_roam.sfx, suggesting that a fifth world was eventually cut while in development. This track, however, corresponds to the Hunter section of Dragonfly Falls.
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The Spyro series | |
|---|---|
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PlayStation |
Spyro the Dragon (Prototypes) • Ripto's Rage! (Prototypes) • Year of the Dragon (Prototypes) |
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Game Boy Advance |
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PlayStation 2, GameCube |
Enter the Dragonfly (Prototypes) • A Hero's Tail (Prototypes) |
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Xbox |
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Nintendo DS |
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PlayStation 4, Xbox One, Nintendo Switch, Windows |
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|
J2ME |
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Adobe Flash |
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|
The Legend of Spyro | |
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PlayStation 2 |
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Xbox, GameCube |
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Wii |
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PlayStation 3, Xbox 360 |
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|
Game Boy Advance |
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Nintendo DS |
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|
J2ME |
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Adobe Flash |
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Windows |
|
|
Skylanders | |
|
Wii, Wii U |
Spyro's Adventure (TFB) • Giants (Prototypes) • Swap Force (Prototypes) • Trap Team |
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Nintendo 3DS |
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|
Adobe Flash |
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PlayStation 3, Xbox 360 |
Spyro's Adventure (XPEC) (Prototypes) • Giants (Prototypes) • Swap Force • Trap Team • SuperChargers • Imaginators |
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Xbox One, PlayStation 4 |
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Nintendo Switch |
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HTML5 |
Panel Panic • Mini Mission: Jail Break! • Light & Dark Puzzle Passage! • Splash Circuit |
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iOS |
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Android |
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Fire OS |
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tvOS |
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Other | |
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Game Boy Advance |
Spyro Orange: The Cortex Conspiracy • Crash Bandicoot Purple: Ripto's Rampage |
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Adobe Flash |
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