Hwd405Footage taken from Templo dos Jogos 56 and 59. Credit goes to John Yuri for archiving this footage.
Additional thanks to Mr. Alligator for finding Spyro 2 footage uploaded by the same user - this inspired me to look for Spyro 1 footage. You can see Mr. Alligator's upload here: youtu.be/elG1GLw7rOc
0:00 The video starts with Spyro in an unidentified room. The room seems to be around where he'd normally spawn into the level, so perhaps this is where the player starts.
0:00 Sparx seems to start off green and doesn't change colour at all throughout the video, even after getting hit. His glow does change though, so Sparx was likely green all the time in this version.
0:01, 0:06, 0:11 Spyro is seen turning around in a manner that's not seen in the final.
0:14 Unfinished knockback animation.
0:16 There's a weird particle effect when Spyro flames. This is seen again in one of the shorter clips at the end.
0:20 A more primitive design for the HUD that's been seen in a few early screenshots. The font is different and there's a green gem next to the gem count. That icon stayed there for a while before they changed it to a red gem and later to a treasure chest icon.
0:25 You get a nice view of the entrance to the room Spyro started in.
0:27 Dragons used their early white / silver model in this version.
0:28 When the dragon is collected, it instantly disappears, like in some of the prototypes. This dragon's dialogue would later use dialogue ID 0 meaning that there's a good reason to believe that perhaps this build was before *any* dragon dialogue was in the game.
0:28 The dragon counter in the HUD is in the top right instead of the middle, and it has no icon. Early screenshots from around this time suggest that a third counter - possibly lives or dragon eggs - would have gone in the bottom left of the screen.
0:29 The locked chest uses a much earlier (and more chest-like) design.
0:39 An exit portal is seen instead of an exit vortex. Several other levels also display an exit portal in screenshots from around this point in development, and in fact Blowhard's exit portal can still be seen in the level's low-poly model in the final game.
Spyro the Dragon - Early FootageHwd4052020-04-08 | Footage taken from Templo dos Jogos 56 and 59. Credit goes to John Yuri for archiving this footage.
Additional thanks to Mr. Alligator for finding Spyro 2 footage uploaded by the same user - this inspired me to look for Spyro 1 footage. You can see Mr. Alligator's upload here: youtu.be/elG1GLw7rOc
0:00 The video starts with Spyro in an unidentified room. The room seems to be around where he'd normally spawn into the level, so perhaps this is where the player starts.
0:00 Sparx seems to start off green and doesn't change colour at all throughout the video, even after getting hit. His glow does change though, so Sparx was likely green all the time in this version.
0:01, 0:06, 0:11 Spyro is seen turning around in a manner that's not seen in the final.
0:14 Unfinished knockback animation.
0:16 There's a weird particle effect when Spyro flames. This is seen again in one of the shorter clips at the end.
0:20 A more primitive design for the HUD that's been seen in a few early screenshots. The font is different and there's a green gem next to the gem count. That icon stayed there for a while before they changed it to a red gem and later to a treasure chest icon.
0:25 You get a nice view of the entrance to the room Spyro started in.
0:27 Dragons used their early white / silver model in this version.
0:28 When the dragon is collected, it instantly disappears, like in some of the prototypes. This dragon's dialogue would later use dialogue ID 0 meaning that there's a good reason to believe that perhaps this build was before *any* dragon dialogue was in the game.
0:28 The dragon counter in the HUD is in the top right instead of the middle, and it has no icon. Early screenshots from around this time suggest that a third counter - possibly lives or dragon eggs - would have gone in the bottom left of the screen.
0:29 The locked chest uses a much earlier (and more chest-like) design.
0:39 An exit portal is seen instead of an exit vortex. Several other levels also display an exit portal in screenshots from around this point in development, and in fact Blowhard's exit portal can still be seen in the level's low-poly model in the final game.Spyro 2: Riptos Rage! - September 15th, 1999 PrototypeHwd4052022-09-17 | The September 15th, 1999 SCEE PAL review build of Spyro 2, released as part of Project Eclipse.
Full playthrough of all the content found within the ECTS 1997 Demo. Not every single detail is shown here, this is more of a general playthrough. Movies and Music from the Menu Debug were skipped.
Timestamps:
ECTS Demo Playthrough: 0:46 The Graveyard 7:20 The Ant Caves
Levels: 11:30 The Coffin Vaults (Cut Level) 13:47 Cemetry Hill 15:41 The Desecrated Church 17:59 The Scarecrow Fields 23:50 The Fields of Dust (Cut Level) 25:22 The Crystal Caves 30:29 Pumpkin Gorge 35:42 The Pumkin Serpent 38:41 The Sleeping Village 45:52 Pools of The Ancient Dead 49:39 The River (Cut Level) 50:57 The Muddy Riverbank (Cut Level) 52:31 The Mud Slide (Cut Level) 54:53 The Asylum Grounds 1:03:00 The Enchanted Earth 1:06:49 Dan's Crypt 1:07:47 The Gallows Gauntlet 1:10:06 The Haunted Ruins 1:16:19 Circle of Shadows (Cut Level) 1:16:52 The Silver Wood (Cut Level) 1:18:20 The Ghost Ship 1:23:30 The Entrance Hall 1:24:30 The Hall of Illusion (Cut Level) 1:32:33 THe Hub (Cut Level) 1:33:46 The Great Machine (Cut Level) 1:35:48 The Time Device 1:38:47 The Lake 1:43:45 Zarok's Lair 1:44:40 Programmers's Playground 1:45:22 Title LevelGran Turismo - July 29th, 1997 DemoHwd4052022-09-17 | Footage and research by mementomori.
All builds released in this project, as well as a nice collection of asset discs to take a look at, can be found here: hiddenpalace.org/Project_EclipseThe Unintended Skill PointHwd4052022-06-24 | This was probably discovered a long long time ago, but I'm not sure I've seen anyone talk about it - Lost Fleet's skill point can be obtained in Super Bonus Round.Spyro Soundtrack - Ice Cavern (Unused Variant)Hwd4052022-05-21 | "Ice Cavern" theme taken from the 2022 "Spyro" album release.
This version of the track differs quite a bit from what is heard in-game for unknown reasons. It's unclear what the intended purpose of this track was - whether it was some sort of unfinished remix or an early version of the track, we really can't know for certain - but there's probably not much else it can be. If it is truly an early mix, it was very likely never implemented into the game, due to its apparent absence from pre-May 15th versions of the game.
The Ice Cavern theme is one of the mono tracks in the final game, but in the June 15th build it's in stereo. This version of the track - and everything else on this album - is in stereo, and has a full CD quality sample rate of 44.1 kHz, as opposed to the 37.8 kHz audio heard in-game.
Notably no track name was included in the track, aside from the level name. When the Ice Cavern theme was uploaded to Stewart Copeland's website in 2008, it was identified by the name "Scary_Flyer" - it's not known if the version on the website was the final theme or if it was the version heard here.
Extra special thanks to Vindico.Spyro Soundtrack - Mt Spyro 2Hwd4052022-05-13 | "Mt Spyro 2" theme taken from the 2022 "Spyro" album release.
It's not known what this theme would have been used for - if it was intended to be used in-game at all - but some have speculated it to be a credits theme or a "main theme" for Spyro 2. This seems to be the first time the track has been heard by the public.
Extra special thanks to Vindico.Spyro Soundtrack - CaravanHwd4052022-05-13 | "Caravan" taken from the 2022 "Spyro" album release.
This theme had been on Stewart Copeland's website for a brief period of time back in 2008, albeit in a much lower quality than what's heard here (and with the ambiguous name "06_Track_6"). The track was placed between the Spyro 2 and Spyro 3 tracks on his website, making it unclear which game it was intended for (though it was usually assumed to be a Spyro 2 track). According to Luke and MOV of the Spyro Soundfont Collection, the samples used on this track point to it being significantly more likely to be a Spyro 2 track - in particular, the use of Distorted Reality 2 samples.
While there has been speculation in the past that this was intended to be used in Fracture Hills, due to it reusing the Idol Springs theme, we really don't have any official proof (and evidently, levels can have their themes changed entirely during development, regardless).
Interestingly enough, this theme is roughly 1:50 in length. This length can also be seen in some tracks on the album which were shorter than they appear in-game (e.g. Hurricos - some of the other tracks listed on Copeland's website were also shorter than they normally are, as I recall), and on demo builds of the original trilogy, the tracks were very frequently shortened to 1:50 in length too. As such, it's possible that there's more to this theme that we're yet to hear.
Extra special thanks to Vindico.Spyro Soundtrack - GrapeHwd4052022-05-13 | "Grape" taken from the 2022 "Spyro" album release.
This theme had been on Stewart Copeland's website for a brief period of time back in 2008, albeit in a much lower quality than what's heard here (and with the ambiguous name "11_Track_11"). The track was placed alongside the Spyro 3 tracks on his website, and the samples used in the track further suggest it to be an unused Spyro 3 theme. It's not known where this theme would have been used, but I do think it's worth pointing out that the only levels in the final release to not have their own unique themes are the Sparx worlds. That said, like Lost Fleet's early theme, this track could have originally belonged to a level whose theme would eventually be replaced with a different one.
Extra special thanks to Vindico.Spyro Soundtrack - CherryHwd4052022-05-13 | "Cherry" taken from the 2022 "Spyro" album release.
This theme had been on Stewart Copeland's website for a brief period of time back in 2008, albeit in a much lower quality than what's heard here (and with the ambiguous name "10_Track_10"). The track was placed alongside the Spyro 3 tracks on his website, and the samples used in the track further suggest it to be an unused Spyro 3 theme. It's not known where this theme would have been used, but I do think it's worth pointing out that the only levels in the final release to not have their own unique themes are the Sparx worlds. That said, like Lost Fleet's early theme, this track could have originally belonged to a level whose theme would eventually be replaced with a different one.
Extra special thanks to Vindico.Spyro Soundtrack - Zephyr MeadowHwd4052022-05-13 | "Zephyr Meadow" theme taken from the 2022 "Spyro" album release.
Notably, this theme seems to be an early version of the Zephyr theme used in Spyro 2, and this is further supported by the name "Zephyr Meadow" being an early name for the level in question. Hopefully, future prototype releases will confirm this hypothesis.
Extra special thanks to Vindico.Spyro: Year of the Dragon Prototype (April 25th 2000) - Seashell ShoreHwd4052022-01-19 | This is a preview build dated April 25th, over four months before the final NTSC-U Rev 0 date of September 14th 2000. Thank you to Altro50 for discovering the cause of the crash and its solution.
Seashell Shore Gameshark code - 8002BAC8 0000802F 80029E10 0000802F 8006604E 00000040 Note that 8MB RAM must be enabled in order for the code to work.
Jump code - 80069C00 00008000
TCRF - tcrf.net/Proto:Spyro:_Year_of_the_Dragon/April_25th,_2000_build Hidden Palace - hiddenpalace.org/Spyro:_Year_of_the_Dragon_(Apr_25,_2000_prototype%29Spyro the Dragon - SCEE B-Roll Compilation (As of June 2021)Hwd4052021-06-05 | Big thanks to Darkaiser, Altro50, TwiHarb / Mike and Mr Alligator / Doglizard in helping to find all of these clips, and John Yuri, Public Library of Cledus & Eluminel, polo momo, WorldOfSuperNintendo and Louis Mostert in uploading the original footage used in this video. This video has been uploaded for the sake of digital preservation.
----- Twitter: twitter.com/hwd405 Ko-fi: ko-fi.com/hwd405Spyro the Dragon - Cybernet CoverageHwd4052021-06-05 | Big thanks to Darkaiser for sending me a link to the channel that has been uploading this content, in addition to Louis Mostert for uploading this footage. This video has been uploaded for the sake of digital preservation.
----- Twitter: twitter.com/hwd405 Ko-fi: ko-fi.com/hwd405Spyro Animation, Colour and Enemy TestsHwd4052021-05-02 | Courtesy of Craig Stitt, we've got a video from very early in Spyro's development, demonstrating animation tests, colour tests and a test enemy.
The entity seen at the end of the video is apparently a very early enemy concept. According to Stitt, there was an entire test level built featuring a castle and a maze, and this was one of the enemies that would have been used within it.
hiddenpalace.org/Video/Spyro_the_Dragon/1997_Animation_TestsCrash Bandicoot 2: Cortex Strikes Back Prototype (June 15th, 1997) - Unused LevelsHwd4052021-05-01 | I showed this video to someone and they said "You are not the best Crash player" --- We are proud to announce Crash Landing 2021, a project we've been working on for a few months now. This project entails the release of five new Crash Bandicoot builds:
This project was the result of a collaborative effort of myself, psx-collector, iniche, Darkaiser, madmarsrocks and Niko.Crash Bandicoot 2: Cortex Strikes Back Prototype (June 15th, 1997) - GameplayHwd4052021-05-01 | We are proud to announce Crash Landing 2021, a project we've been working on for a few months now. This project entails the release of five new Crash Bandicoot builds:
This project was the result of a collaborative effort of myself, psx-collector, iniche, Darkaiser, madmarsrocks and Niko.Crash Bandicoot 2: Cortex Strikes Back Prototype (June 15th, 1997) - DemosHwd4052021-05-01 | We are proud to announce Crash Landing 2021, a project we've been working on for a few months now. This project entails the release of five new Crash Bandicoot builds:
This project was the result of a collaborative effort of myself, psx-collector, iniche, Darkaiser, madmarsrocks and Niko.Crash Bash Prototype (Sep 14th 2000) - Gameplay and Level ShowcaseHwd4052021-04-17 | Released as part of Project Deluge on April 17th, 2021. 00:00 - Gameplay 31:28 - Level ShowcaseCrash Bandicoot: Warped Prototype (Sep 26th 1998) - GameplayHwd4052021-04-17 | Released as part of Project Deluge on April 17th, 2021.Crash Bandicoot 2: Cortex Strikes Back Prototype (Sep 13th 1997) - GameplayHwd4052021-04-17 | Released as part of Project Deluge on April 17th, 2021.Spyro: Year of the Dragon Prototype (September 4th 2000) - CutscenesHwd4052021-04-17 | This is an NTSC-U review build dated September 4th, roughly ten days before the final NTSC-U Rev 0 date of September 14th 2000, and nearly a month before the final PAL Rev 0 build date of September 29th 2000.
The build date of this version is not known with complete certainty due to the fact that both the modification dates on the files and the primary volume dates seem to have been recorded incorrectly, similar to the final game. The date has been inferred from the game's version string, which is thought to be closely related to the actual build date - in this case, it's v.9.4.
Given how late this build is there's not a huge number of differences! But it's still interesting nonetheless.
Cutscenes are an area which saw quite a few differences in this build, so I've compiled them all into this video. There's slight colour differences between the two videos but that's likely due to my recording and emulation setup as opposed to actual differences.
The build date of this version is not known with complete certainty due to the fact that both the modification dates on the files and the primary volume dates seem to have been recorded incorrectly, similar to the final game. The date has been inferred from the game's version string, which is thought to be closely related to the actual build date - in this case, it's v.9.4.
Given how late this build is there's not a huge number of differences! But it's still interesting nonetheless.
I'll let the footage speak for itself, but this seems to match the version used at E3 and in a number of previews, including the IGN preview.
Note that while the files have modification dates of April 5th, written on the disc is a date of April 25th. Sometimes these file modification dates don't update correctly between builds, so determining the true build date is difficult. Due to the lack of a primary volume modification date in this version I've opted to describe this build as April 25th, but take it with a pinch of salt.
This is a preview build dated April 25th, over four months before the final NTSC-U Rev 0 date of September 14th 2000.
I'll let the footage speak for itself, but this seems to match the version used at E3 and in a number of previews, including the IGN preview.
Note that while the files have modification dates of April 5th, written on the disc is a date of April 25th. Sometimes these file modification dates don't update correctly between builds, so determining the true build date is difficult. Due to the lack of a primary volume modification date in this version I've opted to describe this build as April 25th, but take it with a pinch of salt.
I'll let the footage speak for itself, but this seems to match the version used at E3 and in a number of previews, including the IGN preview.
Note that while the files have modification dates of April 5th, written on the disc is a date of April 25th. Sometimes these file modification dates don't update correctly between builds, so determining the true build date is difficult. Due to the lack of a primary volume modification date in this version I've opted to describe this build as April 25th, but take it with a pinch of salt.
I'll let the footage speak for itself, but this seems to match the version used at E3 and in a number of previews, including the IGN preview.
Note that while the files have modification dates of April 5th, written on the disc is a date of April 25th. Sometimes these file modification dates don't update correctly between builds, so determining the true build date is difficult. Due to the lack of a primary volume modification date in this version I've opted to describe this build as April 25th, but take it with a pinch of salt.
I'll let the footage speak for itself, but this seems to match the version used at E3 and in a number of previews, including the IGN preview.
Note that while the files have modification dates of April 5th, written on the disc is a date of April 25th. Sometimes these file modification dates don't update correctly between builds, so determining the true build date is difficult. Due to the lack of a primary volume modification date in this version I've opted to describe this build as April 25th, but take it with a pinch of salt.
I'll let the footage speak for itself, but this seems to match the version used at E3 and in a number of previews, including the IGN preview.
Note that while the files have modification dates of April 5th, written on the disc is a date of April 25th. Sometimes these file modification dates don't update correctly between builds, so determining the true build date is difficult. Due to the lack of a primary volume modification date in this version I've opted to describe this build as April 25th, but take it with a pinch of salt.
----- This is a preview build dated April 25th, over four months before the final NTSC-U Rev 0 date of September 14th 2000.
I'll let the footage speak for itself, but this seems to match the version used at E3 and in a number of previews, including the IGN preview.
Note that while the files have modification dates of April 5th, written on the disc is a date of April 25th. Sometimes these file modification dates don't update correctly between builds, so determining the true build date is difficult. Due to the lack of a primary volume modification date in this version I've opted to describe this build as April 25th, but take it with a pinch of salt.
A minor correction - turns out the purple skybox is actually just Glimmer's loading skybox! In fact, while all levels are set to use the Glimmer skybox in this build, all of the Spyro 2 loading skyboxes are present (in fact, the part of the WAD that contains these skyboxes is byte-for-byte identical to how it is in Spyro 2). They can be seen by changing the values within the skybox array (80060ED0) as I demonstrate in another video.
TCRF: tcrf.net/Proto:Spyro_2:_Ripto%27s_Rage!/August_11th,_1999_build Hidden Palace: hiddenpalace.org/Spyro_2:_Ripto%27s_Rage!_(Aug_11,_1999_prototype%29Spyro 2: Riptos Rage! Prototype Music (August 11th 1999) - Sunny Beach Unused Theme 2Hwd4052021-04-17 | One of the two unused Sunny Beach minigame themes heard in the August 11th, 1999 Preview build of Spyro 2: Ripto's Rage! It's not used in-game, so it's not confirmed that it would be used here, but it is present between the themes for Sunny Beach and Ocean Speedway, meaning there's nowhere else it could have gone. This is further supported by the fact that there's two variants of the theme, matching the two stages of the minigame.
TCRF: tcrf.net/Proto:Spyro_2:_Ripto%27s_Rage!/August_11th,_1999_build Hidden Palace: hiddenpalace.org/Spyro_2:_Ripto%27s_Rage!_(Aug_11,_1999_prototype%29Spyro 2: Riptos Rage! Prototype Music (August 11th 1999) - Sunny Beach Unused Theme 1Hwd4052021-04-17 | One of the two unused Sunny Beach minigame themes heard in the August 11th, 1999 Preview build of Spyro 2: Ripto's Rage! It's not used in-game, so it's not confirmed that it would be used here, but it is present between the themes for Sunny Beach and Ocean Speedway, meaning there's nowhere else it could have gone. This is further supported by the fact that there's two variants of the theme, matching the two stages of the minigame.