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Spyro 2: Ripto's Rage!

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Developer Messages#

The following text, which contains quotes from several renowned authors, can be found in the game's files:

Now is the winter of our discontent...
It was the best of times, it was the worst of times...
Call me Ishmael...
Stately, plump Buck Mulligan...
Call me Jonah.  My parents did...
Gaily bedight a gallant knight...
Beware the ides of March...
Tyger tyger burning bright...
...
I always get the Shemp...

This paragraph is also present in the files of the first and third game. The last sentence, "I always get the Shemp...", refers to a joke among the developers, in that whenever they messed up, they "got the Shemp" (the joke even made its way into the first game in the form of the name of the boss Dr. Shemp).

In the European version of the game, amongst the German dialogue strings for Foreman Bud (or Vorarbeiter Kalle as he is known in German) are the following... unusual messages written in English, despite their location:

Don't fuck with this message.

Don't fuck with this message either.

It's not clear why these messages are here, and they don't appear in the dialogue strings for any of the other languages.

Unused Graphics#

An unused Guidebook logo for Dragon Shores. In the final game this level actually lacks a corresponding page in the Guidebook.

Unused Guidebook text related to the unused orb mission in Shady Oasis. (see #Unused Orb Mission)

Unused Music#

Bizarrely, there exists two tracks exclusive to the European releases of the game which go totally unused. Both tracks are distinguished from the rest of the other ones by their comparatively poorer sound quality, a consequence of flattening the stereo channels into a singular mono channel:

An unused duplicate of the "Save Them Again!" theme used during the second Lava Lizards Orb mission in Skelos Badlands. The composition and instruments are identical to the final track, with the only difference being the aforementioned poorer output quality.

A faster version of the theme of Hurricos, except with a similar instrumentation to that of Aquaria Towers' theme. The September 15th, 1999 build (released as part of Project Eclipse) used this theme during the Lightning Stone Thief Chase orb mission in Hurricos.

Unused Dialogue#

There are parts of the game where the dialogue didn't get a chance to be used.

Dialogue for Inactive Power-Ups#

There are a few instances in the game where a Power-Up Gate used for a minigame that is found later in the level has been set to a low enemies-defeated counter so that it will be activated by the point Spyro reaches it. Getting to these points without defeating any enemies is very difficult, if not impossible during normal gameplay. However, through the use of cheats, the player can get to these points without defeating any enemies. If so, then the player gets to see the inactive power-ups as well as the possibility to hear dialogue from the NPCs that otherwise never end up being seen.

These two such instances are in the levels "Magma Cone" and "Metropolis". The number of enemies they need to activate the power-up are 2 and 1 respectively.

Level name

Dialogue for the activated Power-Up Gate

Dialogue for the inactive Power-Up Gate

Voice clip

Magma Cone

Chedda the Faun Hey Spyro! You're just in time for the party.

Well, you would be if those nasty Lava

Monsters hadn't stolen our hats. It just won't

be the same without party hats.

Chedda the Faun Here we are on the night of the big party, and

we don't have anything to celebrate with. If

you could fly, maybe you could do something

about it.

Metropolis

Inventor Droid It's a first for Avalar! A combination powerup!

Thank goodness you're here to test it out...

these invading sheep in their spaceships must be

stopped!

Inventor Droid I've successfully developed a super powerup here

Spyro... knock off just a few more enemies and

you can be the first ever to use it!

It is interesting to note that the dialogue for Magma Cone can technically be heard as you can simply walk right past the Earthshapers without killing them, but the level is designed in such a way where avoiding them before getting to the gate is a bit tricky, and as such casual players are extremely unlikely to hear this. An updated version of this line can still be heard in the game's remake.

As for Metropolis, it is nearly impossible to hear this dialogue in-game, as there are self-destructing pigs put in your path that count towards the spirit particle total when they explode. Near-TAS skill is essentially required to pull it off without the use of cheats. Like Magma Cone's, this dialogue was also re-recorded for the remake, although don’t count on actually hearing it in-game.

(Source: CrystalFissure)

(Source: Hwd45)

Unused Orb Mission#

There is leftover data in the level Shady Oasis for a harder variant of the "Free Hippos" mission where Spyro would have had to rescue Grundy's 15 cousins.

Context

Dialogue text

Voice clip

First intro dialogue string

Grundy the Hippo Oh no! Now my 15 cousins have been petrified too! Can you save all 15?

Second intro dialogue string

Grundy the Hippo Follow me...and remember, jump and then press Triangle to headbash.

Upon failing the mission

Grundy the Hippo Almost successful, Spyro.

Upon completing the mission

Grundy the Hippo Thanks for freeing us. All I have to give you is this thingy I found...at least it's not a rock.

The text "Help out again?" also goes unused.

(Source: Mr. C (sound clips))

Dialogue Oddities#

Watch on YouTube

Zoe#

Three of Zoe's placeholder voice lines were accidentally left in the game; two of her voice clips from Colossus, one regarding how spirit particles work, and one reminding Spyro how to properly glide. The third placeholder voice clip left in the game is her introduction to the final battle in Ripto's Arena. The voice clips are clearly from a different voice actress, not Mary Linda Phillips, and are read in a relatively unenthusiastic tone compared to how Phillips does her reads.

Strangely enough, the Crash Team Racing Demo of Spyro 2 has the correct line voiced by Phillips for the reminder on how to glide in Colossus, despite it being absent from the final retail build of the game. This build of the game does not have any audio play for the Spirit Particle dialog, and simply displays the text.

Brother Ned#

Colossus's Talisman NPC Brother Ned's initial dialogue text states "Even though I'm a vegetarian, I think you should torch that yeti". The voice audio played, however, says "Even though I'm a vegetarian, I think you should kill that yeti".

In the Reignited Trilogy, both the text and voice say "torch", removing this inconsistency.

Early Level Names#

There are several instances throughout the game where characters refer to a level by a name it used during development, likely due to developer oversights.

  • In Zephyr, when talking to the Landblubber Romeo after rescuing Juliet he will mention that they can now finally have their honeymoon in Colossus Springs so that they can see the idols. Unused level names in the game's earliest demo confirms that what was then known as Colossus Springs later became Idol Springs. This inconsistency isn't present in the game's remake, where Romeo instead says that he and Juliet can take their honeymoon in Idol Springs.
  • In Cloud Temples, Murgen the Wizard refers to the level as "Mystic City". Once again, the list of early level names from the first demo reveals that Cloud Temples was indeed originally known as Mystic City. This inconsistency isn't present in the game's remake, where Murgen instead gives Spyro an orb from the Cloud Temples gift shop.

There is also one instance of a character referring to a level name that is not necessarily believed to have been a level used during development, but it's notable regardless:

  • In Crystal Glacier, Widgie the Icebuilder informs you that Shaman Tuk needs to be rescued as he has their tickets to the hockey game in Colossus Valley. The character is likely just referring to "Colossus", but the wording could lead one to believe that the level was once called Colossus Valley. However, this appears to simply be a dialogue quirk (or a canonical alternative name for the location) rather than an actual early name, as even the earliest known design documents for the game as well as the game's earliest demo have all referred to the level as "Colossus Steppes" before the level took on its final name. This is be reinforced by the fact that this inconsistency is still present in the game's remake.

(Source: Slidespin.tv)

Unused Animations#

To do:
Many of these animations are not unused, and should be removed.

  • Video creator is working on a new version to make it clearer which animations are actually unused.
  • An archived version of this video is located here - but its contents should be taken with a pinch of salt.

The liveliness of the characters and enemies is something that is clearly one of the game's strong point, yet it seems like at one point in time Insomniac wanted even more animations to be seen.

Time in the video

Description

Notes

0ː07 - 0ː15

An unused idle animation for the Gemcutter NPC turning on and off the light of his helmet.

No SFX.

0ː15 - 0ː22

An unused idle animation for Bounsa turning on and off the light of his helmet.

Has SFX.

0ː22 - 0ː26

Another unused animation for Bounsa, this time of him hiding / being scared (presumably by an enemy). A similar animation is used for the Indigo Lizards when Spyro gets close to them. This animation is actually used by Gus in Desert Ruins in the third game.

No SFX.

0ː26 - 0ː32

An unused animation of the Indigo Lizard enemy hopping, presumably upon noticing Spyro and being surprised by him.

No SFX.

0ː32 - 0ː38

An animation for the Brown Lizard enemy laughing, presumably mocking Spyro after he has been hit by its club.

Has SFX.

0ː38 - 0ː46

An unused idle animation for the Foreman NPC from Idol Springs using his rolled-up blueprints as a telescope.

No SFX.

0ː46 - 0ː53

An unused talk animation for the Worker NPC from Idol Springs reminiscent of the one used by the Monks in Collosus (which isn't surprising giving how they basically share the same base model). You can't talk to the Workers in the final game.

Possible leftover.

0ː53 - 0ː57

An unused animation for the Electroll where it it can heard letting out some kind of grunt while moving its body back a bit.

Has SFX.

0ː57 - 1ː00

An unused animation for the Starfish fodder in Sunny Beach flapping its arms.

No SFX.

1ː00 - 1ː06

Another unused animation for the Starfish fodder, this time of it losing one if its arms before putting it back where it was. This animation is mostly a reference to the fact that a starfish can regrow missing limbs (which may have been a concept a bit too dark for the game).

No SFX.

1ː06 - 1ː13

An unused animation of the Lava Toad enemy hopping, which may have been used on the out of reach ones to make them harder to hit, such as the Lava Toad standing on top of the skull entrance.

No SFX.

1ː13 - 1ː17

An unused idle animation of the Bonebuilder NPC swaying his arms left and right.

No SFX.

1ː17 - 1ː24

Another unused idle animation of the Bonebuilder NPC, this time of him picking his nose with his spear.

No SFX.

1ː24 - 1ː29

An unused faster variation of the vase-pushing animation used by the regular Hippo NPC from Shady Oasis.

No SFX.

1ː29 - 1ː32

Another unused animation of the regular Hippo NPC, this time of him being hurt and letting out a "Wah". In the final game enemies ignore these NPCs as they walk by.

Has SFX.

1ː32 - 1ː34

An unused idle animation of the big Hippo variant. In the final game the effects of the magic berries only serve as a temporary power-up, rendering this idle animation useless.

No SFX.

1ː34 - 1ː38

Another unused animation of the big Hippo variant, this time of it pushing a door open. In the final game the big Hippos walk right through them, destroying them in the process.

No SFX.

1ː38 - 1ː43

An unused animation of Hunter in Magma Cone where he can be seen jumping while letting out angry / annoyed cat noises (which may have been used after Spyro beats him to his minigame).

Has SFX.

1ː43 - 1ː47

An unused variation of Hunter's swiping animation used in Magma Cone's Crystal pop-corn minigame. Here he can be heard making an angry / annoyed grunt (which may have been used instead of the regular one for the harder version of the minigame).

Has SFX.

1ː47 - 1ː55

An unused animation for the Penguin fodder in Winter Toundra hopping, flapping its wings and letting out a squawk (presumably upon noticing Spyro).

Has SFX.

1ː55 - 2ː01

An unused animation for the Water Wizard NPC sleeping and snoring. Most likely intended for Snoozle before Spyro interacts with him, which is supported by the fact that his dialogue refers to him waking up, despite using the regular "awake" idle animation. Snoozle actually uses a sleeping animation in the game's remake.

Has SFX.

2ː01 - 2ː06

Another unused animation for the Water Wizard NPC, this time of him waking up. Most likely intended for Snoozle when Spyro interacts with him, which is supported by the fact that his dialogue refers to him waking up, despite using the regular "awake" idle animation.

No SFX.

2ː06 - 2ː12

Yet another unused animation for the Water Wizard NPC, this time of him pressing a switch. Most likely intended for Snoozle for after when Spyro interacts with him, however in the final game the fountain just suddenly starts working again with no physical action from anyone.

No SFX.

1ː12 - 2ː19

An unused talk animation for the Sky Wizard NPC, a similar one is used in the final game, but without the part where the NPC gives his scepter a glance.

No SFX.

2ː19 - 2ː22

An unused idle animation for Agent Zero, possibly intended for when he is in his secret base and wouldn't have to use his standard "Look left and right" idle animation.

No SFX.

2ː22 - 2ː27

Another unused animation of Agent Zero, this time of him pushing a door open. In the final game the doors open before him.

Has SFX.

2ː27 - 2ː32

Another unused animation of Agent Zero, this time of him giggling like a stereotypical Japanese schoolgirl.

Has SFX.

2ː32 - 2ː38

Yet another unused animation of Agent Zero, this time of him watering flowers (most probably intended to be used on the flowers found in his secret base).

Has SFX, but lacks a model for the watering can.

2ː38 - 2ː45

An unused idle animation of the Farmers NPC in Robotica Farms swatting some (invisible) insects.

Has SFX.

2ː45 - 2ː52

An unused animation of the robot scarecrow in Robotica Farms shaking its head down, presumably intended for when Spyro fails to catch the flying bugs.

No SFX.

2ː52 - 2ː57

Another unused animation of the robot scarecrow in Robotica Farms gesticulating energetically with its arms.

No SFX.

3ː04 - 3ː08

An unused animation of the Space Cow enemy from Metropolis laughing, presumably mocking Spyro after he has been hit by its laser. While this animation isn't used, a variant of this enemy (the Armored Space Cows) do use a hit-related animation.

Has SFX.

3ː08 - 3ː15

An unused animation of the Ox mini-boss from Metropolis bawling, presumably intended for when it notices Spyro for the first time.

Has SFX.

(Source: Breezeharbour)

Hockey Player Room#

Watch on YouTube

The level Colossus contains a hockey mini-game in which Spyro can compete against Riptocs in hope to gain orbs. When a match starts, goalie(s) and/or the opponent will come out of a room that Spyro can't normally access, yet it is possible to access this room through the use of glitches.

This simple area contains the models for the goalies and opponent (which constantly cycles through his ice-skating animation, as opposed to the goalies who are stationary) as well as being entirely textured and with full collision.

Cutscene Oddities#

To do:
Images.

Despite the fact that the game's cutscenes appear to reuse level models seen elsewhere throughout the game, the cutscene models are actually separate from those used in levels. There are a few minor differences between some of these models that suggest they may reflect an earlier version of the level that they derived from.

Gulp's Overlook and Spyro, you did it!#

The lava is higher than normal, causing the surrounding polygons to be slightly squashed. The edge of the central platform is also totally different, and actually resembles the one seen in an early trailer. It's also worth noting the low poly models have some differences of their own.

Cutscene model

Level model

Spyro2-GulpOverlook-Cutscene.png Spyro2-GulpOverlook-Level.png

Autumn Plains and Boo!#

The inside of the castle in Autumn Plains has some different geometry, with namely the addition of an indent in the wall with slightly different textures compared to the regular model, as well as the Scorch portal being further inside the enclave:

Cutscene model

Level model

Spyro2-AutumnPlainsRoom-Cutscene.png Spyro2-AutumnPlainsRoom-Level.png

Winter Tundra#

In all three cutscene models set in Winter Tundra, the entrance to Ripto's Arena uses a copy of the pit similar to the one leading to the other bosses in the game (namely Crush and Gulp) instead of the signature corridor:

Cutscene model

Level model

Epilogue Oddities#

To do:
Images.

The pictures used in the Epilogue are taken from a few worlds and levels, but with a few of them having differences from the way the levels themselves actually look:

  • The skybox in "Some of the Earthshapers joined the Faun dance troupe in Fracture Hills", "Moneybags swindled the bonebuilders one too many times", "The Chef finally got to host a hot tub party" is facing the wrong way.
  • The cylindrical tower shown in the background of the page named "Agent Zero found some new recruits to train." is missing its roof.

Anti-Piracy#

To do:
Where does the anti-mod/RHP trips?

The North American and Japanese versions of the game use anti-modchip/Red Hand Protect copy protection.

The European version of the game is LibCrypt protected, which checks when the player enters the portal for the levels Colossus or Idol Springs in the Summer Forest hub world shortly after the Glimmer tutorial section. If LibCrypt is tripped, the game hangs on a black screen following the level's cinematics. In addition, if the memory card is set, the game saves automatically when going to one of the two worlds mentioned, which effectively locks the player's progression. However, this measure does not occur on the PAL version if played on a PlayStation 3 as the software emulation config stores an entry for the game, being one of the few games to do so.

(Source: Copy Protected PlayStation games list, MVG's video about copy protection schemes on PS, software emulation configuration list, tested through Mednafen emulator)