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04-24-22 01:55:48 AM
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crashandcortex
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Posted on 07-10-13 09:32:53 AM (last edited by crashandcortex at 06-04-14 09:58:43 AM) Link | Quote
(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

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...


(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

DRAGON X


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

THIGH MASTERS


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

RASHIDI
JETHRO
FINLAY
GALE
SILVUS


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

Oh no! Now my 15 cousins have been petrified too! Can you save all 15? &Help out again? &Yes&No
(-Follow me...and remember, jump and then press } to headbash. &[Follow Grundy and bash her relatives out of the rock.




* 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

Bryan Allgeier, we love you.


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

Beach Party!


... 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

The very last egg, no really it is.


A possible early name for the Super Bonus Round egg? ("Whoo, a secret egg.")
Originally posted by crashandcortex1995

Where do you think you're going with that egg. You just put that back this minute. You can't trust anybody these days.


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

Stop, thief.


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

Square, Square, Circle, Circle, Square, Square, Circle, Circle


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

"A long time ago the portal to the Super Bonus Round was on that island.
The only way to get to that island was beat the Sorceress in the final
battle. Once you had done that a VERY VERY tall whirl wind would appear
in the room just outside the entrance to the final boss round. This
whirlwind would take you up high enough that you could glide ALL the way
out to that island. If I remember right it was like a 20 or 30 second
glide. It was very cool. I was actually the artist who modeled the level.

Unfortunately, the way vacations that year worked out, I needed to take
mine right before we shipped the game. When I came back I discovered
that the Super Bonus Portal had been moved MUCH closer and that the
super-whirl-wind had been removed (for unknown reasons). Unfortunately,
the artist who made all the changes (as per the programmer's and
designer's request) failed to remove the old island way off in the
distance. Same with the programmer who overlooked removing the goodies
that had been placed there.

By the time I was back from vacation the game was done and out the door."



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

20: "Hi Spyro \nWelcome to the Monkey Monk Mountains"
21: "Scott"
22: "Hi Spyro \nFly to the platforms"
23: "Alex"
30: "Break the wall of ice below with your flame breath"
31: "Brent"
40: "Free your mind \nJump and glide Spyro"
41: "Joel"
50: "Thanks for helping us \nHave a dragonfly"
51: "Brian"
60: "Hello Spyro \nGive me ALL your money."
61: "Moneybags"



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

#Monkey Monk Monastery
{0.1 0.48 Text 364 24}
{0.9 0.48 PageLink 11}
Page 11
{
#Monkey Monk Monastery
{0.1 0.1 Text 364 24}
{0.5 0.4 Image "icon_at_mmm.mrb" 22}
{0.1 0.8 LevelField 1 Completion }
}



Originally posted by crashandcortex1995

200: "King Kong"


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

#Script debugging
5100:"Branch 0"
5101:"Branch 1"
5102:"Branch 2"
5103:"Branch 3"
5104:"Branch 4"
5105:"Branch 5"
5106:"Branch 6"
5107:"Branch 7"
5108:"Branch 8"
5109:"Branch 9"
5110:"Branch 10"
5111:"Branch 11"
5112:"Branch 12"
5113:"Branch 13"
5114:"Branch 14"



Originally posted by crashandcortex1995

#Tammys Test scripts
#253: "Pick up all the butterfly bottles in 10 seconds to win. Make sure to avoid the sphere, though. Let's go!"
#253: "Flame all the gators in 30 seconds to win. Let's go!"
253: "Pick up each gator and bring it to the sphere. You have 30 seconds. Let's go!"
254: "Sorry you didn't make it in time, play again?"
257: "Flame the red, then green, then purple gems in 60s to win."



Originally posted by crashandcortex1995

5206:"You just won a race or time attack but I don't know which one until I get fixed!"


It seems Check 6 had a spot of trouble setting flags on Speedways, if this text is any indication.
Originally posted by crashandcortex1995

5200:."Sparx"..
5201:"Thanks for visiting, Spyro! Are you ready to leave?"
5202:"Nah, I think I'll look around some more."
5203:"Yeah, let me outta this crazy place!"
5204:"Ok, have fun!"
5205:"Aight. Cya"



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

Hey, isn't this a little dangerous... what we're doing?
Suppose... suppose the dam collapses, while we're here, underneath...
I'm not scared, I'm just... not a strong swimmer.



Another would feature Malefor taunting Spyro and Cinder during the final battle, with Spyro retorting in kind:
Originally posted by crashandcortex1995

Pathetic dragons!!
Err dude, you're a dragon too, you know.



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!
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Posted on 07-10-13 11:20:58 AM (last edited by einstein95 at 07-10-13 12:28:34 PM) Link | Quote
Just posting this here in case I forget.

Spyro: Enter the Dragonfly (yes, there is an article already, but this is bigger than previously thought)

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.
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Posted on 07-11-13 04:50:10 PM (last edited by crashandcortex at 07-11-13 04:56:46 PM) Link | Quote
Originally posted by einstein95
Just posting this here in case I forget.

Spyro: Enter the Dragonfly (yes, there is an article already, but this is bigger than previously thought)

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.


Thanks very much for your contribution einstein! Amazing how all of these development commands are actually still present in the game, looking at it, it appears the game was... dubiously programmed. But seeing how much of an abortion Enter the Dragonfly was, it's clear as day just how unfinished the game was! Speaking of Enter the Dragonfly...

* 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.
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)

I've also had a very detailed look at the Spyro 2 WAD, and although listening to it the splash sound was likely used in a higher pitched format, there were a few sounds I legitimately believe go unused, which I've updated the first post with to accommodate. We have a pretty sizable amount of information already, but if anybody has further information to provide concerning unused material or beta information about any of the Spyro games, please don't hesitate to pop a post in this thread and let us know!
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Posted on 07-17-13 08:55:24 PM (last edited by gridatttack at 07-18-13 01:09:30 AM) Link | Quote
Nice! Never heard the last 2 themes. (the haunted speedway and the other one sounds something that would fit in Enter the Dragonfly...) Also, what is the promo disc? From what game is it? The first one or the last game in the original trilogy? If its the first one, then the game at the start of development perhaps had a different sound direction. If its the last one, perhaps they tried to change the direction to something different.

Also about the alternate slow remixes, they are only found on the PAL (and NTSC-J too?) Versions of the game. I opened my NTSC version game on PSound and it didnt had those songs (the one most people label as 'peace keepers alternate theme' is repeated 3 or 2 times IIRC...)
I think they play if you leave the game long enough, like the other hidden tracks.

The only slow down remix that is in the NTSC is the High caves (slow remix of treetops) and the slowed down wizard peak. (thought, this one isnt present either, but the japanese version does have it, which supposedly plays on Haunted towers if you leave/play the game enough for it to appear)
And also, the music that plays on High caves its different between regions. Oddly, the NTSC version has the slow down remix of the High Caves PAL version music.

Also worth mentioning, Stewart Copeland website has tracks that seems that they would have appeared in the games, but they cant be annexed, since they arent found on any of the discs


About Ripto's Rage, I remember when you got all skillpoints, they showed some enemies that didnt made it in the final game. I wonder if the models are still there. And yes, they would count, since the game only shows pictures, not any model/behaviour, etc. that the enemies had.

I would try to see if the alpine ridge test from YotD is indeed there, but my disc is really scratched (but I do have the normal version, but PSound doesnt work for me anymore because this computer sucks [gives a BEX error])
I remember I opened it one time, but the musics where all in 10 mins long tracks coupled together, however, if its a test track, it might be separate.

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Posted on 07-18-13 12:11:10 PM (last edited by Pompolic at 07-18-13 12:11:52 PM) Link | Quote
Decided I'd take a look myself. I only just started out, so there's not much progress I can report yet.

The text

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...


is also present on the first Spyro's disc, in the file /path/to/cd/SOURCE/SOURCE.TRD

One thing I'm wondering about: Do either of the first two games employ some sort of encryption or compression? The tool floating around online appears to extract the WAD.WAD file just fine, but a string dump yields no intelligible text strings (only false positives). Figured I'd ask to make sure I'm not bashing my head against a brickwall. :B

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Posted on 07-18-13 12:44:55 PM (last edited by crashandcortex at 07-18-13 01:01:15 PM) Link | Quote
Originally posted by gridatttack
Nice! Never heard the last 2 themes. (the haunted speedway and the other one sounds something that would fit in Enter the Dragonfly...) Also, what is the promo disc? From what game is it? The first one or the last game in the original trilogy? If its the first one, then the game at the start of development perhaps had a different sound direction. If its the last one, perhaps they tried to change the direction to something different.

Also about the alternate slow remixes, they are only found on the PAL (and NTSC-J too?) Versions of the game. I opened my NTSC version game on PSound and it didnt had those songs (the one most people label as 'peace keepers alternate theme' is repeated 3 or 2 times IIRC...)
I think they play if you leave the game long enough, like the other hidden tracks.

The only slow down remix that is in the NTSC is the High caves (slow remix of treetops) and the slowed down wizard peak. (thought, this one isnt present either, but the japanese version does have it, which supposedly plays on Haunted towers if you leave/play the game enough for it to appear)
And also, the music that plays on High caves its different between regions. Oddly, the NTSC version has the slow down remix of the High Caves PAL version music.

Also worth mentioning, Stewart Copeland website has tracks that seems that they would have appeared in the games, but they cant be annexed, since they arent found on any of the discs


About Ripto's Rage, I remember when you got all skillpoints, they showed some enemies that didnt made it in the final game. I wonder if the models are still there. And yes, they would count, since the game only shows pictures, not any model/behaviour, etc. that the enemies had.

I would try to see if the alpine ridge test from YotD is indeed there, but my disc is really scratched (but I do have the normal version, but PSound doesnt work for me anymore because this computer sucks [gives a BEX error])
I remember I opened it one time, but the musics where all in 10 mins long tracks coupled together, however, if its a test track, it might be separate.


I've asked the person who posted these themes where he had found them from and what sort of "promo disc" he's talking about, but I haven't gotten a response from him yet, which is a little upsetting but we'll see if we get an answer in time hopefully. I'm hoping it at least sheds more light on the "test" version of Alpine Ridge, which out of all of the information we have compiled so far is the one I'm most wary of believing, as I've heard literally NOTHING about it aside from that one video. You're right about the Copeland tracks on his website though - their non-existence on the disc renders them useless when it comes to compiling information on a site which focuses solely on unused content on-disc/cartridge (for the time being!)

I also have somewhat of an answer to your query on the unused Spyro 1 tracks though - according to somebody who had provided a stunningly detailed account of his rippings of the Spyro trilogy's soundtracks (http://www.momentaryfascinations.com/technology/spyro.soundtracks.part.2.html), allegedly (though I can't 100% confirm this as I don't actually have a Spyro 1 disc), the PAL version of the game contains 7 extra unused tracks compared to the NTSC version, which may explain why certain people report hearing some of the themes ingame, but not all of them, so you're on the money with regards to them playing in the PAL version. As a little note, the first 5 links I gave of the unused Spyro 1 themes match the 5 unused themes he gave names to, and the other 2 tracks are more than likely the 6th link I gave (the one you say may play on Japanese Haunted Towers after an allotted time) and this track: http://www.youtube.com/watch?v=rHphvDr57Rw

The page also mentions the unused Spyro 2 track sounding like Hurricos+Aquaria Towers, cementing THAT one as factual as well, although it also mentions that like the 7 tracks mentioned above, this one is also a PAL exclusive. I've tried ripping the music from Spyro 2 using PSound to find out for myself, but I literally can't get ANYTHING from the "SPEECH" file imported onto it, only the sound effects from the WAD (and I know for a fact the music is stored in "SPEECH" as I've imported some of the music from YOTD onto PSound, and the file composition of Spyro 2 and 3 is near-identical). I'll try playing the YOTD tracks in PSound in a little bit and see if I get any results.

On a little note, he's immensely confused as to the location of the credits theme in Spyro 2 and made a plea asking if anybody knew where to find it on disc, but I managed to find it accidentally while trying to rip the music - it's grouped with all of the sound effects in the WAD, with a duplicate thrown in at the end for good measure!

Originally posted by Pompolic
Decided I'd take a look myself. I only just started out, so there's not much progress I can report yet.

The text

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...


is also present on the first Spyro's disc, in the file /path/to/cd/SOURCE/SOURCE.TRD

One thing I'm wondering about: Do either of the first two games employ some sort of encryption or compression? The tool floating around online appears to extract the WAD.WAD file just fine, but a string dump yields no intelligible text strings (only false positives). Figured I'd ask to make sure I'm not bashing my head against a brickwall. :B


Excellent discovery! I wasn't 100% if the first Spyro had this message as I don't have a disc on-hand for Spyro 1, so seeing that the developer message is universal across all games is a welcome (albeit somewhat creepy) sight!

As for your encryption question, I hate to say this but I honestly don't know much about file encryptions or anything to that extent sadly, but somebody more versed in programming will probably be able to assist you on that matter, and seeing that this is the Cutting Room Floor we're talking about, experts will be everywhere hopefully!
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Posted on 07-18-13 07:12:50 PM Link | Quote
Originally posted by crashandcortex
I've asked the person who posted these themes where he had found them from and what sort of "promo disc" he's talking about, but I haven't gotten a response from him yet, which is a little upsetting but we'll see if we get an answer in time hopefully. I'm hoping it at least sheds more light on the "test" version of Alpine Ridge, which out of all of the information we have compiled so far is the one I'm most wary of believing, as I've heard literally NOTHING about it aside from that one video. You're right about the Copeland tracks on his website though - their non-existence on the disc renders them useless when it comes to compiling information on a site which focuses solely on unused content on-disc/cartridge (for the time being!)

I also have somewhat of an answer to your query on the unused Spyro 1 tracks though - according to somebody who had provided a stunningly detailed account of his rippings of the Spyro trilogy's soundtracks (http://www.momentaryfascinations.com/technology/spyro.soundtracks.part.2.html), allegedly (though I can't 100% confirm this as I don't actually have a Spyro 1 disc), the PAL version of the game contains 7 extra unused tracks compared to the NTSC version, which may explain why certain people report hearing some of the themes ingame, but not all of them, so you're on the money with regards to them playing in the PAL version. As a little note, the first 5 links I gave of the unused Spyro 1 themes match the 5 unused themes he gave names to, and the other 2 tracks are more than likely the 6th link I gave (the one you say may play on Japanese Haunted Towers after an allotted time) and this track: http://www.youtube.com/watch?v=rHphvDr57Rw

The page also mentions the unused Spyro 2 track sounding like Hurricos+Aquaria Towers, cementing THAT one as factual as well, although it also mentions that like the 7 tracks mentioned above, this one is also a PAL exclusive. I've tried ripping the music from Spyro 2 using PSound to find out for myself, but I literally can't get ANYTHING from the "SPEECH" file imported onto it, only the sound effects from the WAD (and I know for a fact the music is stored in "SPEECH" as I've imported some of the music from YOTD onto PSound, and the file composition of Spyro 2 and 3 is near-identical). I'll try playing the YOTD tracks in PSound in a little bit and see if I get any results.


Im willing to try to see if the slow down remixes are indeed unused. Might seem odd, but I remember being told that some of the alternate music will only play on one specific level, and im not sure exactly on how much to wait for them to appear. Seems a bit weird that they would leave so much (good) music unused.

Also, I do have the sound file for the unused aquaria+hurricos remix, and seems to be indeed PAL exclusive (I wonder about the Japanese version) The problem is, that track is heavily clipped, so I had to get a somewhat restored version (for hearing purposes )

I wonder if PSound would read a burned game into a disc, since I have the PAL spyro 2 that way (but then I got the original NTSC version)

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Posted on 07-18-13 07:26:19 PM Link | Quote
Originally posted by crashandcortex
Excellent discovery! I wasn't 100% if the first Spyro had this message as I don't have a disc on-hand for Spyro 1, so seeing that the developer message is universal across all games is a welcome (albeit somewhat creepy) sight!

As for your encryption question, I hate to say this but I honestly don't know much about file encryptions or anything to that extent sadly, but somebody more versed in programming will probably be able to assist you on that matter, and seeing that this is the Cutting Room Floor we're talking about, experts will be everywhere hopefully!



Thanks! If tools are able to read the WAD file of Spyro 2, I think my concerns about encryption are moot anyway.

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Posted on 07-22-13 05:38:09 PM Link | Quote
Just posting in the thread again to say I've silently made multiple updates to the thread to further increase the accuracy of our findings and add a few things I neglected to plop up before due to redundancy reasons! (as a lot of the YOTD ones are already on the wiki) Perhaps most significantly, I've devised a rather simplistic key to represent the information that's already on the wiki, as well as anything which seems a little fishy and isn't 100% clarified yet (like the supposed Alpine Ridge "test"), which hopefully makes the layout of the post a tiny tiny bit more organised! Names have been given to a few of the unused tracks as well to better identify them within the post and make it easier for anybody who wants to post them on the wiki to identify each individual track.

I've also stealth updated the first post with additional material, both that which is on the wiki and new things I hadn't previously known of! Here're some of the goodies:

Spyro 2:

* 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?

Spyro 3:

* 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)

* (!) Unused dialogue from the Professor can be accessed in-game through using the dialogue testing cheat on the Start menu. 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.

Enter the Dragonfly: :

* (!) 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!

Hopefully we gain yet more information on unused Spyro elements very soon, and like I've said before, if you know something we don't, don't be afraid to tell us so we can compile it together and make the best unused Spyro material source possible!
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Posted on 07-23-13 04:06:56 AM Link | Quote
The unused dialog of the professor is really interesting, since he doesnt appears in evening lake at all.

Also about the alternate themes of spyro 1, I knew they couldnt be unused

Thought there is still something that bothers me. On the occasions I have played the game, I have never heard the PAL caves alternate. But I have heard the "brave little dragon" theme (labeled as peace keepers alternate theme) and the slow down wizard peak. However since the circumstances for the tracks to play are still a mystery, maybe the PAL high caves alternate appears only in certain areas. I havent tested what tracks should appear in beast makers home till gnorc gnexus.

Also there is something that really bothers me. If the NTSC version was released first, wouldn't the High Caves PAL theme would be an alternate version of the hidden track that appears in the NTSC version?

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Posted on 02-11-14 04:24:56 PM (last edited by crashandcortex at 02-11-14 04:41:42 PM) Link | Quote
SUPERLATE BUMP, but I'm just posting to let anybody interested know that this thread is by all means alive and kicking! I've just been immensely lazy and so haven't actually gotten around to posting any of the new things found as of late. The first page will be updated to accommodate the few new tidbits we've found, and I stress that if you can find new stuff that isn't listed, or potential new details about existing unused things, then by all means contribute to the thread and help us expand the compendium! This is a community, after all!

Now, for the update:

Spyro the Dragon:

* For starters, the game actually has [[http://tcrf.net/Spyro_the_Dragon_(PlayStation) a page]] on the wiki now! Everything I've found can also be found on the page, but for the sake of making the thread comprehensive, even details on the wiki will be plopped into the post!

* (!) 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:

DRAGON X (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)

THIGH MASTERS (You cheeky devils at Insomniac, you! Also grouped with the world names, but this one's quite clearly just there for laughs)

WOW! I SEE YOU HAVE BEEN BUSY RESCUING DRAGONS, SPYRO. (an alternate string for the Balloonist in the Artisans home, for when you satisfy the conditions to go to Peace Keepers. I'm actually not 100% sure if these are unused, but somebody who compiled the game's script didn't list them, so it may be safe to assume)

THANK YOU SPYRO, FOR RECOVERING SO MANY OF OUR DRAGON EGGS. (same as above, only intended for the Magic Crafters home)

I FEEL MUCH BETTER NOW THAT SO MANY DRAGONS HAVE BEEN RESCUED. (same as above, only intended for the Beast Makers home)

BUT BEWARE SPYRO. (AGAIN. Intended for the Dream Weavers home, interestingly it's isolated from the rest of the text, but it had to be accompanied by another string to actually make any sense...)

* (!) 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

RASHIDI
JETHRO
FINLAY
GALE
SILVUS


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.

* (!) I browsed through the WAD and found 3 sounds which I don't remember hearing at any point in the game. While I don't remember what number they had on PSound, they're detailed on the wiki, so you can listen to them at your own leisure. The first is a cry from the green druid enemy, which sounds like him summoning an enemy from below. The second, grouped in with the files for the Dream Weavers, is a crude slapping sound effect which was probably intended for the enlarged druids with the hilarious voices! The last one is an alternate death sound effect for the mechanical nightmare inducing spider enemies for High Caves, which includes an impact sound lacking in the variant used in-game.

Spyro 3: Year of the Dragon:

* (?) Seeing as no further proof of the Alpine Ridge "test" theme could be found (I browsed my disc, looked online as far as I could and still only had that one video as "proof". I checked the WAD too so it isn't like the credits theme which is stored as a sound effect as opposed to music), I removed it from the list. If anybody CAN prove it exists, please come forward though!

* (!) (?) 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!

Spyro: A Hero's Tail:

* 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 )

That's all I have unfortunately. If anybody has anything to add, no matter how minor it may seem, please please contribute! Thanks everybody!
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Posted on 05-01-14 03:02:55 AM Link | Quote
About those two unheard Spyro songs supposedly found in a Spyro 3 Promo CD, those are VERY likely fan-made/fake. Think about it, Stewart uses at least one Spyro-esc instrument in every one of his songs(Even in Spyro 3 and Enter the Dragonfly soundtracks) and in both of these songs there's not even one Spyro-esc instrument in it. Also, in the first few seconds of the first one, the drumroll is actually cut from Artisan's Home. If you compare the two, it's actually the drumroll for Artisan's Home right before the song fades to the Wild West song. They sound VERY good though and I'd like to know who composed these so maybe they could make music for the public not under anonymous identity.
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Posted on 05-05-14 08:23:54 AM Link | Quote
Originally posted by Slvr99
About those two unheard Spyro songs supposedly found in a Spyro 3 Promo CD, those are VERY likely fan-made/fake. Think about it, Stewart uses at least one Spyro-esc instrument in every one of his songs(Even in Spyro 3 and Enter the Dragonfly soundtracks) and in both of these songs there's not even one Spyro-esc instrument in it. Also, in the first few seconds of the first one, the drumroll is actually cut from Artisan's Home. If you compare the two, it's actually the drumroll for Artisan's Home right before the song fades to the Wild West song. They sound VERY good though and I'd like to know who composed these so maybe they could make music for the public not under anonymous identity.


... You know what, you're absolutely right. A lot of us had our suspicions that they were fan-made tracks, as fans are surprisingly good at replicating the "Spyro" sound, but yeah, what you've contributed provides some very solid grounding to show they're fanmade, especially since I've not once heard about any sort of Spyro "promo" disc before. They'll be promptly deleted I'd also like to say thank you very much for your Enter the Dragonfly contributions on the wiki!

Now, for some miscellaneous long-overdue updates:

Spyro 1:
* (!) A lot of the "unused" balloonist strings I put up previously actually are used in-game, but they don't occur too often and the jumbled nature of the game's text when viewed in a hex editor confused me, hence they've been dropped.

* (!) 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..).

Spyro 2:
* 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

Oh no! Now my 15 cousins have been petrified too! Can you save all 15? &Help out again? &Yes&No
(-Follow me...and remember, jump and then press } to headbash. &[Follow Grundy and bash her relatives out of the rock.



Year of the Dragon:
* (!) 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

Bryan Allgeier, we love you.


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

Beach Party!


... 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

The very last egg, no really it is.


A possible early name for the Super Bonus Round egg? ("Whoo, a secret egg.")
Originally posted by crashandcortex1995

Where do you think you're going with that egg. You just put that back this minute. You can't trust anybody these days.


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

Stop, thief.


Another string which appears to have been plopped in with no real purpose.


Enter the Dragonfly: (yes, I am aware a lot of the information is partially prerelease, but it still warrants mention)
* (!) 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

* (!) 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

20: "Hi Spyro \nWelcome to the Monkey Monk Mountains"
21: "Scott"
22: "Hi Spyro \nFly to the platforms"
23: "Alex"
30: "Break the wall of ice below with your flame breath"
31: "Brent"
40: "Free your mind \nJump and glide Spyro"
41: "Joel"
50: "Thanks for helping us \nHave a dragonfly"
51: "Brian"
60: "Hello Spyro \nGive me ALL your money."
61: "Moneybags"


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

#Monkey Monk Monastery
{0.1 0.48 Text 364 24}
{0.9 0.48 PageLink 11}
Page 11
{
#Monkey Monk Monastery
{0.1 0.1 Text 364 24}
{0.5 0.4 Image "icon_at_mmm.mrb" 22}
{0.1 0.8 LevelField 1 Completion }
}


Originally posted by crashandcortex1995

200: "King Kong"


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

#Script debugging
5100:"Branch 0"
5101:"Branch 1"
5102:"Branch 2"
5103:"Branch 3"
5104:"Branch 4"
5105:"Branch 5"
5106:"Branch 6"
5107:"Branch 7"
5108:"Branch 8"
5109:"Branch 9"
5110:"Branch 10"
5111:"Branch 11"
5112:"Branch 12"
5113:"Branch 13"
5114:"Branch 14"


Originally posted by crashandcortex1995

#Tammys Test scripts
#253: "Pick up all the butterfly bottles in 10 seconds to win. Make sure to avoid the sphere, though. Let's go!"
#253: "Flame all the gators in 30 seconds to win. Let's go!"
253: "Pick up each gator and bring it to the sphere. You have 30 seconds. Let's go!"
254: "Sorry you didn't make it in time, play again?"
257: "Flame the red, then green, then purple gems in 60s to win."


Originally posted by crashandcortex1995

5206:"You just won a race or time attack but I don't know which one until I get fixed!"


It seems Check 6 had a spot of trouble setting flags on Speedways, if this text is any indication.
Originally posted by crashandcortex1995

5200:."Sparx"..
5201:"Thanks for visiting, Spyro! Are you ready to leave?"
5202:"Nah, I think I'll look around some more."
5203:"Yeah, let me outta this crazy place!"
5204:"Ok, have fun!"
5205:"Aight. Cya"


Rather miscellaneous, tongue-in-cheek text which appears to correlate to a testing environment.

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

At the moment, that's all the new stuff I have on hand that's actually on the discs/cartridges! I would've added Season of Ice to this page seeing as it has a page on the wiki, but all Season of Ice has so far are regional differences, which aren't exactly "unused" content. Rest assured though, if anybody finds any actual unused stuff in the GBA games, they'll be plopped here as well.
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Posted on 05-06-14 02:25:06 PM (last edited by Slvr99 at 05-06-14 02:25:30 PM) Link | Quote
Originally posted by crashandcortex

Spyro 2:

* 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

Oh no! Now my 15 cousins have been petrified too! Can you save all 15? &Help out again? &Yes&No
(-Follow me...and remember, jump and then press } to headbash. &[Follow Grundy and bash her relatives out of the rock.



Just so you know, a majority of that text from Enter that Dragonfly is not in the final game, only in the Demo. Some people have reported one of the files in the final game including these beta scripts and strings, but I could not find them in the final game, both Greatest Hits and Non. As for this Spyro 2 text, I actually found the Voice clips that were supposed to be used for this removed challenge. I could upload them if you would know a good way to have me upload them and put them here. Upload on TCRF and post links to the clips here?
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Posted on 05-06-14 06:12:12 PM Link | Quote
Originally posted by Slvr99
Originally posted by crashandcortex

Spyro 2:

* 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

Oh no! Now my 15 cousins have been petrified too! Can you save all 15? &Help out again? &Yes&No
(-Follow me...and remember, jump and then press } to headbash. &[Follow Grundy and bash her relatives out of the rock.



Just so you know, a majority of that text from Enter that Dragonfly is not in the final game, only in the Demo. Some people have reported one of the files in the final game including these beta scripts and strings, but I could not find them in the final game, both Greatest Hits and Non. As for this Spyro 2 text, I actually found the Voice clips that were supposed to be used for this removed challenge. I could upload them if you would know a good way to have me upload them and put them here. Upload on TCRF and post links to the clips here?


Yeah, I checked the history of that page and read it quite thoroughly, so I am aware a lot of it is pre-release/demo, but can't check myself since I don't have a copy of ETD on hand. I assume you've checked the game with a hex editor to confirm their removal later on?

Spyro 2: Ooh that'd be really great to have actually! I'm not sure if the clips would be suitable to upload until the game actually has a page, but having them up as references would prove really helpful nonetheless! Out of interest, how did you rip the audio from the SPEECH file? My copy is really unusual and doesn't let any of my programmes rip the audio files out of it (even though it works A-OK with Spyro 3, which has pretty much the same file format...), and I'm not sure if it's just because of my disc, or because jPSXdec only works with 3 and not 2 for some bizarre reason.
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Posted on 05-06-14 09:58:43 PM Link | Quote
Yeah, I wish Spyro's sound format was as easy to crack as EtD's... The file is very picky when it comes to extracting. Some programs like some normal ISO viewers won't extract the file correctly, thus not allowing it to function. I used CDmage to extract the SPEECH file. Then, I used an obscure program called superxa2wav. This converts the .STR to individual WAV files. I've already taken the liberty of cutting each Voice into separate Sound files and pretty soon, I'll be playing through the game to see what is used and what is unused. There is a lot of repeat voices for Elora in Summer Forest with different tones for each and there is a few unused things that I can't think of right now... Once I get around to checking the voices, I can post what audio is unused here.
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Posted on 05-07-14 04:41:46 AM Link | Quote
Originally posted by Slvr99
Yeah, I wish Spyro's sound format was as easy to crack as EtD's... The file is very picky when it comes to extracting. Some programs like some normal ISO viewers won't extract the file correctly, thus not allowing it to function. I used CDmage to extract the SPEECH file. Then, I used an obscure program called superxa2wav. This converts the .STR to individual WAV files. I've already taken the liberty of cutting each Voice into separate Sound files and pretty soon, I'll be playing through the game to see what is used and what is unused. There is a lot of repeat voices for Elora in Summer Forest with different tones for each and there is a few unused things that I can't think of right now... Once I get around to checking the voices, I can post what audio is unused here.


You could also use PSound to hear and IIRC, extract audio files from PSX games.
I remember I popped in my 3 discs, and you could hear all the audio and voices. All the voices (atleast from YotD) were in multiple 10 mins long tracks.

____________________
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Posted on 05-07-14 10:40:15 AM Link | Quote
Originally posted by gridatttack

You could also use PSound to hear and IIRC, extract audio files from PSX games.
I remember I popped in my 3 discs, and you could hear all the audio and voices. All the voices (atleast from YotD) were in multiple 10 mins long tracks.

That's just the thing. Spyro 3 seems to work that way, but I remember Spyro 2 not working exactly that way. Sound effects can be heard through PSound, but Voices and Music cannot. That's what the other program does.
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Posted on 05-08-14 03:04:01 PM Link | Quote
Does anyone know if we have looked at the files for every version of Enter the Dragonfly? Meaning, have we looked through the standard PS2 and Gamecube releases, Greatest Hits/Player's Choice of the PS2 and Gamecube releases, PAL releases, and Platinum PAL releases? If not, I will go and buy every version we don't have checked and look for any differences. There's bound to be SOMETHING different.
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Posted on 06-04-14 09:58:51 AM Link | Quote
Just making a quick and cheap edit to say that the Legend trilogy, as much as I despise everything about them, are also gonna be covered within this thread. There isn't much content at all right now, but a little bit of collective detective work might just unearth some new stuff we haven't seen before!

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

Hey, isn't this a little dangerous... what we're doing?
Suppose... suppose the dam collapses, while we're here, underneath...
I'm not scared, I'm just... not a strong swimmer.



Another would feature Malefor taunting Spyro and Cinder during the final battle, with Spyro retorting in kind:
Originally posted by crashandcortex1995

Pathetic dragons!!
Err dude, you're a dragon too, you know.



Next newer thread | Next older thread
Jul - The Cutting Room Floor - Spyro The Dragon Series: Unused Material Compendium New poll - New thread - New reply


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

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line 148 column 44 - Warning: <img> proprietary attribute value "absmiddle"
line 148 column 142 - Warning: <img> proprietary attribute value "absmiddle"
line 148 column 246 - Warning: <img> proprietary attribute value "absmiddle"
line 161 column 22 - Warning: <img> lacks "alt" attribute
line 161 column 63 - Warning: <img> lacks "alt" attribute
line 161 column 112 - Warning: <img> lacks "alt" attribute
line 161 column 162 - Warning: <img> lacks "alt" attribute
line 172 column 15 - Warning: <img> lacks "alt" attribute
line 522 column 22 - Warning: <img> lacks "alt" attribute
line 522 column 63 - Warning: <img> lacks "alt" attribute
line 522 column 112 - Warning: <img> lacks "alt" attribute
line 522 column 162 - Warning: <img> lacks "alt" attribute
line 533 column 15 - Warning: <img> lacks "alt" attribute
line 537 column 92 - Warning: <font> attribute "color" had invalid value "97ACEF" and has been replaced
line 554 column 22 - Warning: <img> lacks "alt" attribute
line 554 column 63 - Warning: <img> lacks "alt" attribute
line 554 column 112 - Warning: <img> lacks "alt" attribute
line 554 column 162 - Warning: <img> lacks "alt" attribute
line 565 column 15 - Warning: <img> lacks "alt" attribute
line 569 column 92 - Warning: <font> attribute "color" had invalid value "7C60B0" and has been replaced
line 597 column 11 - Warning: <img> lacks "alt" attribute
line 598 column 22 - Warning: <img> lacks "alt" attribute
line 598 column 63 - Warning: <img> lacks "alt" attribute
line 598 column 112 - Warning: <img> lacks "alt" attribute
line 598 column 162 - Warning: <img> lacks "alt" attribute
line 609 column 15 - Warning: <img> lacks "alt" attribute
line 613 column 92 - Warning: <font> attribute "color" had invalid value "7C60B0" and has been replaced
line 624 column 1573 - Warning: <img> proprietary attribute value "absmiddle"
line 624 column 1573 - Warning: <img> lacks "alt" attribute
line 629 column 2025 - Warning: <img> proprietary attribute value "absmiddle"
line 629 column 2025 - Warning: <img> lacks "alt" attribute
line 630 column 2561 - Warning: <img> lacks "alt" attribute
line 637 column 14 - Warning: <img> proprietary attribute value "absmiddle"
line 637 column 14 - Warning: <img> lacks "alt" attribute
line 638 column 22 - Warning: <img> lacks "alt" attribute
line 638 column 63 - Warning: <img> lacks "alt" attribute
line 638 column 112 - Warning: <img> lacks "alt" attribute
line 638 column 162 - Warning: <img> lacks "alt" attribute
line 639 column 11 - Warning: <img> lacks "alt" attribute
line 649 column 15 - Warning: <img> lacks "alt" attribute
line 653 column 92 - Warning: <font> attribute "color" had invalid value "97ACEF" and has been replaced
line 680 column 22 - Warning: <img> lacks "alt" attribute
line 680 column 63 - Warning: <img> lacks "alt" attribute
line 680 column 112 - Warning: <img> lacks "alt" attribute
line 680 column 162 - Warning: <img> lacks "alt" attribute
line 691 column 15 - Warning: <img> lacks "alt" attribute
line 695 column 92 - Warning: <font> attribute "color" had invalid value "7C60B0" and has been replaced
line 706 column 1653 - Warning: <img> proprietary attribute value "absmiddle"
line 706 column 1653 - Warning: <img> lacks "alt" attribute
line 711 column 2105 - Warning: <img> proprietary attribute value "absmiddle"
line 711 column 2105 - Warning: <img> lacks "alt" attribute
line 750 column 11 - Warning: <img> lacks "alt" attribute
line 751 column 22 - Warning: <img> lacks "alt" attribute
line 751 column 63 - Warning: <img> lacks "alt" attribute
line 751 column 112 - Warning: <img> lacks "alt" attribute
line 751 column 162 - Warning: <img> lacks "alt" attribute
line 762 column 15 - Warning: <img> lacks "alt" attribute
line 777 column 3151 - Warning: <img> proprietary attribute value "absmiddle"
line 777 column 3151 - Warning: <img> lacks "alt" attribute
line 779 column 3557 - Warning: <img> lacks "alt" attribute
line 786 column 14 - Warning: <img> proprietary attribute value "absmiddle"
line 786 column 14 - Warning: <img> lacks "alt" attribute
line 787 column 22 - Warning: <img> lacks "alt" attribute
line 787 column 63 - Warning: <img> lacks "alt" attribute
line 787 column 112 - Warning: <img> lacks "alt" attribute
line 787 column 162 - Warning: <img> lacks "alt" attribute
line 788 column 11 - Warning: <img> lacks "alt" attribute
line 798 column 15 - Warning: <img> lacks "alt" attribute
line 805 column 431 - Warning: <div> anchor "pomp-post1" already defined
line 818 column 22 - Warning: <img> lacks "alt" attribute
line 818 column 63 - Warning: <img> lacks "alt" attribute
line 818 column 112 - Warning: <img> lacks "alt" attribute
line 818 column 162 - Warning: <img> lacks "alt" attribute
line 829 column 15 - Warning: <img> lacks "alt" attribute
line 870 column 11 - Warning: <img> lacks "alt" attribute
line 871 column 22 - Warning: <img> lacks "alt" attribute
line 871 column 63 - Warning: <img> lacks "alt" attribute
line 871 column 112 - Warning: <img> lacks "alt" attribute
line 871 column 162 - Warning: <img> lacks "alt" attribute
line 882 column 15 - Warning: <img> lacks "alt" attribute
line 891 column 262 - Warning: <img> proprietary attribute value "absmiddle"
line 891 column 262 - Warning: <img> lacks "alt" attribute
line 895 column 1223 - Warning: <img> lacks "alt" attribute
line 903 column 22 - Warning: <img> lacks "alt" attribute
line 903 column 63 - Warning: <img> lacks "alt" attribute
line 903 column 112 - Warning: <img> lacks "alt" attribute
line 903 column 162 - Warning: <img> lacks "alt" attribute
line 914 column 15 - Warning: <img> lacks "alt" attribute
line 974 column 21 - Warning: <img> lacks "alt" attribute
line 974 column 62 - Warning: <img> lacks "alt" attribute
line 974 column 111 - Warning: <img> lacks "alt" attribute
line 974 column 161 - Warning: <img> lacks "alt" attribute
line 985 column 15 - Warning: <img> lacks "alt" attribute
line 1000 column 22 - Warning: <img> lacks "alt" attribute
line 1000 column 63 - Warning: <img> lacks "alt" attribute
line 1000 column 112 - Warning: <img> lacks "alt" attribute
line 1000 column 162 - Warning: <img> lacks "alt" attribute
line 1011 column 15 - Warning: <img> lacks "alt" attribute
line 1020 column 1243 - Warning: <img> proprietary attribute value "absmiddle"
line 1020 column 1243 - Warning: <img> lacks "alt" attribute
line 1154 column 21 - Warning: <img> lacks "alt" attribute
line 1154 column 62 - Warning: <img> lacks "alt" attribute
line 1154 column 111 - Warning: <img> lacks "alt" attribute
line 1154 column 161 - Warning: <img> lacks "alt" attribute
line 1165 column 15 - Warning: <img> lacks "alt" attribute
line 1188 column 22 - Warning: <img> lacks "alt" attribute
line 1188 column 63 - Warning: <img> lacks "alt" attribute
line 1188 column 112 - Warning: <img> lacks "alt" attribute
line 1188 column 162 - Warning: <img> lacks "alt" attribute
line 1199 column 15 - Warning: <img> lacks "alt" attribute
line 1226 column 21 - Warning: <img> lacks "alt" attribute
line 1226 column 62 - Warning: <img> lacks "alt" attribute
line 1226 column 111 - Warning: <img> lacks "alt" attribute
line 1226 column 161 - Warning: <img> lacks "alt" attribute
line 1237 column 15 - Warning: <img> lacks "alt" attribute
line 1251 column 11 - Warning: <img> lacks "alt" attribute
line 1252 column 22 - Warning: <img> lacks "alt" attribute
line 1252 column 63 - Warning: <img> lacks "alt" attribute
line 1252 column 112 - Warning: <img> lacks "alt" attribute
line 1252 column 162 - Warning: <img> lacks "alt" attribute
line 1263 column 15 - Warning: <img> lacks "alt" attribute
line 1273 column 1396 - Warning: <img> lacks "alt" attribute
line 1281 column 21 - Warning: <img> lacks "alt" attribute
line 1281 column 62 - Warning: <img> lacks "alt" attribute
line 1281 column 111 - Warning: <img> lacks "alt" attribute
line 1281 column 161 - Warning: <img> lacks "alt" attribute
line 1292 column 15 - Warning: <img> lacks "alt" attribute
line 1310 column 21 - Warning: <img> lacks "alt" attribute
line 1310 column 62 - Warning: <img> lacks "alt" attribute
line 1310 column 111 - Warning: <img> lacks "alt" attribute
line 1310 column 161 - Warning: <img> lacks "alt" attribute
line 1321 column 15 - Warning: <img> lacks "alt" attribute
line 1336 column 22 - Warning: <img> lacks "alt" attribute
line 1336 column 63 - Warning: <img> lacks "alt" attribute
line 1336 column 112 - Warning: <img> lacks "alt" attribute
line 1336 column 162 - Warning: <img> lacks "alt" attribute
line 1347 column 15 - Warning: <img> lacks "alt" attribute
line 1383 column 44 - Warning: <img> proprietary attribute value "absmiddle"
line 1383 column 142 - Warning: <img> proprietary attribute value "absmiddle"
line 1383 column 246 - Warning: <img> proprietary attribute value "absmiddle"
line 1392 column 25 - Warning: <img> lacks "alt" attribute
line 1397 column 267 - Warning: <img> lacks "alt" attribute
line 149 column 50 - Warning: trimming empty <font>
line 1377 column 17 - Warning: trimming empty <tr>
line 1380 column 50 - Warning: trimming empty <font>
line 125 column 68 - Warning: <nobr> is not approved by W3C
line 141 column 68 - Warning: <nobr> is not approved by W3C
line 177 column 27 - Warning: <nobr> is not approved by W3C
line 538 column 27 - Warning: <nobr> is not approved by W3C
line 570 column 27 - Warning: <nobr> is not approved by W3C
line 614 column 27 - Warning: <nobr> is not approved by W3C
line 654 column 27 - Warning: <nobr> is not approved by W3C
line 696 column 27 - Warning: <nobr> is not approved by W3C
line 767 column 27 - Warning: <nobr> is not approved by W3C
line 803 column 27 - Warning: <nobr> is not approved by W3C
line 834 column 27 - Warning: <nobr> is not approved by W3C
line 887 column 27 - Warning: <nobr> is not approved by W3C
line 919 column 27 - Warning: <nobr> is not approved by W3C
line 990 column 27 - Warning: <nobr> is not approved by W3C
line 1016 column 27 - Warning: <nobr> is not approved by W3C
line 1170 column 27 - Warning: <nobr> is not approved by W3C
line 1204 column 27 - Warning: <nobr> is not approved by W3C
line 1242 column 27 - Warning: <nobr> is not approved by W3C
line 1268 column 27 - Warning: <nobr> is not approved by W3C
line 1297 column 27 - Warning: <nobr> is not approved by W3C
line 1326 column 27 - Warning: <nobr> is not approved by W3C
line 1352 column 27 - Warning: <nobr> is not approved by W3C
Info: Document content looks like HTML5
Info: No system identifier in emitted doctype
Tidy found 308 warnings and 0 errors!


The alt attribute should be used to give a short description
of an image; longer descriptions should be given with the
longdesc attribute which takes a URL linked to the description.
These measures are needed for people using non-graphical browsers.

For further advice on how to make your pages accessible
see http://www.w3.org/WAI/GL.
You are recommended to use CSS to specify the font and
properties such as its size and color. This will reduce
the size of HTML files and make them easier to maintain
compared with using <FONT> elements.

You are recommended to use CSS to control line wrapping.
Use "white-space: nowrap" to inhibit wrapping in place
of inserting <NOBR>...</NOBR> into the markup.

About HTML Tidy: https://github.com/htacg/tidy-html5
Bug reports and comments: https://github.com/htacg/tidy-html5/issues
Official mailing list: https://lists.w3.org/Archives/Public/public-htacg/
Latest HTML specification: http://dev.w3.org/html5/spec-author-view/
Validate your HTML documents: http://validator.w3.org/nu/
Lobby your company to join the W3C: http://www.w3.org/Consortium

Do you speak a language other than English, or a different variant of
English? Consider helping us to localize HTML Tidy. For details please see
https://github.com/htacg/tidy-html5/blob/master/README/LOCALIZE.md