| crashandcortex User Level: 10 Posts: 2/15 EXP: 3292 For next: 1122 Since: 07-07-13 Since last post: 6.7 years Last activity: 1.1 years |
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(This post is continuously updated with new information whenever it's found!) (Was given permission from RahanAkero to open this thread) LAST UPDATED: 4th June 2014 Well, the Spyro the Dragon series has always been one of my favourite series of all time since I was around 5 years old, and with my recent fascination with unused material sparked from the wiki, naturally my interest in scrapped elements from the series have peaked very recently. However, with Year of the Dragon being the only game to be particularly well represented at the moment, combined with huge new discoveries being made in recent years, I thought it would be a nice idea to bring together our knowledge of scrapped material from the Spyro games, found online, in the game disc, from developer notes or wherever, and keep all the information together in one thread so we can hopefully update the wiki with our findings as well! I'll share what I know and continually update this initial post with any information you all have to add! Key: ! (Already on the wiki) ? (Needs further clarification) INFORMATION STARTS HERE: Spyro the Dragon: *(!) Popping the game into a CPU or any file reading device allows you to view the files making up the game, that much is ludicrously obvious. However, opening the SOURCE file in Notepad allows you to view a rather cryptic developers message, repeated hundreds of times, likely to fill up empty space on the game disc. It reads: Originally posted by crashandcortex1995 (special thanks to Pompolic for clarifying that this message also exists on Spyro 1) * A prototype build of the game was released last year, but was only given to one person we know of and so is not a publicly released beta. HOWEVER, the person who does own it happens to be prolific Spyro hacker LXShadow, who has himself released a full playthrough of the beta for the world to see! (http://www.youtube.com/playlist?list=PL8F1834A641B71DBC) As a little note, I've documented the findings of this beta pretty extensively already and have it all typed out on a document, so if it'd be OK I'd personally like to create the page at some point. * In addition to the beta itself, LXShadow also supplemented us with a beta incarnation of the game's script as well! Most interestingly, it revealed that Gnasty's Gnexus, the final undersized world of the game, was in actuality intended to be a much larger full fledged world known as the Machinists, featuring technologically advanced dragons. Sadly, time likely forced their abandonment, with the presence of the Machinist name in the Beta perhaps serving as a remnant of the initial idea. The Balloonist in the Artisans world was also allegedly intended to be a Boatsman who would take Spyro across the sea to the Peace Keepers world instead of using a balloon, which seeing how the Artisans world balloon is situated by a port, in addition to the presence of water in both worlds heavily supports this. * (!) Opening the "SCES.numbers" file in a hex editor can reveal multiple miscellaneous tidbits and text strings which never end up used in the game. The text strings I've found include: Originally posted by crashandcortex1995 A possible error handler string for when a world name displayed incorrectly? It is grouped in with all of the world names, so it is possible... But it could also just be an average placeholder. Originally posted by crashandcortex1995 You cheeky devils at Insomniac, you! Also grouped with the world names, but this one's quite clearly just there for laughs * (!) In addition to the unused strings mentioned above, a list of names can also be viewed near the bottom when viewed in a hex editor, a small number of which aren't used by any characters in the game. These include: Originally posted by crashandcortex1995 Interestingly, the name Silvus pops up in demo builds of the game (including the one accessible in Crash Warped) pertaining to the cowardly dragon in the Artisans world, who goes by the moniker of Tomas in retail versions. None of the other names are used at all, though where they may have been used (or served as original names for some of the Dragons) can be determined by where they occur in the list (later levels are at the top, early ones at the bottom): Based on that knowledge, Rashidi would appear in Jacques, and Jethro in Cliff Town. Finlay and Gale are more difficult to pin down, but they were definitely intended for one of the Magic Crafters worlds, either Wizard Peak or High Caves. * (!) 2 unused icons (presumably extra life mugshots or save slot indicators ala Year of the Dragon) are grouped in with graphics on the title screen. The first portrays a rather derpy Spyro face in typical "extra life" style, and the second imposes this graphic onto a rather unusual texture bearing vague resemblence to a coin (and contains a ton of tiny dots superimposed around it..). * (!) A number of unused themes are allegedly present in the game data, many of them sounding similar to songs which are already present in the game. However, I know for a fact I've heard a few of these play while pausing the game for a while and then coming back on, so whether they play via an error in the game's data or they play intentionally as an Easter Egg of sorts is unknown. Keep in mind the titles given to them are not necessarily where they play, but merely the tracks they sound closest to. I'm hugely inexperienced in getting the links into the text, so I'll just link them all here for your convenience: http://www.youtube.com/watch?v=EK-444vCE_0 (Metalhead Alternate) http://www.youtube.com/watch?v=LtrEAWyWIUA (Icy Flight Alternate) http://www.youtube.com/watch?v=IGVU2FIisFo (Beast Makers Alternate) http://www.youtube.com/watch?v=H6wX-sdU9ew (Jaques Alternate) http://www.youtube.com/watch?v=PbAXxN5mbF8 (Blowhard Alternate) http://www.youtube.com/watch?v=5BuB0ePzvL0 (Unknown) http://www.youtube.com/watch?v=rHphvDr57Rw (High Caves PAL Alternate) EDIT: According to a soundtrack ripper, these tracks are exclusive to the PAL version of the game, and replace duplicates in the US version's data, playing on seemingly random occurrences similarly to a "Peace Keepers Alternate" theme which may be heard internationally. Spyro 2: Gateway to Glimmer/Ripto's Rage: *(!) The developer message mentioned above is also present in Spyro 2, in the file aptly labelled "SPYRO2". * While browsing through sound effects in the WAD, I found an odd water splashing sound that doesn't correspond to any of the swimming sounds I know in the game. While it's very likely that it may have been pitched up or down (and I'll test this later to confirm it), it sounded at about the right pitch to be used ingame, so I honestly don't know yet. EDIT: Found what I believe is an unused yelp in the sound effects files for Hurricos. It's #394 for anybody using PSound. #1821 also seems to be unused, sounding like the bleeps of an 8-bit game of all things, as well as an odd stunted laugh at #1830, both corresponding to Cloud Temples. #2034, part of Metropolis' sounds, has a clip of what sounds like the ox (or maybe a regular cow enemy) saying what sounds like "Torgo", which I never remember hearing in the game. * On the note of the WAD, note that sounds are organised by level, playing whatever they need to on the level they're meant to. While this means that 2/3 of the audio are duplicates, keep in mind that after the sounds for Ripto's Arena, the last level to be compiled in the game's data, there are a pretty huge number of sound effects that come afterwards, most of them the universal ones which play on every level, but some weird oddities, such as a rock slide, birds chirping and wind sound effects, which only play on specific levels, can be heard in this collection. Leftover audio, or maybe an indication that more levels were intended for the game but didn't make it in? * An unused Guidebook icon for Dragon Shores exists in memory, which we assume is never actually used since Dragon Shores is a post-game area, and lacks any sort of collectibles or missions of sorts to warrant it receiving its own slot. * More Guidebook related shenanigans: Shady Oasis contains text and graphics suggesting that an Orb mission was scrapped midway in development, titled "Free Hippo's II". As you'd expect, it would've likely just been a harder variant of the "save the hippo's siblings" Orb, with 15 hippos to headbash as opposed to 8. Here's the text: Originally posted by crashandcortex1995 * An inaccessible (by normal means) room in Colossus exists which actually stores the models for the hockey players before they're let out. It is used I suppose, but you were clearly never meant to be in there and normal players would never see something like this, so I believe it's notable enough! * An unused track apparently exists on the Spyro 2 disc, sounding like a mix between Hurricos and Aquaria Towers. According to somebody who ripped the soundtrack for the game, this track is PAL exclusive, just like the Spyro 1 themes above. (http://www.youtube.com/watch?v=I-AY1PEUKfI) * A very early demo build of the game (Playstation Underground Jampack Winter '99 if anybody wants a name) contains a ridiculous amount of differences from the final both visually and internally. For one thing, many of the levels originally had vastly different names (http://slidespin.tv/wp-content/uploads/2013/05/OriginalLevelNames.png) which suggested the vast majority of the levels in the game had an adjective connecting them together, evidenced not merely by Sunny Beach being called Aquaria Beach in this demo, but additionally by the insight inside the demo files provided by LXShadow. Mystic City in particular managed to slip into the final game, cementing this knowledge. * The demo contains a very primitive design for the guidebook (http://slidespin.tv/wp-content/uploads/2013/05/Spyro-2-Demo-Aquaria-Beach-6.png), which is different in every conceivable way, including font, options, colouration, and even the design of the orbs! Note that the blue box where the level portrait should be was actually used in the (atrocious) Japanese port of the game, wherein if one paused the game, the primary colours of the level background would be in the frame as opposed to whatever was going on pre-pause. * Rolling, an abandoned mechanic from Spyro 1, is actually still usable in the demo! (http://slidespin.tv/wp-content/uploads/2013/05/Spyro-2-Demo-Skelos-Badlands-6.png). Another remnant from Spyro 1 also exists in the demo in the form of the return home vortex (http://slidespin.tv/wp-content/uploads/2013/05/Spyro-2-Demo-Aquaria-Beach-7.png), although this is more than likely a placeholder. * In the final game, completing the game 100% with every Skill Point manages to unlock an "Extinct Avalar creatures" section within the Guidebook, containing many pictures of enemies which were left unused in the final product. However, since this is actually viewable in the final game, I'm not too sure how the wiki would translate this information. Spyro 3: Year of the Dragon: * (!) The same developer message that exists in Spyro 1 and 2 also exists here! But wait, there's more! * (!) It missed my attention before, but a number of... strange text strings are grouped in with the Atlas text that to my knowledge never go used throughout the game. These include: Originally posted by crashandcortex1995 A rather obvious dev message from Insomniac's very own Bryan Allgeier, who at the time of YOTD's release was a level designer, and as of now is Designer Head of the company. Originally posted by crashandcortex1995 ... What. This is grouped in with the Midnight Mountain Dragon Egg descriptions, so it's more than likely just a random text string added for laughs. Originally posted by crashandcortex1995 A possible early name for the Super Bonus Round egg? ("Whoo, a secret egg.") Originally posted by crashandcortex1995 This... long string merely appears to be another display of Insomniac's rather quirky sense of humour. There's absolutely no way it would've fitted into the Atlas, and it makes absolutely no sense whatsoever as a description. Originally posted by crashandcortex1995 Another string which appears to have been plopped in with no real purpose. * Multiple unused sounds again exist inside of the WAD. It contains leftovers from Spyro 2 in the form of the Guidebook page changing sound and the "Level Complete" fanfare, neither of which are used in Spyro 3. #00882, located in the files for Seashell Shore, is an incredibly odd sounding laugh which I don't remember hearing at any point in the game, and it sort of sounds like the baby dragon "crying" voice. #2184 has another cartoony laugh. #2267 and #2349, grouped with Charmed Ridge and Honey Speedway's sounds, are... rather loud sounding "magic" noises, which I have no idea what their purposes were or could've been. There also exist multiple duplicates in the Midnight Mountain levels for a cough sound I don't remember hearing at all, which often pops in near the end of each level sound bank. *(?) Apparently, certain builds of the game contain a blue gem (worth 5) in Cloud Spires which is impossible to obtain without a moon jump code, as it is located on the side of a cloud well above where one could go in-game. Curiously, it doesn't seem to count towards the level's completion total. More information is required on this one. (http://www.youtube.com/watch?v=4k9ZVwJnqCg) * (!) 2 unused forms of ammunition intended for Scorch's Pit exist in the games code. The first contains what looks like the Talisman from Crystal Glacier, but it has no visible effects or functions. The second however, is obvious: It's an invincibility bullet, which functions pretty much exactly as you'd expect it to! I don't know why the latter was removed to be honest, maybe they thought Scorch was easy enough to beat without invincibility? * (!) An unused section of Midday Gardens right by the entrance can be seen if one uses the swimming in the air glitch and swims to a specific part of the level. It's a very narrow untextured corridor that has a very ambiguous purpose really, little else to say. * (!) Fireworks Factory contains a small path which was presumably to be entered via an interactive cracked wall, but is impossible to access without glitches as said cracked wall does not exist. It contains one extra life, and can be exited normally, despite being inaccessible from the other side. As such, Spyro walks out of a solid wall. (http://www.youtube.com/watch?v=S45LIJrfUkM) * (!) Rather infamously, an unused subsection of Dino Mines was left accessible in the final game through the swimming in mid air glitch. By swimming behind a mountain midway through the level, an entrance to the sub-level can be found which the developers clearly forgot to remove. It contains an empty battleground, enclosed by a fence, presumably acting as a midboss battle similar to the Metropolis Ox and Sleepy Head from Spooky Swamp, and was to reward the player with a Dragon Egg in that vein. Strangely, despite nothing existing in the level, it can actually be exited by moving to the centre of the arena, which acts like an exit, but consequently causes one to fall and lose a life due to spawning in mid-air. (http://www.youtube.com/watch?v=YGjcMaUAjNE) * (!) A dialogue test cheat can be activated on the pause screen with the following code: Originally posted by crashandcortex1995 The code works for every level in the game, but it can also prove rather difficult to navigate, as characters and their dialogue are all given inconsistent number labels to trek through. However, this also allows certain cut pieces of dialogue to be listened to, such as... * (!) Unused dialogue from the Professor can be accessed in-game through using the dialogue testing cheat detailed above on Evening Lake. It goes as follows: "Oh dear... Oh dear, I've been trying to build a rocket to take you to Midnight Mountain, but I appear to have misplaced my plans! Now I can't even remember where I was working..." "Don't worry about me, I'm just gathering my thoughts- eh, let's see... I was working on the plans, some ninjas appeared...then everything gets fuzzy." These dialogue strings suggest the Professor was initially to play a more active role in the game's story and perhaps may have originally served as the character representing Fireworks Factory (as opposed to Handel & Greta). In the final game, he appears in Agent 9's Lab and in the post-Sorceress cutscene, but otherwise does not play any role aside from an ascended cameo. * A weird green creature with a running animation exists in the game's code with no obvious purpose. Friend? Foe? Minion? It's unknown, but based on the appendages extending from the top of its head to its back, it may well have been a "Mini-Buzz" minion, as that feature is also seen on the regular Buzz. This, alongside the unused ammunition and the untextured tunnel in Midday Gardens, are all found in this video: http://www.youtube.com/watch?v=luL-1ljItjc * (!) (?) Whilst it's fairly common knowledge that the PAL Platinum release of the game is stunningly lacking in music tracks that were present in the US Greatest Hits version, meaning folk outside the US couldn't hear a number of themes (Skate Park, Dino Mines, Crystal Islands, Haunted Tomb, Evening Lake, Lost Fleet, 3/4 of the Speedway themes and the Sorceress' Lair), I was actually able to find 2 of these themes on my copy of the disc! Evening Lake and Sorceress' Lair exist on the PAL Platinum copy of the disc, and I can clarify this as I ripped both themes from the disc using JPSXdec. Their presence there is immensely strange, as not only do they not actually play where they should (or at ALL) in the game, but none of the other Greatest Hits exclusive tracks are included! I want to find out if the US and PAL 1.0 releases feature any of these tracks, as only those 2 appearing on the Platinum disc is incredibly strange! * (!) A "Super Whirlwind" object was intended to be used in Midnight Mountain, just outside of the Sorceress' Lair, which was to lead to an otherwise inaccessible floating island that contained the Super Bonus Round. The presence of a circular gap in the ceiling, which is otherwise merely an architectural oddity, is where the whirlwind would have lifted you through, allowing one to access this island. This whirlwind is actually different from all of the other whirlwinds used in-game in that the stars are packed much more closely together and as a result the whirlwind is much more narrow than any of the ones used in-game. In the retail version, the Super Bonus Round is moved to a separate, much lower island opposite Harbor Speedway, and the original island has 2 extra lives on it which are impossible to obtain as a consequence, the "super whirlwind" removed alongside it. Craig Stitt, one of the model designers for Spyro 3, has this to say on the object: (http://www.youtube.com/watch?v=v84tOqL0fd0) Originally posted by Craig Stitt Spyro: Enter the Dragonfly: * (!) A LOT. For starters, there're a metric buttload of unused audio clips with provisional voice actors, early Dragonfly objectives, and unintentionally hilarious acting. It can all be accessed here: http://tcrf.net/Spyro:_Enter_the_Dragonfly_(PlayStation_2) * (!) Demo builds of the game contain an INCREDIBLY early draft of the story. It suggests a far more ambitious storyline for the game, where Gnasty Gnorc and Ripto would team up to steal all of the Dragonflies in the Dragon Kingdom. Yes, Enter the Dragonfly could have had an even worse storyline. Multiple dialogue snippets in demo builds make references to "Gnorcs" as well as the usual Riptocs, cementing this theory. Obviously, any trace of the Gnorcs and Gnasty himself were erased later in development. * (!) While it is rather common knowledge at this point, a level known as Enchanted Forest is referenced several times in the code (occasionally as its early name Emerald Forest), but cannot be accessed in any way. Dialogue present in the early script referenced above imply that the characters present in the level would've had accents of some sort, and also would've made another reference to the Sorceress from Spyro 3. The text pertaining to it can be found under entry 3.3 on this page, with the rest of the draft script accompanying it: http://tcrf.net/Spyro:_Enter_the_Dragonfly_(PlayStation_2)/Early_Script * (!) This contains a s**tload of uncompiled source code, both inside and out of the level chunks, and developer batch files. Not to mention a 600kB xls spreadsheet documenting the music inside and out from Scott Smith (and all he got was a special thanks). EDIT: Dumping them all here. (special thanks to einstein95) * A... bizarre script testing event can be found within the data and activated, although because of ETD's rather unstable coding, it can occasionally be triggered even without prompting it. A flying cow which appears to eject small pink hippo enemies with a "magic" sound effect at short intervals, the enemies spawned have no hitboxes and after a few seconds simply fall through the floor. LXShadow confirmed this to be a testing routine involving how enemies spawn, but any way you put it, this is ludicrous on so many levels. Link: http://www.youtube.com/watch?v=4bbUudECiH0 * (?) A number of unused themes can be found in numerous versions of the game, although where they would be used is unknown. Keep in mind it's unknown whether these themes were actually on the disc, as most sources attribute these tracks to a soundtrack release as opposed to a rip, so research would be appreciated if at all possible!: http://www.youtube.com/watch?v=1Mmqzst57W4 (Mid Flute) http://www.youtube.com/watch?v=pKMth5t8lrY (Songa) http://www.youtube.com/watch?v=aUgdUEVggAs (Andes) * (!) While not unused, a special mention in the ETD credits sequence (as shown by einstein95) is given to fictional characters! It appears some members of Check 6 were rather dedicated Dragonball fans, as Goku and Chi-Chi are mentioned in the Special Thanks section despite clearly not being involved in the development process! (unless Goku somehow used Instant Transmission to transport himself to the real world!) I have a feeling this wasn't actually intended to show up in the credits and was put in as a joke, but incompetent programming gave us a nice little easter egg to observe! * (!) As can be expected from a game as blatantly unfinished as ETD, a ton of placeholder dialogue is still present on the final disc, providing an insight as to provisional character names, level names, early Dragonfly objectives and more: Originally posted by crashandcortex1995 Very early and very generic test objective strings. Monkey Monk Mountains is very clearly an early name for what would eventually become Monkey Monastery,and is also used in the Atlas coding for Monkey Monastery: Originally posted by crashandcortex1995 Originally posted by crashandcortex1995 It wasn't the airplanes... it was dragon killed the beast. Jokes aside, this is likely a joke name for the Monastery characters before actual names were assigned. Originally posted by crashandcortex1995 Originally posted by crashandcortex1995 Originally posted by crashandcortex1995 It seems Check 6 had a spot of trouble setting flags on Speedways, if this text is any indication. Originally posted by crashandcortex1995 Rather miscellaneous, tongue-in-cheek text which appears to correlate to a testing environment. Spyro: A Hero's Tail: * A metric crapload of test levels exist in the game, with multiple functions either obvious or ambiguous. Keep in mind that unless stated otherwise, Spyro is the character these levels are assigned to: Character Test: (A few of the ingame character models lined up in their T-poses, quite comical really (http://www.youtube.com/watch?v=TOIUa5gPhhg) Maze (Blink): (Perhaps just to test Blink's platforming mechanics? No idea) http://www.youtube.com/watch?v=t-FPnVJfP-Y Mini-gameish level: (Very weird. Very primitive textures, a 2.5D Moneybags and timed events? It's also pretty fricking big and contains a ton of incomplete models) Cube test (Cube room which contains either statues or VERY early models of Spyro and Hunter, the latter in a T pose) Distance Test: (Contains a bunch of numbers dotted around the level and a few cannons, my only theory would be testing the distance mechanics. Weird looking bars also exist suspended in midair) Gorge: (Has absolutely no collision whatsoever for a start, not to mention the level itself is clearly incomplete and only appears to have had the layout completed, detailed textures and obviously collision not yet existing) Ammunition Test (Blink): (Similar to the Mini-game level only you're Blink instead of Spyro and ammunition is dotted around the level, with spider enemies in tow to test it on) ???: (No idea, but whatever it is it's surprisingly detailed for a test level, but there's an unusual red floaty object, polygon's aren't all in place yet, and the level's rather cramped with no obvious purpose. Another platforming test? Sparx test (Sparx): (Testing Sparx's gameplay, not a lot here but what there is looks really nice actually) Hunter test (Hunter): (An empty plain with red wire frames marking the land and elevated platforms at each corner. Most interesting thing here is the snow, bit random imo.) Moneybags hologram (Blink): (A series of floating platforms and climbable walls, with a holographic Moneybags just...there. Haven't played Hero's Tail so I don't know if he's a hologram in the final or if his dialogue is there either.) Light test: (a small unlit island with both a pink sun and a fire lighting certain parts of the level. Seems to be a lighting test) HOGWARTS (Sgt. Byrd): (I **** you not, Hogwarts is in a Spyro game! The map is huge, and since Sgt. Byrd is used here, it was likely a test of his gameplay and of rendering large levels, seeing as Eurocom allegedly made a Harry Potter game prior to this, making importing leftovers very easy. Like the gorge level, there's no collision and many of the textures are very old and totally static. Also, there's a humongous barrel outside for some unexplainable reason, but really that pales to the realisation that HOGWARTS IS IN A SPYRO THE DRAGON GAME.) (Mini-gameish level up to ??? are in this video: http://www.youtube.com/watch?v=RItjCEVx4Aw) (Moneybags Hologram, Light Test and Hogwarts are here: http://www.youtube.com/watch?v=F7UaDyf48tQ) (Sparx test and Hunter test are here: http://www.youtube.com/watch?v=ic5F2inaI5w) * Another unused area I missed out before has been found in the game via swimming in the air glitches. It appears to resemble an old version of Ineptune's Lair, and lacks any sort of collision. ( http://www.youtube.com/watch?v=LP5-FXjFqDM ) Spyro: Shadow Legacy: * (!) A surprisingly crafted debug room exists in the game, allegedly containing every regular enemy present in the game, a bunch of NPC's which walk straight to the right and then respawn the opposite side, basic objects such as gems, a key and chest, as well as 2 small "holes" and a nice little textual indicator to tell you which enemy is in which area. There's also a regular and "shadow" variation of this room as well. Footage (special thanks to RadSpyro): https://www.youtube.com/watch?v=rZebJNgH0YM The Legend of Spyro: Dawn of the Dragon: * 5 unused enemies are present in the DS version, all of which are rehashes of existing enemies. 2 of these are spiked and armoured variants of the "Rock Rat" enemy, another 2 are merely blue and tan recolours of the Orc Archer, and the other is a yellow palette swap of the "Sprite" foe. Graphics for all of these exist on in memory, but the enemies themselves aren't used at all in the game. They may be viewed here: http://www.darkspyro.net/dawn/bestiary/ * Unused dialogue on console ports exists in both textual and vocal form. One line would've referenced Hunter's recurring fear of water, another vague "link" to the classic series. It's unknown (and quite frankly a little infuriating) as to why it was removed: Originally posted by crashandcortex1995 Another would feature Malefor taunting Spyro and Cinder during the final battle, with Spyro retorting in kind: Originally posted by crashandcortex1995 Miscellaneous: to be updated That's all I have at the moment, I'm really sorry the links are so cluttered and disorganized at the moment, but my main goal is just to get all the information we have together so we can proceed to organize it for when our knowledge is consolidated and ready to put on the wiki! If you have any information of your own on the Spyro games, as little as it may be, any help is much appreciated! |





(but I do have the normal version, but PSound doesnt work for me anymore because this computer sucks [gives a BEX error])


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I'd also like to say thank you very much for your Enter the Dragonfly contributions on the wiki!
