If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!
Proto:Spyro the Dragon (PlayStation)/July 18th, 1998 build/Dream Weavers
Jump to navigation
Jump to search
This is a sub-page of Proto:Spyro the Dragon (PlayStation)/July 18th, 1998 build.
From this point on, all dragons feature neither text dialogue nor a cutscene. Instead, they disappear immediately upon collection.
Contents
Differences
Dream Weavers Home
Jun 15 | Jul 18 | Aug 12 Final |
---|---|---|
- The map has received some updates from the June 15th prototype, but still does not match the final - all three maps are included above for comparison.
- Like the June 15th build, all buildings have green rooves, as opposed to some of the buildings having blue rooves and the other building having an orange roof.
- One of the islands near to the cannon was made much larger in the release version - in this version, it's the same size as it was in the June 15th prototype.
- The area near Jacques' portal is much more well-lit in the final game, though the lighting had changed somewhat since the June 15th version.
- There's a graphical bug near the island with two jokers, resulting in this area not drawing at all.
- The extending platforms still use basic black and white textures from Jun 15 prototype, while cannons were already retextured.
Dark Passage
Jun 15 | Jul 18 | Aug 12 Final |
---|---|---|
- While the level model seems to have been mostly changed since June 15th to match the final one, much of the level's textures and lighting is incomplete still. All three maps are included above for comparison.
- The lighting and colouring is significantly more basic and less varied, and all indoor floors use a more basic texture than the patterned look of the final.
- There's a rim surrounding the platform where the exit vortex resides in this version.
Lofty Castle
- For some reason, this level contains 401 gems instead of 400. As noted on the main page, this can cause an unusual glitch where the player's completion percentage will jump to 100% once they've collected the rest of the gems, even if they're yet to collect all the dragons.
- The waterfalls aren't as bright as they appear in the final game.
- Strangely, it appears as though the texture on one of the polygons on one of the building's rooves was incorrectly rotated in the final game, yet it appears correctly here.
Haunted Towers
Jul 18 | Aug 12 Final |
---|---|
- The rooves of the first two rooms are modelled differently.
- As seen from above, a couple of the polygons atop the walls in the last section are missing - this is likely a leftover from when there was an additional room to access (e.g. in the June 15th build), as one of these polygons would not have been present at the time.
- In the room after the supercharge track, one of the 5 doors leads to a room with lots of flame resistant gem crates. If you destroy too many of them too fast using superflame - a game crash will occur.
Jacques
- A small amount of the lighting was changed very slightly.
Icy Flight
Jul 18 | Aug 12 Final |
---|---|
- The lighting in this level is vastly different from the final version.
- A few platforms seem to have slightly changed in texture.