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<div>{{delete|Hoax}}</div>Hwd45http://hiddenpalace.org/w/index.php?title=Spyro:_Year_of_the_Dragon_(Sep_4,_2000_prototype)&diff=108044Spyro: Year of the Dragon (Sep 4, 2000 prototype)2024-01-22T23:39:06Z<p>Hwd45: Undo revision 108042 by Crazy Muzzarino (talk) not relevant / weirdly speculative?</p>
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<div>{{Prototype<br />
|Page name=Spyro: Year of the Dragon (Sep 4, 2000 prototype)<br />
|titlescreen=Spyro3-Sep04-00.png<br />
|builddate=Sep 4, 2000 00:00:00<br />
|buildname=Review<br />
|status=Released<br />
|releasedby=Hwd45<br />
|filereleasedate=Jan 21, 2024<br />
|origin_type=CD-R<br />
|origin_dumpmethod=MPF 2.1 (Plextor PX-W4012TA 1.07)<br />
|origin_ownership=Hwd45 (2023-Present)<br />
|origin_labels=SPYRO 3 15/09/00<br />
|game=Spyro: Year of the Dragon<br />
|system=PlayStation<br />
|genre=Platformer<br />
|final_builddate={{RegionDate|US|Sep 14, 2000 (Rev 0)}} {{RegionDate|EU|Sep 29, 2000 (Rev 0)}}<br />
{{RegionDate|EU|Oct 24, 2000 (Rev 1)}}<br />
{{RegionDate|US|Oct 31, 2000 (Rev 1)}}<br />
|release_date={{RegionDate|US|Oct 24, 2000}} {{RegionDate|EU|Nov 10, 2000}} {{RegionDate|JP|unreleased}}<br />
|unreleased=No<br />
|news_page=News/Crash_Bash_and_Spyro_3<br />
}}<br />
{{Download<br />
|file=Spyro - Year of the Dragon (Sep 4, 2000 prototype).7z<br />
}}<br />
A prototype of Spyro: Year of the Dragon for the PlayStation.<br />
Previously, the September 11th prototype was known as the September 4th prototype - with the release of this build, and a greater understanding of the late development timeline, the aforementioned build has been renamed. As such, one should be aware that there are two review builds that have at one point been referred to as the September 4th prototype.<br />
<br />
==Notes==<br />
{{Tcrf link|Proto:Spyro:_Year_of_the_Dragon/September_4th,_2000_build}}<br />
* An NTSC-U review build dated about 10 days before the final.<br />
* Like the first revision of the final game, the file dates do not reflect when the game was actually built. However, there is a build string in the save file information which indicates a build date of September 4th, 2000.<br />
** A similar string is also seen in the game's demos.<br />
** The string - '''SPYRO_3(pal)-v.9.4''' - claims the build to be a PAL version, when it's actually NTSC-U. This build string may thus be left over from a slightly earlier version.<br />
** The string is also present in the later September 11th prototype, but as that build is clearly much closer to release, it's thought that the burn date on the disc is more likely to be accurate than the save file string. By contrast, the date written on the September 4th disc is 15/09/00, a date which is clearly inaccurate to the build date, due to it being after the final build.<br />
* The game features a different soundtrack to the final release, notably inlcuding tracks that would never be used in any final release as well as tracks that would disappear in the earliest final builds and not be re-implemented until later builds.<br />
* A number of cutscenes have minor audiovisual differences when compared to their final counterparts.<br />
** All of the pre-cutscene images are missing, and are instead replaced with an image of an empty Atlas page. Interestingly, the versions of the cutscenes that the final's cutscene images depict appear to be from an earlier point in development than this build.<br />
** All cutscenes are dialogue-only in this version, missing their music and sound effects (aside from recorded voice-based sound effects, like snoring or burping - rather, sounds used elsewhere in the game and sounds originating from a sound effect library seem to be the ones missing).<br />
** A number of particles are missing from cutscenes, notably including magic sparkles, fireworks, and the particles produced by Sparx.<br />
** In cutscenes, Sparx has the wrong color applied to his model, making him appear a very dark blue-black color.<br />
** The portals to the critter levels are all similarly different in appearance - their level portals are missing, and the portal frames instead appear as if they hadn't been activated yet.<br />
** In "The Escape!", the camera is much closer to Hunter during the close-up scenes, even including the one where the camera swings in close rather than moving instantaneously. At times, the camera appears to move entirely inside the cage.<br />
** In both "Bianca Strikes Back" and "Spike Is Born", the cutscene audio ends with a loud popping sound, and the rest of the cutscene stutters dramatically (pausing for roughly 1 second for every 2 seconds of the cutscene).<br />
** Like other cutscenes, the music is missing from the "THE END" cutscene. The only sound that plays throughout this cutscene are two burping sounds, both of which are identical, and neither match the ones used in the final game. Amusingly, the burps are totally absent in the later September 11th build, despite this build having the music and some of the sound effects for this cutscene.<br />
* Each of the various anti-crack protection measures are not present in this version of the game.<br />
** The instance of Zoe in Sunrise Spring which delivers the anti-piracy warning is missing, and thus the text used in this exchange is, too. Additionally, the code associated with this interaction hasn't been implemented, yet. The audio message is present in the STR and assigned to the correct level, however.<br />
** Modchip protection also appears to be absent.<br />
* Dongle protection is present in this build, which can stop the game from running on real hardware and certain emulators. The game will reach the Universal logo screen before halting. A dongle file which will circumvent this protection has been included in the release package - this should be inserted into slot 2.<br />
* Across the game, there are a wide array of missing sound effects, particularly in later levels.<br />
* Many levels had changes to their moby placement (i.e. the in-game objects), and a fair number of moby models were tweaked slightly, too. This is especially true of the baby dragons, for which a handful were given completely new animations.<br />
* The title screen audio from Spyro 2 plays instead of the audio used in the final versions of Spyro 3. The music still matches the final, however. The title screen also lacks any of the standard menu sound effects.<br />
* The game only includes one autodemo, a shortened, altered version of the Sgt. Byrd in Molten Crater demo from the final game.<br />
* While Skill Points are present, the "Skill Point!" text which displays upon collecting one is not. There's also no Skill Points section implemented in the Atlas, yet.<br />
** The skill point in the boxing area of Frozen Altars is completely absent in this version. All other skill points are obtainable.<br />
* The calculations used to determine the player's completion percentage differ from the final game. In addition, both the Atlas and the title screen perform this calculation in different ways, both of which diverge significantly from the final game.<br />
** The gems collected from the final encounter with Moneybags are erroneously doubled in the title screen calculation, meaning that a full completion of the game can result in the player having anywhere from 98% to 114% completion, according to the title screen. In the final game, this figure is always 117%.<br />
** A standard full completion of this build will award the player with anywhere from 100% to 103% completion, according to the Atlas, depending on the route the player takes through the game and whether they have (manually) set a progress flag which is erroneously not written to in-game.<br />
* The final encounter with Moneybags has some notable differences:<br />
** Moneybags drops exactly 6 individual gems at a time in this build, whereas in later builds he drops many at a time. In addition, the gems he drops seem to be of any variety (with a bias in favor of pink (25) gems dropping more often), rather than only dropping a random selection of yellow (10) and pink (25) gems until the final 100 gems, where he begins dropping gems of any variety. This results in the fight being much, much longer.<br />
** In the final, the total that Moneybags drops is always deliberately less than or equal to the amount Moneybags has left to give the player. This count is not checked correctly in this build, so it's possible for Moneybags to spit out enough gems to make you go slightly over the intended gem count, causing the HUD and Atlas to desync on how many gems the player has obtained.<br />
* Many audio dialogue lines are missing or changed, as are a handful of the text dialogue lines.<br />
* Amusingly, the Atlas contents page lists "Super Bonus Worlds" as "Super Bogus Worlds".<br />
* The Atlas epilogue section can be viewed from the beginning of the game, rather than requiring you beat the Sorceress and collect 10 skill points, first. All 12 pages of the epilogue can be viewed, too, rather than requiring all skill points in order to view the last six pages.<br />
* The images used on the level pages of the Atlas are perfectly rectangular and seem to effectively just be cropped screenshots. In the later builds, these images are given an artistic blur effect and the edges of each of these screenshots are worn down.<br />
** Several of the level screenshots differ from their final equivalents. Most notably, some feature early screenshots of the levels, and Super Bonus Round's uses a recolored version of the Scorch's Pit image with "#50" scribbled over it.<br />
* The "Quit Game" option in the pause menu quits straight to the title instead of asking the player if they're sure.<br />
* The locked chest key sprite is a bit different, looking slightly narrower than the one in the final game.<br />
* There are a few HUD sprites missing in several of the levels late into the game.<br />
* The world geometry and skybox darkens slightly when the player is underwater, as in Spyro 2. In the final game, this effect was removed entirely.<br />
** The underwater visuals are particularly noticeable in Evening Lake Home - in particular, the portals appear much darker and cloudier than they do in the final game, and the underside of the surface of the water appears much brighter against the darkened skybox.<br />
** Additionally, the visuals in the underwater sublevel of Desert Ruins are particularly heavily affected by this effect. The skybox appears much brighter and cloudier than it does normally.<br />
* Desert Ruins's loading screen skybox has blue lava instead of green, matching the design for the level in earlier builds.<br />
* Some minigame challenges behave somewhat differently in this version if you finish them and then re-enter the area they're in before leaving the level.<br />
* The egg requirements for Harbor Speedway and Sorceress's Lair are 100 and 120 respectively, rather than the final's 90 and 100 respectively.<br />
* Many of the parameters used in the adaptive difficulty system were changed.<br />
* The save file format in this version mostly matches the final format, but speedway race times are not saved to the memory card.<br />
* The infamous "speedway bug", wherein the player is locked out of obtaining certain eggs in speedway levels if they've previously failed them, is not present in this version of the game. The issue seems to have arisen following an attempted fix for a different, less serious speedway bug.<br />
* Similarly, the slightly less infamous bug which causes the "Spike Is Born" cutscene to never play is also absent in this version. The issue seems to have arisen following a slight change in how vehicles determine where to send the player.<br />
* The "THE END" cutscene is never shown to the player. In the final game, the cutscene is always shown after defeating the final boss, but in this version, the game attempts to check if you've seen the cutscene, first. Unfortunately, it only plays the cutscene if you ''have'' seen the cutscene, instead of if you haven't.<br />
* The credits are not played after the "One Less Noble Warrior" or "THE END" cutscenes, in this version. As such, they can only be seen using the credits cheat code.<br />
* If a text box or an in-level cutscene plays immediately before a story cutscene starts, the aspect ratio of that interaction will persist into the cutscene.<br />
** When paying Moneybags to free a critter, the screen borders which are revealed during the dialogue interaction can briefly be seen retreating to the top and bottom of the screen.<br />
** After defeating the Sorceress, the aspect ratio from the cutscene of her reaching out of the lava remain throughout all of the post-Sorceress cutscenes.<br />
* The "Level Complete" text does not show up properly in this build. Instead, the "X00/X00" gems counter or the "X/X" eggs counter (whichever was shown most recently) shows up a second time, and "Level Complete" appears very quickly when it disappears.<br />
** "Level Complete" appears normally upon re-entry to the level, however.<br />
* Hunter’s cage trap cutscene plays every time the player is in Evening Lake when they’re close enough where the cutscene takes place, rather than only taking place once when the player has finished three of the Evening Lake levels. The corresponding progress flag is not written to by this interaction, so this has no impact on gameplay.<br />
** If the flag is written to using memory editing or by loading a save file from a later review build, Hunter will disappear as usual. In skateboarding areas, Hunter’s skateboard will still be present despite Hunter being invisible.<br />
* Exiting Sorceress's Lair sometimes puts the player in an odd position. This is due to some missing spawn data which is present in later versions; without it, the game defaults to spawning them where Sunny Villa's portal exit would usually be.<br />
* The reticle controls in a couple of the minigames are not up-down inverted as they are in later builds.<br />
* The tank controls in Haunted Tomb and Sorceress' Lair differ from later builds.<br />
* A number of changes were made to the Help menus.<br />
* In Midnight Mountain Home, there is a large hole in the geometry on the back side of the building you start in. This hole was filled in in later builds.<br />
* Super Bonus Round has a few notable differences:<br />
** The entrances to each of the sublevels are slightly higher than they are in later builds. As a result, flying into the archways above the doors allows you to enter the sublevels, even if you don't have enough gems to enter the intended way.<br />
** Boosting in the submarine in this level causes it to move extremely fast.<br />
** The skateboarding area has many gem baskets, whereas these were all replaced with gems in later builds. Later versions of this level do not include any baskets whatsoever.<br />
** Bianca is absent from the final area.<br />
** The dragon is called "Zan Jayna", named after the DC Wonder Twins, instead of "Ying Yang". This is the only dragon in the game with a different name, at this stage of development.<br />
* Most appearances of Hunter include a pink patch on his arm, as he did in Spyro 2. In some cutscenes, he has brown eyes, as he did in the Japanese version of Spyro 2.<br />
* In Harbor Speedway, Hunter is, for some reason, standing on the aircraft carrier instead of inside the lighthouse.<br />
* The model for the Enchanted Towers NPC in Midday Garden Home has a slightly different design, with brown hair and a longer fringe. The hair color still appears to be visible in its low poly LOD model in the final game.<br />
** This model is present in the later September 11th build, too, but goes unseen in-game in that version.<br />
* In Enchanted Towers, the explosion sound effect which plays when the sorceress statue gets hit is notorious for how loud it is in the final game. In this version, if anything, it's too quiet!<br />
* Due to several issues present in this version of the game, only 19950 gems can be obtained under normal means, instead of the full 20000. If you're willing to use some sequence breaking movement and cheat codes to warp to late levels early, this total can be bumped up to 19975.<br />
** Five green (2) gems in Lost Fleet are set to an incorrect state, causing them to look and act like red (1) gems instead. This loses the player 5 gems they would otherwise have.<br />
** Some leftover code in Lost Fleet causes one of the submarines to drop gems when it's not supposed to, awarding the player with an extra 150 gems. However, this also results in one of the submarines in Super Bonus Round ''not'' dropping its 175 gems, meaning the player loses 25 gems this way. By using cheat codes to play Super Bonus Round first, the player can get around this issue.<br />
** 20 gems in Haunted Tomb are unobtainable due to enemies not dropping them as intended.<br />
<br />
=== Soundtrack ===<br />
* The game features a different soundtrack to the final release, notably including tracks that would never be used in any final release, as well as tracks that would disappear in the earliest final builds and not be re-implemented until later builds.<br />
** Like other builds, levels not assigned their music yet are instead assigned the music for another level. In this version, '''a track called "Grape"''' (which was previously heard on Stewart Copeland's website and in the 2022 official Spyro the Dragon OST release) is used by all levels which have not been assigned their final themes, yet.<br />
*** Sunrise Spring Home, Midday Garden Home, Evening Lake Home and Midnight Mountain Home all lack their respective tracks, and thus use Grape.<br />
*** Buzz's Dungeon incorrectly uses Grape, despite its track being finished and implemented. Its finished theme is not assigned to any level in this build.<br />
*** Starfish Reef uses Grape - considering that it's the only level to do so whilst not being a homeworld or a boss level (all of which would get their own themes in the final release), it's suspected that Grape was intended to be Starfish Reef's theme. In the final, it would just reuse the title theme.<br />
*** Sorceress's Lair also uses Grape, though the build additionally includes an '''unfinished version of the final Sorceress's Lair theme''' which is not assigned to any level. This unfinished theme is notably darker and more sinister than the final track, which has a somewhat more optimistic tone.<br />
** Most levels which did not have their own theme in the earliest final release but would get their own themes in NTSC-U Revision 1 use their final themes in this version, albeit with slightly different audio and instrumentation levelling:<br />
*** Mushroom Speedway, Enchanted Towers, Country Speedway, Honey Speedway, Haunted Tomb and Dino Mines all use their Revision 1 themes.<br />
*** Lost Fleet's Revision 1 theme is implemented but is not used by the level. Instead, '''Lost Fleet uses an entirely new theme''' which was not present in any final build. This theme is a finished version of the track heard in the April 25th, 2000 Prototype. It's not known why Lost Fleet has two tracks in this version, or if the Revision 1 theme had been intended to be used elsewhere.<br />
*** Crystal Island's Revision 1 theme is implemented but it is instead used by Bugbot Factory, whereas Crystal Islands uses the title theme, a track which is used by Bugbot Factory in the final release. This appears to be a mixup rather than the intended order of these tracks.<br />
** Crawdad Farm uses '''a track called Cherry''', which was previously heard on Stewart Copeland's website and in the 2022 official Spyro the Dragon OST release, rather than reusing the title theme.<br />
** Spider Town uses '''an entirely new theme''' which had not previously been known to the public.<br />
** There are additional differences with respect to sublevel and in-game cutscene music:<br />
*** All critter sublevels use the music used by the wider level, rather than using that critter's theme. This is due to the moby code which activates their music not yet being present. As a result, the main area of Enchanted Towers uses its intended theme, rather than reusing Sgt. Byrd's Base's theme.<br />
*** The Cloud Spires belfry music, the Icy Peak ice dance music and the Enchanted Towers bone dance music is all unimplemented and thus never gets used in-game.<br />
<br />
=== Audio Dialogue ===<br />
* A number of audio dialogue lines are missing or changed:<br />
** All Sparx audio dialogue and all but one of Bianca's audio messages are absent.<br />
** One of Hunter's audio messages in Midday Garden Home ("When you see a ladder...") seems to be a dev recording.<br />
** One of Bob's audio messages in Icy Peak has an unused duplicate, for some reason.<br />
** Two audio lines in Bamboo Terrace which are present but unused in the final game are absent from this version. It's not clear why they were given recordings so late into development when they likely hadn't been relevant for months prior to this build.<br />
** Ling Ling's audio dialogue at the beginning of Bamboo Terrace refers to Evening Lake Home as "Sunset Shore", a previously unheard of name for the level. It's likely that this name had not been used for the level for over 3 months prior to this build.<br />
*** Though not audio dialogue, interestingly, a line of text dialogue in the same level also still refers to a tiger enemy that was likely cut from the game months prior.<br />
** Two of Hunter's audio messages in Country Speedway diverge completely from his text dialogue, and seem to describe a version of the minigame used in the level which would have been closer to the Mushroom Speedway minigame (even going as far as to mention his plane, which doesn't appear in the mission otherwise).<br />
** In the final game, The Professor has two unused audio messages in Evening Lake Home. Oddly, in this version he has three!<br />
** Crazy Ed's "Has anyone seen my pick?" audio message, previously discovered in an earlier demo version of the game, is still present in Lost Fleet. This dialogue is completely unused and was removed in the final game.<br />
** One of Allgeier's audio dialogue messages ("I've waited 7000 years...") is absent.<br />
<br />
=== Moby Printfs ===<br />
A number of strings used in debugging are present in this version and are not known to be present in any other version. These are all strings which are printf'd by mobys (the in-game objects).<br />
<br />
WARNING!!! INVALID CLASS %d for spawner %d`<br />
<br />
Printed by crawdad and bugbot spawners in Crawdad Farm and Bugbot Factory.<br />
<br />
invalid exit data! bossMoby = %d, eggPos = %d<br />
<br />
Used by all level exit portals in Sparx levels.<br />
<br />
Hey! MobyUpdate_602 has a path that has no end! Trying to return to LOS home<br />
<br />
Used by the spiders in Spider Town and the ladybirds in Bugbot Factory, relates to issues with moby path data.<br />
<br />
FATAL ERROR!!! BROKEN CHILD LINK in boss #617<br />
<br />
Related to moby links in the Spider Town boss, i.e. linking the spider boss to the spawned mini-spiders.<br />
<br />
BROKEN LINKS FOR MOBY 717 !!!<br />
please repair immediately<br />
<br />
Two strings used by Hunter in Evening Lake, printed when the moby links used in his cutscene are found to be broken.<br />
<br />
SERIOUS ERROR in boss moby #622, sibling spawning failed!<br />
<br />
Another moby link message, this time used by the mantaray boss in Starfish Reef, relating to links between each of the mantarays in the boss area.<br />
<br />
broken link for moby 953!<br />
<br />
Used by a moby related to the Hunter mission in Harbor Speedway.<br />
<br />
WARNING... bad init path!, curNode = %d<br />
<br />
Another pathing message, used by the bugbot spawner in Bugbot Factory.<br />
<br />
bad moby in level 48 boss, #%d<br />
<br />
ERROR!!! %d is following the wrong dude after %d's death! Status table follows:<br />
%d's state is %d<br />
<br />
Several strings used by a moby relating to the boss in Bugbot Factory. The latter is used to print a table of all of the linked moby states.<br />
<br />
=== Test Level ===<br />
For some reason, leftover data from different builds are included in place of one of the cutscenes:<br />
* In the final game, this cutscene - occupying level ID 72 - is totally absent. In its place, there are three empty WAD files.<br />
* In this build, there are three non-empty files - a cutscene overlay, cutscene models and sound effects, and a cutscene level model.<br />
* The cutscene overlay is unremarkable and just seems to reflect the overlay of an empty cutscene.<br />
* The cutscene models and sound effects are the ones used in the level intro cutscene for Aquaria Towers in the ''Japanese'' version of Spyro ''2''.<br />
* The cutscene level model is actually a standard level in a rather unusual format. Analysis of its contents has proven that it is a previously unseen format from some time before the April 25th prototype, and it is just about close enough to that build's format to make it possible to update the level to be playable in that build.<br />
<br />
Some notable features of the format of this level:<br />
* The dragon names component and the dragon models (and their WAD header offsets) are entirely missing, indicating that the build is from before their implementation.<br />
* The difficulty flags are not set for any moby. These are generally set for mobys in the April prototype, where a very early version of the adaptive difficulty feature is present.<br />
<br />
Included with the release are instructions on how to get this level playable. Its most notable features:<br />
* The test level is for Sheila. Sheila has an early design which somewhat matches her concept art, and notably she has horns on the top of her head.<br />
* The level contains platforms for testing Sheila's jump heights. Each platform has a number written onto it using a texture, to communicate the height of the platform. These number textures are not seen in any standard level.<br />
* Several gem baskets are placed throughout this level. Several mobys never seen anywhere else in this game, nor in Spyro 2 - classes 169 and 195 - are also present in this level. As we do not have the level overlay for this level, we can't confirm the behavior of these mobys, but they appear to be for testing each of Sheila's abilities.<br />
* The Spyro sprite in the HUD animates particularly weirdly. Spyro's eyes are not offset from the rest of his head correctly, and there appears to be a few extra frames for some reason.<br />
<br />
Once in the level, Sheila can be played by changing her state to 3, and then to 1. Each of the following GameShark codes can be used in turn to perform these actions:<br />
<br />
300A76EC 0003<br />
300A76EC 0001<br />
<br />
=== Cheat Codes ===<br />
Like the final release, a number of cheats are present in this version, but they differ dramatically from the final game and generally exhibit more debug / QA-like features. All of these can be enabled by inputting the following codes in pause menu.<br />
<br />
{| class="wikitable"<br />
!99 lives<br />
|R2, L2, R2, L2, Up, Up, Up, Up, O<br />
|<br />
|-<br />
!Big head Spyro<br />
|Up, Up, Up, Up, R1, R1, R1, R1, O<br />
|<br />
|-<br />
!Dialogue test<br />
|Square, Square, O, O, Square, Square, O, O<br />
|<br />
|-<br />
!Color change<br />
|Up, Right, Down, Left, Up, Square, R1, R2, L1, L2, Up, Left, Down, Right, Up, ?<br />
|''The last button determines the color''<br />
''Red''' = ''O'' | '''Blue''' = ''X'' | '''Pink''' = ''Square'' | '''Green''' = ''Triangle'' | '''Black''' = ''Down'' | '''Yellow''' = ''Up''<br />
|-<br />
!Extra hit point<br />
|Square, Up, Square, Down, Square, Left, Square, Right, O<br />
|<br />
|-<br />
!Flat Spyro<br />
|Left, Right, Left, Right, L2, R2, L2, R2, Square<br />
|<br />
|-<br />
!Global difficulty<br />
|O, Square, Right, Left, Right, Square, O, ?<br />
|''The last button determines the difficulty mode. A lower number means an '''higher''' difficulty.''<br />
<br />
''30''' (easy) = ''O'' | '''0''' (normal) = ''X'' | '''-40''' (hard) = ''Square''<br />
|-<br />
!Local difficulty override<br />
|Left, Right, Square, O, Square, Right, Left, ?<br />
|''The last button determines the difficulty mode. A lower number means an '''easier''' difficulty. '''-1''' turns the override off.''<br />
<br />
''-1''' = ''Triangle'' | '''0''' = ''O'' | '''1''' = ''X'' | '''2''' = ''Square''<br />
|-<br />
!Max collectable totals<br />
|Square, Square, Square, Square, O<br />
|''Sets all level gem and egg counts to their maxima,''<br />
<br />
'the total collected gems to 20,000 and the total eggs collected to 154 (which displays as 150)''<br />
|-<br />
!Level warp<br />
|Up, Down, Up, Down, Left, Right, Left, Right, Square, ?, ?<br />
|''The last two buttons determine the level ID - does not support cutscenes in this version''<br />
<br />
''O''' = ''0'' | '''1''' = ''X'' | '''2''' = ''Square'' | '''3''' = ''Triangle'' | '''4''' = ''Right'' | '''5''' = ''Down'' | '''6''' = ''Left'' | '''7''' = ''Up'' | '''8''' = ''R1''<br />
|-<br />
!Permanent invincibility<br />
|O, O, O, O, X<br />
|<br />
|-<br />
!Permanent superflame<br />
|R1, R2, L1, L2, R1, R2, L1, L2, O<br />
|''Causes crashing in levels where the superflame is not present''<br />
|-<br />
!Squidboard<br />
|Up, Up, Left, Left, Right, Right, Down, Down, Square, O, Square<br />
|<br />
|-<br />
!View credits<br />
|Square, O, Square, O, Square, O, Left, Right, Left, Right, Left, Right<br />
|<br />
|}<br />
<br />
The treasure finder cheat isn't present in this build.<br />
<br />
===Miscellaneous Notes===<br />
* Game is emulatable: Yes (as of January 21, 2024).<br />
* Game contains dongle protection: Yes.<br />
<br />
==Screenshots==<br />
<center><gallery heights="256" widths="224"><br />
File:Spyro3-Sep04-00.png|Title screen<br />
File:Spyro3-Sep04-01.png<br />
File:Spyro3-Sep04-02.png<br />
File:Spyro3-Sep04-03.png<br />
File:Spyro3-Sep04-04.png<br />
File:Spyro3-Sep04-05.png<br />
File:Spyro3-Sep04-06.png|Pause Menu<br />
File:Spyro3-Sep04-07.png<br />
File:Spyro3-Sep04-08.png<br />
File:Spyro3-Sep04-09.png<br />
File:Spyro3-Sep04-10.png<br />
File:Spyro3-Sep04-11.png<br />
File:Spyro3-Sep04-12.png<br />
File:Spyro3-Sep04-13.png<br />
File:Spyro3-Sep04-14.png<br />
File:Spyro3-Sep04-15.png<br />
File:Spyro3-Sep04-16.png<br />
File:Spyro3-Sep04-17.png<br />
File:Spyro3-Sep04-18.png<br />
File:Spyro3-Sep04-19.png<br />
File:Spyro3-Sep04-20.png<br />
File:Spyro3-Sep04-21.png<br />
File:Spyro3-Sep04-22.png<br />
File:Spyro3-Sep04-23.png|Atlas<br />
File:Spyro3-Sep04-24.png<br />
File:Spyro3-Sep04-26.png<br />
File:Spyro3-Sep04-27.png<br />
File:Spyro3-Sep04-28.png<br />
File:Spyro3-Sep04-29.png<br />
File:Spyro3-Sep04-30.png<br />
File:Spyro3-Sep04-31.png<br />
File:Spyro3-Sep04-32.png|<br />
File:Spyro3-Sep04-33.png|Super Bonus Round Atlas<br />
File:Spyro3-Sep04-TestLevel-00.png|Test level<br />
File:Spyro3-Sep04-TestLevel-01.png|Test level<br />
File:Spyro3-Sep04-TestLevel-02.png|Test level<br />
File:Spyro3-Sep04-TestLevel-03.png|Test level gameplay<br />
File:Spyro3-Sep04-TestLevel-04.png|Test level gameplay<br />
File:Spyro3-Sep04-TestLevel-05.png|Test level gameplay<br />
File:Spyro3-Sep04-TestLevel-06.png|Test level gameplay<br />
File:Spyro3-Sep04-TestLevel-07.png|Test level gameplay<br />
File:Spyro3-Sep04-TestLevel-08.png|Test level gameplay<br />
File:Spyro3-Sep04-TestLevel-09.png|Test level gameplay<br />
</gallery></center><br />
==Origin==<br />
<center><gallery mode="packed"><br />
File:Spyro3-Sep04-CD.JPG|Disc front.<br />
</gallery></center><br />
==Videos==<br />
<center><br />
<youtube height="224" width="400">yOtC5uWtG4g</youtube><br />
<youtube height="224" width="400">e8Diwwb49lc</youtube><br />
<youtube height="224" width="400">F-MEaNLm1q0</youtube><br />
<youtube height="224" width="400">jrHRn2AtfL4</youtube><br />
<youtube height="224" width="400">I_KYUIcr_BM</youtube><br />
<youtube height="224" width="400">kIrkfGcsF-Q</youtube><br />
<youtube height="224" width="400">qHPYgMcOqPY</youtube><br />
<youtube height="224" width="400">DVtmXnFxC-Q</youtube><br />
</center><br />
<br />
{{Prototype Footer|{{Navbox prototype|Spyro: Year of the Dragon}}}}</div>Hwd45http://hiddenpalace.org/w/index.php?title=Spyro:_Year_of_the_Dragon_(Sep_4,_2000_prototype)&diff=108043Spyro: Year of the Dragon (Sep 4, 2000 prototype)2024-01-22T23:38:15Z<p>Hwd45: Undo revision 108041 by Crazy Muzzarino (talk) nobody calls it this?</p>
<hr />
<div>{{Prototype<br />
|Page name=Spyro: Year of the Dragon (Sep 4, 2000 prototype)<br />
|titlescreen=Spyro3-Sep04-00.png<br />
|builddate=Sep 4, 2000 00:00:00<br />
|buildname=Review<br />
|status=Released<br />
|releasedby=Hwd45<br />
|filereleasedate=Jan 21, 2024<br />
|origin_type=CD-R<br />
|origin_dumpmethod=MPF 2.1 (Plextor PX-W4012TA 1.07)<br />
|origin_ownership=Hwd45 (2023-Present)<br />
|origin_labels=SPYRO 3 15/09/00<br />
|game=Spyro: Year of the Dragon<br />
|system=PlayStation<br />
|genre=Platformer<br />
|final_builddate={{RegionDate|US|Sep 14, 2000 (Rev 0)}} {{RegionDate|EU|Sep 29, 2000 (Rev 0)}}<br />
{{RegionDate|EU|Oct 24, 2000 (Rev 1)}}<br />
{{RegionDate|US|Oct 31, 2000 (Rev 1)}}<br />
|release_date={{RegionDate|US|Oct 24, 2000}} {{RegionDate|EU|Nov 10, 2000}} {{RegionDate|JP|unreleased}}<br />
|unreleased=No<br />
|news_page=News/Crash_Bash_and_Spyro_3<br />
}}<br />
{{Download<br />
|file=Spyro - Year of the Dragon (Sep 4, 2000 prototype).7z<br />
}}<br />
A prototype of Spyro: Year of the Dragon for the PlayStation.<br />
Previously, the September 11th prototype was known as the September 4th prototype - with the release of this build, and a greater understanding of the late development timeline, the aforementioned build has been renamed. As such, one should be aware that there are two review builds that have at one point been referred to as the September 4th prototype.<br />
<br />
==Notes==<br />
{{Tcrf link|Proto:Spyro:_Year_of_the_Dragon/September_4th,_2000_build}}<br />
* An NTSC-U review build dated about 10 days before the final.<br />
* Like the first revision of the final game, the file dates do not reflect when the game was actually built. However, there is a build string in the save file information which indicates a build date of September 4th, 2000.<br />
** A similar string is also seen in the game's demos.<br />
** The string - '''SPYRO_3(pal)-v.9.4''' - claims the build to be a PAL version, when it's actually NTSC-U. This build string may thus be left over from a slightly earlier version.<br />
** The string is also present in the later September 11th prototype, but as that build is clearly much closer to release, it's thought that the burn date on the disc is more likely to be accurate than the save file string. By contrast, the date written on the September 4th disc is 15/09/00, a date which is clearly inaccurate to the build date, due to it being after the final build.<br />
* The game features a different soundtrack to the final release, notably inlcuding tracks that would never be used in any final release as well as tracks that would disappear in the earliest final builds and not be re-implemented until later builds.<br />
* A number of cutscenes have minor audiovisual differences when compared to their final counterparts.<br />
** All of the pre-cutscene images are missing, and are instead replaced with an image of an empty Atlas page. Interestingly, the versions of the cutscenes that the final's cutscene images depict appear to be from an earlier point in development than this build.<br />
** All cutscenes are dialogue-only in this version, missing their music and sound effects (aside from recorded voice-based sound effects, like snoring or burping - rather, sounds used elsewhere in the game and sounds originating from a sound effect library seem to be the ones missing).<br />
** A number of particles are missing from cutscenes, notably including magic sparkles, fireworks, and the particles produced by Sparx.<br />
** In cutscenes, Sparx has the wrong color applied to his model, making him appear a very dark blue-black color.<br />
** The portals to the critter levels are all similarly different in appearance - their level portals are missing, and the portal frames instead appear as if they hadn't been activated yet.<br />
** In "The Escape!", the camera is much closer to Hunter during the close-up scenes, even including the one where the camera swings in close rather than moving instantaneously. At times, the camera appears to move entirely inside the cage.<br />
** In both "Bianca Strikes Back" and "Spike Is Born", the cutscene audio ends with a loud popping sound, and the rest of the cutscene stutters dramatically (pausing for roughly 1 second for every 2 seconds of the cutscene).<br />
** Like other cutscenes, the music is missing from the "THE END" cutscene. The only sound that plays throughout this cutscene are two burping sounds, both of which are identical, and neither match the ones used in the final game. Amusingly, the burps are totally absent in the later September 11th build, despite this build having the music and some of the sound effects for this cutscene.<br />
* Each of the various anti-crack protection measures are not present in this version of the game.<br />
** The instance of Zoe in Sunrise Spring which delivers the anti-piracy warning is missing, and thus the text used in this exchange is, too. Additionally, the code associated with this interaction hasn't been implemented, yet. The audio message is present in the STR and assigned to the correct level, however.<br />
** Modchip protection also appears to be absent.<br />
* Dongle protection is present in this build, which can stop the game from running on real hardware and certain emulators. The game will reach the Universal logo screen before halting. A dongle file which will circumvent this protection has been included in the release package - this should be inserted into slot 2.<br />
* Across the game, there are a wide array of missing sound effects, particularly in later levels.<br />
* Many levels had changes to their moby placement (i.e. the in-game objects), and a fair number of moby models were tweaked slightly, too. This is especially true of the baby dragons, for which a handful were given completely new animations.<br />
* The title screen audio from Spyro 2 plays instead of the audio used in the final versions of Spyro 3. The music still matches the final, however. The title screen also lacks any of the standard menu sound effects.<br />
* The game only includes one autodemo, a shortened, altered version of the Sgt. Byrd in Molten Crater demo from the final game.<br />
* While Skill Points are present, the "Skill Point!" text which displays upon collecting one is not. There's also no Skill Points section implemented in the Atlas, yet.<br />
** The skill point in the boxing area of Frozen Altars is completely absent in this version. All other skill points are obtainable.<br />
* The calculations used to determine the player's completion percentage differ from the final game. In addition, both the Atlas and the title screen perform this calculation in different ways, both of which diverge significantly from the final game.<br />
** The gems collected from the final encounter with Moneybags are erroneously doubled in the title screen calculation, meaning that a full completion of the game can result in the player having anywhere from 98% to 114% completion, according to the title screen. In the final game, this figure is always 117%.<br />
** A standard full completion of this build will award the player with anywhere from 100% to 103% completion, according to the Atlas, depending on the route the player takes through the game and whether they have (manually) set a progress flag which is erroneously not written to in-game.<br />
* The final encounter with Moneybags has some notable differences:<br />
** Moneybags drops exactly 6 individual gems at a time in this build, whereas in later builds he drops many at a time. In addition, the gems he drops seem to be of any variety (with a bias in favor of pink (25) gems dropping more often), rather than only dropping a random selection of yellow (10) and pink (25) gems until the final 100 gems, where he begins dropping gems of any variety. This results in the fight being much, much longer.<br />
** In the final, the total that Moneybags drops is always deliberately less than or equal to the amount Moneybags has left to give the player. This count is not checked correctly in this build, so it's possible for Moneybags to spit out enough gems to make you go slightly over the intended gem count, causing the HUD and Atlas to desync on how many gems the player has obtained.<br />
* Many audio dialogue lines are missing or changed, as are a handful of the text dialogue lines.<br />
* Amusingly, the Atlas contents page lists "Super Bonus Worlds" as "Super Bogus Worlds".<br />
* The Atlas epilogue section can be viewed from the beginning of the game, rather than requiring you beat the Sorceress and collect 10 skill points, first. All 12 pages of the epilogue can be viewed, too, rather than requiring all skill points in order to view the last six pages.<br />
* The images used on the level pages of the Atlas are perfectly rectangular and seem to effectively just be cropped screenshots. In the later builds, these images are given an artistic blur effect and the edges of each of these screenshots are worn down.<br />
** Several of the level screenshots differ from their final equivalents. Most notably, some feature early screenshots of the levels, and Super Bonus Round's uses a recolored version of the Scorch's Pit image with "#50" scribbled over it.<br />
* The "Quit Game" option in the pause menu quits straight to the title instead of asking the player if they're sure.<br />
* The locked chest key sprite is a bit different, looking slightly narrower than the one in the final game.<br />
* There are a few HUD sprites missing in several of the levels late into the game.<br />
* The world geometry and skybox darkens slightly when the player is underwater, as in Spyro 2. In the final game, this effect was removed entirely.<br />
** The underwater visuals are particularly noticeable in Evening Lake Home - in particular, the portals appear much darker and cloudier than they do in the final game, and the underside of the surface of the water appears much brighter against the darkened skybox.<br />
** Additionally, the visuals in the underwater sublevel of Desert Ruins are particularly heavily affected by this effect. The skybox appears much brighter and cloudier than it does normally.<br />
* Desert Ruins's loading screen skybox has blue lava instead of green, matching the design for the level in earlier builds.<br />
* Some minigame challenges behave somewhat differently in this version if you finish them and then re-enter the area they're in before leaving the level.<br />
* The egg requirements for Harbor Speedway and Sorceress's Lair are 100 and 120 respectively, rather than the final's 90 and 100 respectively.<br />
* Many of the parameters used in the adaptive difficulty system were changed.<br />
* The save file format in this version mostly matches the final format, but speedway race times are not saved to the memory card.<br />
* The infamous "speedway bug", wherein the player is locked out of obtaining certain eggs in speedway levels if they've previously failed them, is not present in this version of the game. The issue seems to have arisen following an attempted fix for a different, less serious speedway bug.<br />
* Similarly, the slightly less infamous bug which causes the "Spike Is Born" cutscene to never play is also absent in this version. The issue seems to have arisen following a slight change in how vehicles determine where to send the player.<br />
* The "THE END" cutscene is never shown to the player. In the final game, the cutscene is always shown after defeating the final boss, but in this version, the game attempts to check if you've seen the cutscene, first. Unfortunately, it only plays the cutscene if you ''have'' seen the cutscene, instead of if you haven't.<br />
* The credits are not played after the "One Less Noble Warrior" or "THE END" cutscenes, in this version. As such, they can only be seen using the credits cheat code.<br />
* If a text box or an in-level cutscene plays immediately before a story cutscene starts, the aspect ratio of that interaction will persist into the cutscene.<br />
** When paying Moneybags to free a critter, the screen borders which are revealed during the dialogue interaction can briefly be seen retreating to the top and bottom of the screen.<br />
** After defeating the Sorceress, the aspect ratio from the cutscene of her reaching out of the lava remain throughout all of the post-Sorceress cutscenes.<br />
* The "Level Complete" text does not show up properly in this build. Instead, the "X00/X00" gems counter or the "X/X" eggs counter (whichever was shown most recently) shows up a second time, and "Level Complete" appears very quickly when it disappears.<br />
** "Level Complete" appears normally upon re-entry to the level, however.<br />
* Hunter’s cage trap cutscene plays every time the player is in Evening Lake when they’re close enough where the cutscene takes place, rather than only taking place once when the player has finished three of the Evening Lake levels. The corresponding progress flag is not written to by this interaction, so this has no impact on gameplay.<br />
** If the flag is written to using memory editing or by loading a save file from a later review build, Hunter will disappear as usual. In skateboarding areas, Hunter’s skateboard will still be present despite Hunter being invisible.<br />
* Exiting Sorceress's Lair sometimes puts the player in an odd position. This is due to some missing spawn data which is present in later versions; without it, the game defaults to spawning them where Sunny Villa's portal exit would usually be.<br />
* The reticle controls in a couple of the minigames are not up-down inverted as they are in later builds.<br />
* The tank controls in Haunted Tomb and Sorceress' Lair differ from later builds.<br />
* A number of changes were made to the Help menus.<br />
* In Midnight Mountain Home, there is a large hole in the geometry on the back side of the building you start in. This hole was filled in in later builds.<br />
* Super Bonus Round has a few notable differences:<br />
** The entrances to each of the sublevels are slightly higher than they are in later builds. As a result, flying into the archways above the doors allows you to enter the sublevels, even if you don't have enough gems to enter the intended way.<br />
** Boosting in the submarine in this level causes it to move extremely fast.<br />
** The skateboarding area has many gem baskets, whereas these were all replaced with gems in later builds. Later versions of this level do not include any baskets whatsoever.<br />
** Bianca is absent from the final area.<br />
** The dragon is called "Zan Jayna", named after the DC Wonder Twins, instead of "Ying Yang". This is the only dragon in the game with a different name, at this stage of development.<br />
* Most appearances of Hunter include a pink patch on his arm, as he did in Spyro 2. In some cutscenes, he has brown eyes, as he did in the Japanese version of Spyro 2.<br />
* In Harbor Speedway, Hunter is, for some reason, standing on the aircraft carrier instead of inside the lighthouse.<br />
* The model for the Enchanted Towers NPC in Midday Garden Home has a slightly different design, with brown hair and a longer fringe. The hair color still appears to be visible in its low poly LOD model in the final game.<br />
** This model is present in the later September 11th build, too, but goes unseen in-game in that version.<br />
* In Enchanted Towers, the explosion sound effect which plays when the sorceress statue gets hit is notorious for how loud it is in the final game. In this version, if anything, it's too quiet!<br />
* Due to several issues present in this version of the game, only 19950 gems can be obtained under normal means, instead of the full 20000. If you're willing to use some sequence breaking movement and cheat codes to warp to late levels early, this total can be bumped up to 19975.<br />
** Five green (2) gems in Lost Fleet are set to an incorrect state, causing them to look and act like red (1) gems instead. This loses the player 5 gems they would otherwise have.<br />
** Some leftover code in Lost Fleet causes one of the submarines to drop gems when it's not supposed to, awarding the player with an extra 150 gems. However, this also results in one of the submarines in Super Bonus Round ''not'' dropping its 175 gems, meaning the player loses 25 gems this way. By using cheat codes to play Super Bonus Round first, the player can get around this issue.<br />
** 20 gems in Haunted Tomb are unobtainable due to enemies not dropping them as intended.<br />
<br />
=== Soundtrack ===<br />
* The game features a different soundtrack to the final release, notably including tracks that would never be used in any final release, as well as tracks that would disappear in the earliest final builds and not be re-implemented until later builds.<br />
** Like other builds, levels not assigned their music yet are instead assigned the music for another level. In this version, '''a track called "Grape"''' (which was previously heard on Stewart Copeland's website and in the 2022 official Spyro the Dragon OST release) is used by all levels which have not been assigned their final themes, yet.<br />
*** Sunrise Spring Home, Midday Garden Home, Evening Lake Home and Midnight Mountain Home all lack their respective tracks, and thus use Grape.<br />
*** Buzz's Dungeon incorrectly uses Grape, despite its track being finished and implemented. Its finished theme is not assigned to any level in this build.<br />
*** Starfish Reef uses Grape - considering that it's the only level to do so whilst not being a homeworld or a boss level (all of which would get their own themes in the final release), it's suspected that Grape was intended to be Starfish Reef's theme. In the final, it would just reuse the title theme.<br />
*** Sorceress's Lair also uses Grape, though the build additionally includes an '''unfinished version of the final Sorceress's Lair theme''' which is not assigned to any level. This unfinished theme is notably darker and more sinister than the final track, which has a somewhat more optimistic tone.<br />
** Most levels which did not have their own theme in the earliest final release but would get their own themes in NTSC-U Revision 1 use their final themes in this version, albeit with slightly different audio and instrumentation levelling:<br />
*** Mushroom Speedway, Enchanted Towers, Country Speedway, Honey Speedway, Haunted Tomb and Dino Mines all use their Revision 1 themes.<br />
*** Lost Fleet's Revision 1 theme is implemented but is not used by the level. Instead, '''Lost Fleet uses an entirely new theme''' which was not present in any final build. This theme is a finished version of the track heard in the April 25th, 2000 Prototype. It's not known why Lost Fleet has two tracks in this version, or if the Revision 1 theme had been intended to be used elsewhere.<br />
*** Crystal Island's Revision 1 theme is implemented but it is instead used by Bugbot Factory, whereas Crystal Islands uses the title theme, a track which is used by Bugbot Factory in the final release. This appears to be a mixup rather than the intended order of these tracks.<br />
** Crawdad Farm uses '''a track called Cherry''', which was previously heard on Stewart Copeland's website and in the 2022 official Spyro the Dragon OST release, rather than reusing the title theme.<br />
** Spider Town uses '''an entirely new theme''' which had not previously been known to the public.<br />
** There are additional differences with respect to sublevel and in-game cutscene music:<br />
*** All critter sublevels use the music used by the wider level, rather than using that critter's theme, especially the Lost Fleet Revision 1 theme for Sheila's sublevels. This is due to the moby code which activates their music not yet being present. As a result, the main area of Enchanted Towers uses its intended theme, rather than reusing Sgt. Byrd's Base's theme.<br />
*** The Cloud Spires belfry music, the Icy Peak ice dance music and the Enchanted Towers bone dance music is all unimplemented and thus never gets used in-game.<br />
<br />
=== Audio Dialogue ===<br />
* A number of audio dialogue lines are missing or changed:<br />
** All Sparx audio dialogue and all but one of Bianca's audio messages are absent.<br />
** One of Hunter's audio messages in Midday Garden Home ("When you see a ladder...") seems to be a dev recording.<br />
** One of Bob's audio messages in Icy Peak has an unused duplicate, for some reason.<br />
** Two audio lines in Bamboo Terrace which are present but unused in the final game are absent from this version. It's not clear why they were given recordings so late into development when they likely hadn't been relevant for months prior to this build.<br />
** Ling Ling's audio dialogue at the beginning of Bamboo Terrace refers to Evening Lake Home as "Sunset Shore", a previously unheard of name for the level. It's likely that this name had not been used for the level for over 3 months prior to this build.<br />
*** Though not audio dialogue, interestingly, a line of text dialogue in the same level also still refers to a tiger enemy that was likely cut from the game months prior.<br />
** Two of Hunter's audio messages in Country Speedway diverge completely from his text dialogue, and seem to describe a version of the minigame used in the level which would have been closer to the Mushroom Speedway minigame (even going as far as to mention his plane, which doesn't appear in the mission otherwise).<br />
** In the final game, The Professor has two unused audio messages in Evening Lake Home. Oddly, in this version he has three!<br />
** Crazy Ed's "Has anyone seen my pick?" audio message, previously discovered in an earlier demo version of the game, is still present in Lost Fleet. This dialogue is completely unused and was removed in the final game.<br />
** One of Allgeier's audio dialogue messages ("I've waited 7000 years...") is absent.<br />
<br />
=== Moby Printfs ===<br />
A number of strings used in debugging are present in this version and are not known to be present in any other version. These are all strings which are printf'd by mobys (the in-game objects).<br />
<br />
WARNING!!! INVALID CLASS %d for spawner %d`<br />
<br />
Printed by crawdad and bugbot spawners in Crawdad Farm and Bugbot Factory.<br />
<br />
invalid exit data! bossMoby = %d, eggPos = %d<br />
<br />
Used by all level exit portals in Sparx levels.<br />
<br />
Hey! MobyUpdate_602 has a path that has no end! Trying to return to LOS home<br />
<br />
Used by the spiders in Spider Town and the ladybirds in Bugbot Factory, relates to issues with moby path data.<br />
<br />
FATAL ERROR!!! BROKEN CHILD LINK in boss #617<br />
<br />
Related to moby links in the Spider Town boss, i.e. linking the spider boss to the spawned mini-spiders.<br />
<br />
BROKEN LINKS FOR MOBY 717 !!!<br />
please repair immediately<br />
<br />
Two strings used by Hunter in Evening Lake, printed when the moby links used in his cutscene are found to be broken.<br />
<br />
SERIOUS ERROR in boss moby #622, sibling spawning failed!<br />
<br />
Another moby link message, this time used by the mantaray boss in Starfish Reef, relating to links between each of the mantarays in the boss area.<br />
<br />
broken link for moby 953!<br />
<br />
Used by a moby related to the Hunter mission in Harbor Speedway.<br />
<br />
WARNING... bad init path!, curNode = %d<br />
<br />
Another pathing message, used by the bugbot spawner in Bugbot Factory.<br />
<br />
bad moby in level 48 boss, #%d<br />
<br />
ERROR!!! %d is following the wrong dude after %d's death! Status table follows:<br />
%d's state is %d<br />
<br />
Several strings used by a moby relating to the boss in Bugbot Factory. The latter is used to print a table of all of the linked moby states.<br />
<br />
=== Test Level ===<br />
For some reason, leftover data from different builds are included in place of one of the cutscenes:<br />
* In the final game, this cutscene - occupying level ID 72 - is totally absent. In its place, there are three empty WAD files.<br />
* In this build, there are three non-empty files - a cutscene overlay, cutscene models and sound effects, and a cutscene level model.<br />
* The cutscene overlay is unremarkable and just seems to reflect the overlay of an empty cutscene.<br />
* The cutscene models and sound effects are the ones used in the level intro cutscene for Aquaria Towers in the ''Japanese'' version of Spyro ''2''.<br />
* The cutscene level model is actually a standard level in a rather unusual format. Analysis of its contents has proven that it is a previously unseen format from some time before the April 25th prototype, and it is just about close enough to that build's format to make it possible to update the level to be playable in that build.<br />
<br />
Some notable features of the format of this level:<br />
* The dragon names component and the dragon models (and their WAD header offsets) are entirely missing, indicating that the build is from before their implementation.<br />
* The difficulty flags are not set for any moby. These are generally set for mobys in the April prototype, where a very early version of the adaptive difficulty feature is present.<br />
<br />
Included with the release are instructions on how to get this level playable. Its most notable features:<br />
* The test level is for Sheila. Sheila has an early design which somewhat matches her concept art, and notably she has horns on the top of her head.<br />
* The level contains platforms for testing Sheila's jump heights. Each platform has a number written onto it using a texture, to communicate the height of the platform. These number textures are not seen in any standard level.<br />
* Several gem baskets are placed throughout this level. Several mobys never seen anywhere else in this game, nor in Spyro 2 - classes 169 and 195 - are also present in this level. As we do not have the level overlay for this level, we can't confirm the behavior of these mobys, but they appear to be for testing each of Sheila's abilities.<br />
* The Spyro sprite in the HUD animates particularly weirdly. Spyro's eyes are not offset from the rest of his head correctly, and there appears to be a few extra frames for some reason.<br />
<br />
Once in the level, Sheila can be played by changing her state to 3, and then to 1. Each of the following GameShark codes can be used in turn to perform these actions:<br />
<br />
300A76EC 0003<br />
300A76EC 0001<br />
<br />
=== Cheat Codes ===<br />
Like the final release, a number of cheats are present in this version, but they differ dramatically from the final game and generally exhibit more debug / QA-like features. All of these can be enabled by inputting the following codes in pause menu.<br />
<br />
{| class="wikitable"<br />
!99 lives<br />
|R2, L2, R2, L2, Up, Up, Up, Up, O<br />
|<br />
|-<br />
!Big head Spyro<br />
|Up, Up, Up, Up, R1, R1, R1, R1, O<br />
|<br />
|-<br />
!Dialogue test<br />
|Square, Square, O, O, Square, Square, O, O<br />
|<br />
|-<br />
!Color change<br />
|Up, Right, Down, Left, Up, Square, R1, R2, L1, L2, Up, Left, Down, Right, Up, ?<br />
|''The last button determines the color''<br />
''Red''' = ''O'' | '''Blue''' = ''X'' | '''Pink''' = ''Square'' | '''Green''' = ''Triangle'' | '''Black''' = ''Down'' | '''Yellow''' = ''Up''<br />
|-<br />
!Extra hit point<br />
|Square, Up, Square, Down, Square, Left, Square, Right, O<br />
|<br />
|-<br />
!Flat Spyro<br />
|Left, Right, Left, Right, L2, R2, L2, R2, Square<br />
|<br />
|-<br />
!Global difficulty<br />
|O, Square, Right, Left, Right, Square, O, ?<br />
|''The last button determines the difficulty mode. A lower number means an '''higher''' difficulty.''<br />
<br />
''30''' (easy) = ''O'' | '''0''' (normal) = ''X'' | '''-40''' (hard) = ''Square''<br />
|-<br />
!Local difficulty override<br />
|Left, Right, Square, O, Square, Right, Left, ?<br />
|''The last button determines the difficulty mode. A lower number means an '''easier''' difficulty. '''-1''' turns the override off.''<br />
<br />
''-1''' = ''Triangle'' | '''0''' = ''O'' | '''1''' = ''X'' | '''2''' = ''Square''<br />
|-<br />
!Max collectable totals<br />
|Square, Square, Square, Square, O<br />
|''Sets all level gem and egg counts to their maxima,''<br />
<br />
'the total collected gems to 20,000 and the total eggs collected to 154 (which displays as 150)''<br />
|-<br />
!Level warp<br />
|Up, Down, Up, Down, Left, Right, Left, Right, Square, ?, ?<br />
|''The last two buttons determine the level ID - does not support cutscenes in this version''<br />
<br />
''O''' = ''0'' | '''1''' = ''X'' | '''2''' = ''Square'' | '''3''' = ''Triangle'' | '''4''' = ''Right'' | '''5''' = ''Down'' | '''6''' = ''Left'' | '''7''' = ''Up'' | '''8''' = ''R1''<br />
|-<br />
!Permanent invincibility<br />
|O, O, O, O, X<br />
|<br />
|-<br />
!Permanent superflame<br />
|R1, R2, L1, L2, R1, R2, L1, L2, O<br />
|''Causes crashing in levels where the superflame is not present''<br />
|-<br />
!Squidboard<br />
|Up, Up, Left, Left, Right, Right, Down, Down, Square, O, Square<br />
|<br />
|-<br />
!View credits<br />
|Square, O, Square, O, Square, O, Left, Right, Left, Right, Left, Right<br />
|<br />
|}<br />
<br />
The treasure finder cheat isn't present in this build.<br />
<br />
===Miscellaneous Notes===<br />
* Game is emulatable: Yes (as of January 21, 2024).<br />
* Game contains dongle protection: Yes.<br />
<br />
==Screenshots==<br />
<center><gallery heights="256" widths="224"><br />
File:Spyro3-Sep04-00.png|Title screen<br />
File:Spyro3-Sep04-01.png<br />
File:Spyro3-Sep04-02.png<br />
File:Spyro3-Sep04-03.png<br />
File:Spyro3-Sep04-04.png<br />
File:Spyro3-Sep04-05.png<br />
File:Spyro3-Sep04-06.png|Pause Menu<br />
File:Spyro3-Sep04-07.png<br />
File:Spyro3-Sep04-08.png<br />
File:Spyro3-Sep04-09.png<br />
File:Spyro3-Sep04-10.png<br />
File:Spyro3-Sep04-11.png<br />
File:Spyro3-Sep04-12.png<br />
File:Spyro3-Sep04-13.png<br />
File:Spyro3-Sep04-14.png<br />
File:Spyro3-Sep04-15.png<br />
File:Spyro3-Sep04-16.png<br />
File:Spyro3-Sep04-17.png<br />
File:Spyro3-Sep04-18.png<br />
File:Spyro3-Sep04-19.png<br />
File:Spyro3-Sep04-20.png<br />
File:Spyro3-Sep04-21.png<br />
File:Spyro3-Sep04-22.png<br />
File:Spyro3-Sep04-23.png|Atlas<br />
File:Spyro3-Sep04-24.png<br />
File:Spyro3-Sep04-26.png<br />
File:Spyro3-Sep04-27.png<br />
File:Spyro3-Sep04-28.png<br />
File:Spyro3-Sep04-29.png<br />
File:Spyro3-Sep04-30.png<br />
File:Spyro3-Sep04-31.png<br />
File:Spyro3-Sep04-32.png|<br />
File:Spyro3-Sep04-33.png|Super Bonus Round Atlas<br />
File:Spyro3-Sep04-TestLevel-00.png|Test level<br />
File:Spyro3-Sep04-TestLevel-01.png|Test level<br />
File:Spyro3-Sep04-TestLevel-02.png|Test level<br />
File:Spyro3-Sep04-TestLevel-03.png|Test level gameplay<br />
File:Spyro3-Sep04-TestLevel-04.png|Test level gameplay<br />
File:Spyro3-Sep04-TestLevel-05.png|Test level gameplay<br />
File:Spyro3-Sep04-TestLevel-06.png|Test level gameplay<br />
File:Spyro3-Sep04-TestLevel-07.png|Test level gameplay<br />
File:Spyro3-Sep04-TestLevel-08.png|Test level gameplay<br />
File:Spyro3-Sep04-TestLevel-09.png|Test level gameplay<br />
</gallery></center><br />
==Origin==<br />
<center><gallery mode="packed"><br />
File:Spyro3-Sep04-CD.JPG|Disc front.<br />
</gallery></center><br />
==Videos==<br />
<center><br />
<youtube height="224" width="400">yOtC5uWtG4g</youtube><br />
<youtube height="224" width="400">e8Diwwb49lc</youtube><br />
<youtube height="224" width="400">F-MEaNLm1q0</youtube><br />
<youtube height="224" width="400">jrHRn2AtfL4</youtube><br />
<youtube height="224" width="400">I_KYUIcr_BM</youtube><br />
<youtube height="224" width="400">kIrkfGcsF-Q</youtube><br />
<youtube height="224" width="400">qHPYgMcOqPY</youtube><br />
<youtube height="224" width="400">DVtmXnFxC-Q</youtube><br />
</center><br />
<br />
{{Prototype Footer|{{Navbox prototype|Spyro: Year of the Dragon}}}}</div>Hwd45http://hiddenpalace.org/w/index.php?title=Spyro:_Year_of_the_Dragon_(Sep_4,_2000_prototype)&diff=108021Spyro: Year of the Dragon (Sep 4, 2000 prototype)2024-01-22T10:39:05Z<p>Hwd45: Undo revision 108020 by Crazy Muzzarino (talk) completely unnecessary??</p>
<hr />
<div>{{Prototype<br />
|Page name=Spyro: Year of the Dragon (Sep 4, 2000 prototype)<br />
|titlescreen=Spyro3-Sep04-00.png<br />
|builddate=Sep 4, 2000 00:00:00<br />
|buildname=Review<br />
|status=Released<br />
|releasedby=Hwd45<br />
|filereleasedate=Jan 21, 2024<br />
|origin_type=CD-R<br />
|origin_dumpmethod=MPF 2.1 (Plextor PX-W4012TA 1.07)<br />
|origin_ownership=Hwd45 (2023-Present)<br />
|origin_labels=SPYRO 3 15/09/00<br />
|game=Spyro: Year of the Dragon<br />
|system=PlayStation<br />
|genre=Platformer<br />
|final_builddate={{RegionDate|US|Sep 14, 2000 (Rev 0)}} {{RegionDate|EU|Sep 29, 2000 (Rev 0)}}<br />
{{RegionDate|EU|Oct 24, 2000 (Rev 1)}}<br />
{{RegionDate|US|Oct 31, 2000 (Rev 1)}}<br />
|release_date={{RegionDate|US|Oct 24, 2000}} {{RegionDate|EU|Nov 10, 2000}} {{RegionDate|JP|unreleased}}<br />
|unreleased=No<br />
|news_page=News/Crash_Bash_and_Spyro_3<br />
}}<br />
{{Download<br />
|file=Spyro - Year of the Dragon (Sep 4, 2000 prototype).7z<br />
}}<br />
A prototype of Spyro: Year of the Dragon for the PlayStation.<br />
Previously, the September 11th prototype was known as the September 4th prototype - with the release of this build, and a greater understanding of the late development timeline, the aforementioned build has been renamed. As such, one should be aware that there are two review builds that have at one point been referred to as the September 4th prototype.<br />
<br />
==Notes==<br />
{{Tcrf link|Proto:Spyro:_Year_of_the_Dragon/September_4th,_2000_build}}<br />
* An NTSC-U review build dated about 10 days before the final.<br />
* Like the first revision of the final game, the file dates do not reflect when the game was actually built. However, there is a build string in the save file information which indicates a build date of September 4th, 2000.<br />
** A similar string is also seen in the game's demos.<br />
** The string - '''SPYRO_3(pal)-v.9.4''' - claims the build to be a PAL version, when it's actually NTSC-U. This build string may thus be left over from a slightly earlier version.<br />
** The string is also present in the later September 11th prototype, but as that build is clearly much closer to release, it's thought that the burn date on the disc is more likely to be accurate than the save file string. By contrast, the date written on the September 4th disc is 15/09/00, a date which is clearly inaccurate to the build date, due to it being after the final build.<br />
* The game features a different soundtrack to the final release, notably inlcuding tracks that would never be used in any final release as well as tracks that would disappear in the earliest final builds and not be re-implemented until later builds.<br />
* A number of cutscenes have minor audiovisual differences when compared to their final counterparts.<br />
** All of the pre-cutscene images are missing, and are instead replaced with an image of an empty Atlas page. Interestingly, the versions of the cutscenes that the final's cutscene images depict appear to be from an earlier point in development than this build.<br />
** All cutscenes are dialogue-only in this version, missing their music and sound effects (aside from recorded voice-based sound effects, like snoring or burping - rather, sounds used elsewhere in the game and sounds originating from a sound effect library seem to be the ones missing).<br />
** A number of particles are missing from cutscenes, notably including magic sparkles, fireworks, and the particles produced by Sparx.<br />
** In cutscenes, Sparx has the wrong color applied to his model, making him appear a very dark blue-black color.<br />
** The portals to the critter levels are all similarly different in appearance - their level portals are missing, and the portal frames instead appear as if they hadn't been activated yet.<br />
** In "The Escape!", the camera is much closer to Hunter during the close-up scenes, even including the one where the camera swings in close rather than moving instantaneously. At times, the camera appears to move entirely inside the cage.<br />
** In both "Bianca Strikes Back" and "Spike Is Born", the cutscene audio ends with a loud popping sound, and the rest of the cutscene stutters dramatically (pausing for roughly 1 second for every 2 seconds of the cutscene).<br />
** Like other cutscenes, the music is missing from the "THE END" cutscene. The only sound that plays throughout this cutscene are two burping sounds, both of which are identical, and neither match the ones used in the final game. Amusingly, the burps are totally absent in the later September 11th build, despite this build having the music and some of the sound effects for this cutscene.<br />
* Each of the various anti-crack protection measures are not present in this version of the game.<br />
** The instance of Zoe in Sunrise Spring which delivers the anti-piracy warning is missing, and thus the text used in this exchange is, too. Additionally, the code associated with this interaction hasn't been implemented, yet. The audio message is present in the STR and assigned to the correct level, however.<br />
** Modchip protection also appears to be absent.<br />
* Dongle protection is present in this build, which can stop the game from running on real hardware and certain emulators. The game will reach the Universal logo screen before halting. A dongle file which will circumvent this protection has been included in the release package - this should be inserted into slot 2.<br />
* Across the game, there are a wide array of missing sound effects, particularly in later levels.<br />
* Many levels had changes to their moby placement (i.e. the in-game objects), and a fair number of moby models were tweaked slightly, too. This is especially true of the baby dragons, for which a handful were given completely new animations.<br />
* The title screen audio from Spyro 2 plays instead of the audio used in the final versions of Spyro 3. The music still matches the final, however. The title screen also lacks any of the standard menu sound effects.<br />
* The game only includes one autodemo, a shortened, altered version of the Sgt. Byrd in Molten Crater demo from the final game.<br />
* While Skill Points are present, the "Skill Point!" text which displays upon collecting one is not. There's also no Skill Points section implemented in the Atlas, yet.<br />
** The skill point in the boxing area of Frozen Altars is completely absent in this version. All other skill points are obtainable.<br />
* The calculations used to determine the player's completion percentage differ from the final game. In addition, both the Atlas and the title screen perform this calculation in different ways, both of which diverge significantly from the final game.<br />
** The gems collected from the final encounter with Moneybags are erroneously doubled in the title screen calculation, meaning that a full completion of the game can result in the player having anywhere from 98% to 114% completion, according to the title screen. In the final game, this figure is always 117%.<br />
** A standard full completion of this build will award the player with anywhere from 100% to 103% completion, according to the Atlas, depending on the route the player takes through the game and whether they have (manually) set a progress flag which is erroneously not written to in-game.<br />
* The final encounter with Moneybags has some notable differences:<br />
** Moneybags drops exactly 6 individual gems at a time in this build, whereas in later builds he drops many at a time. In addition, the gems he drops seem to be of any variety (with a bias in favor of pink (25) gems dropping more often), rather than only dropping a random selection of yellow (10) and pink (25) gems until the final 100 gems, where he begins dropping gems of any variety. This results in the fight being much, much longer.<br />
** In the final, the total that Moneybags drops is always deliberately less than or equal to the amount Moneybags has left to give the player. This count is not checked correctly in this build, so it's possible for Moneybags to spit out enough gems to make you go slightly over the intended gem count, causing the HUD and Atlas to desync on how many gems the player has obtained.<br />
* Many audio dialogue lines are missing or changed, as are a handful of the text dialogue lines.<br />
* Amusingly, the Atlas contents page lists "Super Bonus Worlds" as "Super Bogus Worlds".<br />
* The Atlas epilogue section can be viewed from the beginning of the game, rather than requiring you beat the Sorceress and collect 10 skill points, first. All 12 pages of the epilogue can be viewed, too, rather than requiring all skill points in order to view the last six pages.<br />
* The images used on the level pages of the Atlas are perfectly rectangular and seem to effectively just be cropped screenshots. In the later builds, these images are given an artistic blur effect and the edges of each of these screenshots are worn down.<br />
** Several of the level screenshots differ from their final equivalents. Most notably, some feature early screenshots of the levels, and Super Bonus Round's uses a recolored version of the Scorch's Pit image with "#50" scribbled over it.<br />
* The "Quit Game" option in the pause menu quits straight to the title instead of asking the player if they're sure.<br />
* The locked chest key sprite is a bit different, looking slightly narrower than the one in the final game.<br />
* There are a few HUD sprites missing in several of the levels late into the game.<br />
* The world geometry and skybox darkens slightly when the player is underwater, as in Spyro 2. In the final game, this effect was removed entirely.<br />
** The underwater visuals are particularly noticeable in Evening Lake Home - in particular, the portals appear much darker and cloudier than they do in the final game, and the underside of the surface of the water appears much brighter against the darkened skybox.<br />
** Additionally, the visuals in the underwater sublevel of Desert Ruins are particularly heavily affected by this effect. The skybox appears much brighter and cloudier than it does normally.<br />
* Desert Ruins's loading screen skybox has blue lava instead of green, matching the design for the level in earlier builds.<br />
* Some minigame challenges behave somewhat differently in this version if you finish them and then re-enter the area they're in before leaving the level.<br />
* The egg requirements for Harbor Speedway and Sorceress's Lair are 100 and 120 respectively, rather than the final's 90 and 100 respectively.<br />
* Many of the parameters used in the adaptive difficulty system were changed.<br />
* The save file format in this version mostly matches the final format, but speedway race times are not saved to the memory card.<br />
* The infamous "speedway bug", wherein the player is locked out of obtaining certain eggs in speedway levels if they've previously failed them, is not present in this version of the game. The issue seems to have arisen following an attempted fix for a different, less serious speedway bug.<br />
* Similarly, the slightly less infamous bug which causes the "Spike Is Born" cutscene to never play is also absent in this version. The issue seems to have arisen following a slight change in how vehicles determine where to send the player.<br />
* The "THE END" cutscene is never shown to the player. In the final game, the cutscene is always shown after defeating the final boss, but in this version, the game attempts to check if you've seen the cutscene, first. Unfortunately, it only plays the cutscene if you ''have'' seen the cutscene, instead of if you haven't.<br />
* The credits are not played after the "One Less Noble Warrior" or "THE END" cutscenes, in this version. As such, they can only be seen using the credits cheat code.<br />
* If a text box or an in-level cutscene plays immediately before a story cutscene starts, the aspect ratio of that interaction will persist into the cutscene.<br />
** When paying Moneybags to free a critter, the screen borders which are revealed during the dialogue interaction can briefly be seen retreating to the top and bottom of the screen.<br />
** After defeating the Sorceress, the aspect ratio from the cutscene of her reaching out of the lava remain throughout all of the post-Sorceress cutscenes.<br />
* The "Level Complete" text does not show up properly in this build. Instead, the "X00/X00" gems counter or the "X/X" eggs counter (whichever was shown most recently) shows up a second time, and "Level Complete" appears very quickly when it disappears.<br />
** "Level Complete" appears normally upon re-entry to the level, however.<br />
* Hunter’s cage trap cutscene plays every time the player is in Evening Lake when they’re close enough where the cutscene takes place, rather than only taking place once when the player has finished three of the Evening Lake levels. The corresponding progress flag is not written to by this interaction, so this has no impact on gameplay.<br />
** If the flag is written to using memory editing or by loading a save file from a later review build, Hunter will disappear as usual. In skateboarding areas, Hunter’s skateboard will still be present despite Hunter being invisible.<br />
* Exiting Sorceress's Lair sometimes puts the player in an odd position. This is due to some missing spawn data which is present in later versions; without it, the game defaults to spawning them where Sunny Villa's portal exit would usually be.<br />
* The reticle controls in a couple of the minigames are not up-down inverted as they are in later builds.<br />
* The tank controls in Haunted Tomb and Sorceress' Lair differ from later builds.<br />
* A number of changes were made to the Help menus.<br />
* In Midnight Mountain Home, there is a large hole in the geometry on the back side of the building you start in. This hole was filled in in later builds.<br />
* Super Bonus Round has a few notable differences:<br />
** The entrances to each of the sublevels are slightly higher than they are in later builds. As a result, flying into the archways above the doors allows you to enter the sublevels, even if you don't have enough gems to enter the intended way.<br />
** Boosting in the submarine in this level causes it to move extremely fast.<br />
** The skateboarding area has many gem baskets, whereas these were all replaced with gems in later builds. Later versions of this level do not include any baskets whatsoever.<br />
** Bianca is absent from the final area.<br />
** The dragon is called "Zan Jayna", named after the DC Wonder Twins, instead of "Ying Yang". This is the only dragon in the game with a different name, at this stage of development.<br />
* Most appearances of Hunter include a pink patch on his arm, as he did in Spyro 2. In some cutscenes, he has brown eyes, as he did in the Japanese version of Spyro 2.<br />
* In Harbor Speedway, Hunter is, for some reason, standing on the aircraft carrier instead of inside the lighthouse.<br />
* The model for the Enchanted Towers NPC in Midday Garden Home has a slightly different design, with brown hair and a longer fringe. The hair color still appears to be visible in its low poly LOD model in the final game.<br />
** This model is present in the later September 11th build, too, but goes unseen in-game in that version.<br />
* In Enchanted Towers, the explosion sound effect which plays when the sorceress statue gets hit is notorious for how loud it is in the final game. In this version, if anything, it's too quiet!<br />
* Due to several issues present in this version of the game, only 19950 gems can be obtained under normal means, instead of the full 20000. If you're willing to use some sequence breaking movement and cheat codes to warp to late levels early, this total can be bumped up to 19975.<br />
** Five green (2) gems in Lost Fleet are set to an incorrect state, causing them to look and act like red (1) gems instead. This loses the player 5 gems they would otherwise have.<br />
** Some leftover code in Lost Fleet causes one of the submarines to drop gems when it's not supposed to, awarding the player with an extra 150 gems. However, this also results in one of the submarines in Super Bonus Round ''not'' dropping its 175 gems, meaning the player loses 25 gems this way. By using cheat codes to play Super Bonus Round first, the player can get around this issue.<br />
** 20 gems in Haunted Tomb are unobtainable due to enemies not dropping them as intended.<br />
<br />
=== Soundtrack ===<br />
* The game features a different soundtrack to the final release, notably including tracks that would never be used in any final release, as well as tracks that would disappear in the earliest final builds and not be re-implemented until later builds.<br />
** Like other builds, levels not assigned their music yet are instead assigned the music for another level. In this version, '''a track called "Grape"''' (which was previously heard on Stewart Copeland's website and in the 2022 official Spyro the Dragon OST release) is used by all levels which have not been assigned their final themes, yet.<br />
*** Sunrise Spring Home, Midday Garden Home, Evening Lake Home and Midnight Mountain Home all lack their respective tracks, and thus use Grape.<br />
*** Buzz's Dungeon incorrectly uses Grape, despite its track being finished and implemented. Its finished theme is not assigned to any level in this build.<br />
*** Starfish Reef uses Grape - considering that it's the only level to do so whilst not being a homeworld or a boss level (all of which would get their own themes in the final release), it's suspected that Grape was intended to be Starfish Reef's theme. In the final, it would just reuse the title theme.<br />
*** Sorceress's Lair also uses Grape, though the build additionally includes an '''unfinished version of the final Sorceress's Lair theme''' which is not assigned to any level. This unfinished theme is notably darker and more sinister than the final track, which has a somewhat more optimistic tone.<br />
** Most levels which did not have their own theme in the earliest final release but would get their own themes in NTSC-U Revision 1 use their final themes in this version, albeit with slightly different audio and instrumentation levelling:<br />
*** Mushroom Speedway, Enchanted Towers, Country Speedway, Honey Speedway, Haunted Tomb and Dino Mines all use their Revision 1 themes.<br />
*** Lost Fleet's Revision 1 theme is implemented but is not used by the level. Instead, '''Lost Fleet uses an entirely new theme''' which was not present in any final build. This theme is a finished version of the track heard in the April 25th, 2000 Prototype. It's not known why Lost Fleet has two tracks in this version, or if the Revision 1 theme had been intended to be used elsewhere.<br />
*** Crystal Island's Revision 1 theme is implemented but it is instead used by Bugbot Factory, whereas Crystal Islands uses the title theme, a track which is used by Bugbot Factory in the final release. This appears to be a mixup rather than the intended order of these tracks.<br />
** Crawdad Farm uses '''a track called Cherry''', which was previously heard on Stewart Copeland's website and in the 2022 official Spyro the Dragon OST release, rather than reusing the title theme.<br />
** Spider Town uses '''an entirely new theme''' which had not previously been known to the public.<br />
** There are additional differences with respect to sublevel and in-game cutscene music:<br />
*** All critter sublevels use the music used by the wider level, rather than using that critter's theme. This is due to the moby code which activates their music not yet being present. As a result, the main area of Enchanted Towers uses its intended theme, rather than reusing Sgt. Byrd's Base's theme.<br />
*** The Cloud Spires belfry music, the Icy Peak ice dance music and the Enchanted Towers bone dance music is all unimplemented and thus never gets used in-game.<br />
<br />
=== Audio Dialogue ===<br />
* A number of audio dialogue lines are missing or changed:<br />
** All Sparx audio dialogue and all but one of Bianca's audio messages are absent.<br />
** One of Hunter's audio messages in Midday Garden Home ("When you see a ladder...") seems to be a dev recording.<br />
** One of Bob's audio messages in Icy Peak has an unused duplicate, for some reason.<br />
** Two audio lines in Bamboo Terrace which are present but unused in the final game are absent from this version. It's not clear why they were given recordings so late into development when they likely hadn't been relevant for months prior to this build.<br />
** Ling Ling's audio dialogue at the beginning of Bamboo Terrace refers to Evening Lake Home as "Sunset Shore", a previously unheard of name for the level. It's likely that this name had not been used for the level for over 3 months prior to this build.<br />
*** Though not audio dialogue, interestingly, a line of text dialogue in the same level also still refers to a tiger enemy that was likely cut from the game months prior.<br />
** Two of Hunter's audio messages in Country Speedway diverge completely from his text dialogue, and seem to describe a version of the minigame used in the level which would have been closer to the Mushroom Speedway minigame (even going as far as to mention his plane, which doesn't appear in the mission otherwise).<br />
** In the final game, The Professor has two unused audio messages in Evening Lake Home. Oddly, in this version he has three!<br />
** Crazy Ed's "Has anyone seen my pick?" audio message, previously discovered in an earlier demo version of the game, is still present in Lost Fleet. This dialogue is completely unused and was removed in the final game.<br />
** One of Allgeier's audio dialogue messages ("I've waited 7000 years...") is absent.<br />
<br />
=== Moby Printfs ===<br />
A number of strings used in debugging are present in this version and are not known to be present in any other version. These are all strings which are printf'd by mobys (the in-game objects).<br />
<br />
WARNING!!! INVALID CLASS %d for spawner %d`<br />
<br />
Printed by crawdad and bugbot spawners in Crawdad Farm and Bugbot Factory.<br />
<br />
invalid exit data! bossMoby = %d, eggPos = %d<br />
<br />
Used by all level exit portals in Sparx levels.<br />
<br />
Hey! MobyUpdate_602 has a path that has no end! Trying to return to LOS home<br />
<br />
Used by the spiders in Spider Town and the ladybirds in Bugbot Factory, relates to issues with moby path data.<br />
<br />
FATAL ERROR!!! BROKEN CHILD LINK in boss #617<br />
<br />
Related to moby links in the Spider Town boss, i.e. linking the spider boss to the spawned mini-spiders.<br />
<br />
BROKEN LINKS FOR MOBY 717 !!!<br />
please repair immediately<br />
<br />
Two strings used by Hunter in Evening Lake, printed when the moby links used in his cutscene are found to be broken.<br />
<br />
SERIOUS ERROR in boss moby #622, sibling spawning failed!<br />
<br />
Another moby link message, this time used by the mantaray boss in Starfish Reef, relating to links between each of the mantarays in the boss area.<br />
<br />
broken link for moby 953!<br />
<br />
Used by a moby related to the Hunter mission in Harbor Speedway.<br />
<br />
WARNING... bad init path!, curNode = %d<br />
<br />
Another pathing message, used by the bugbot spawner in Bugbot Factory.<br />
<br />
bad moby in level 48 boss, #%d<br />
<br />
ERROR!!! %d is following the wrong dude after %d's death! Status table follows:<br />
%d's state is %d<br />
<br />
Several strings used by a moby relating to the boss in Bugbot Factory. The latter is used to print a table of all of the linked moby states.<br />
<br />
=== Test Level ===<br />
For some reason, leftover data from different builds are included in place of one of the cutscenes:<br />
* In the final game, this cutscene - occupying level ID 72 - is totally absent. In its place, there are three empty WAD files.<br />
* In this build, there are three non-empty files - a cutscene overlay, cutscene models and sound effects, and a cutscene level model.<br />
* The cutscene overlay is unremarkable and just seems to reflect the overlay of an empty cutscene.<br />
* The cutscene models and sound effects are the ones used in the level intro cutscene for Aquaria Towers in the ''Japanese'' version of Spyro ''2''.<br />
* The cutscene level model is actually a standard level in a rather unusual format. Analysis of its contents has proven that it is a previously unseen format from some time before the April 25th prototype, and it is just about close enough to that build's format to make it possible to update the level to be playable in that build.<br />
<br />
Some notable features of the format of this level:<br />
* The dragon names component and the dragon models (and their WAD header offsets) are entirely missing, indicating that the build is from before their implementation.<br />
* The difficulty flags are not set for any moby. These are generally set for mobys in the April prototype, where a very early version of the adaptive difficulty feature is present.<br />
<br />
Included with the release are instructions on how to get this level playable. Its most notable features:<br />
* The test level is for Sheila. Sheila has an early design which somewhat matches her concept art, and notably she has horns on the top of her head.<br />
* The level contains platforms for testing Sheila's jump heights. Each platform has a number written onto it using a texture, to communicate the height of the platform. These number textures are not seen in any standard level.<br />
* Several gem baskets are placed throughout this level. Several mobys never seen anywhere else in this game, nor in Spyro 2 - classes 169 and 195 - are also present in this level. As we do not have the level overlay for this level, we can't confirm the behavior of these mobys, but they appear to be for testing each of Sheila's abilities.<br />
* The Spyro sprite in the HUD animates particularly weirdly. Spyro's eyes are not offset from the rest of his head correctly, and there appears to be a few extra frames for some reason.<br />
<br />
Once in the level, Sheila can be played by changing her state to 3, and then to 1. Each of the following GameShark codes can be used in turn to perform these actions:<br />
<br />
300A76EC 0003<br />
300A76EC 0001<br />
<br />
=== Cheat Codes ===<br />
Like the final release, a number of cheats are present in this version, but they differ dramatically from the final game and generally exhibit more debug / QA-like features. All of these can be enabled by inputting the following codes in pause menu.<br />
<br />
{| class="wikitable"<br />
!99 lives<br />
|R2, L2, R2, L2, Up, Up, Up, Up, O<br />
|<br />
|-<br />
!Big head Spyro<br />
|Up, Up, Up, Up, R1, R1, R1, R1, O<br />
|<br />
|-<br />
!Dialogue test<br />
|Square, Square, O, O, Square, Square, O, O<br />
|<br />
|-<br />
!Color change<br />
|Up, Right, Down, Left, Up, Square, R1, R2, L1, L2, Up, Left, Down, Right, Up, ?<br />
|''The last button determines the color''<br />
''Red''' = ''O'' | '''Blue''' = ''X'' | '''Pink''' = ''Square'' | '''Green''' = ''Triangle'' | '''Black''' = ''Down'' | '''Yellow''' = ''Up''<br />
|-<br />
!Extra hit point<br />
|Square, Up, Square, Down, Square, Left, Square, Right, O<br />
|<br />
|-<br />
!Flat Spyro<br />
|Left, Right, Left, Right, L2, R2, L2, R2, Square<br />
|<br />
|-<br />
!Global difficulty<br />
|O, Square, Right, Left, Right, Square, O, ?<br />
|''The last button determines the difficulty mode. A lower number means an '''higher''' difficulty.''<br />
<br />
''30''' (easy) = ''O'' | '''0''' (normal) = ''X'' | '''-40''' (hard) = ''Square''<br />
|-<br />
!Local difficulty override<br />
|Left, Right, Square, O, Square, Right, Left, ?<br />
|''The last button determines the difficulty mode. A lower number means an '''easier''' difficulty. '''-1''' turns the override off.''<br />
<br />
''-1''' = ''Triangle'' | '''0''' = ''O'' | '''1''' = ''X'' | '''2''' = ''Square''<br />
|-<br />
!Max collectable totals<br />
|Square, Square, Square, Square, O<br />
|''Sets all level gem and egg counts to their maxima,''<br />
<br />
'the total collected gems to 20,000 and the total eggs collected to 154 (which displays as 150)''<br />
|-<br />
!Level warp<br />
|Up, Down, Up, Down, Left, Right, Left, Right, Square, ?, ?<br />
|''The last two buttons determine the level ID - does not support cutscenes in this version''<br />
<br />
''O''' = ''0'' | '''1''' = ''X'' | '''2''' = ''Square'' | '''3''' = ''Triangle'' | '''4''' = ''Right'' | '''5''' = ''Down'' | '''6''' = ''Left'' | '''7''' = ''Up'' | '''8''' = ''R1''<br />
|-<br />
!Permanent invincibility<br />
|O, O, O, O, X<br />
|<br />
|-<br />
!Permanent superflame<br />
|R1, R2, L1, L2, R1, R2, L1, L2, O<br />
|''Causes crashing in levels where the superflame is not present''<br />
|-<br />
!Squidboard<br />
|Up, Up, Left, Left, Right, Right, Down, Down, Square, O, Square<br />
|<br />
|-<br />
!View credits<br />
|Square, O, Square, O, Square, O, Left, Right, Left, Right, Left, Right<br />
|<br />
|}<br />
<br />
The treasure finder cheat isn't present in this build.<br />
<br />
===Miscellaneous Notes===<br />
* Game is emulatable: Yes (as of January 21, 2024).<br />
* Game contains dongle protection: Yes.<br />
<br />
==Screenshots==<br />
<center><gallery heights="256" widths="224"><br />
File:Spyro3-Sep04-00.png|Title screen<br />
File:Spyro3-Sep04-01.png<br />
File:Spyro3-Sep04-02.png<br />
File:Spyro3-Sep04-03.png<br />
File:Spyro3-Sep04-04.png<br />
File:Spyro3-Sep04-05.png<br />
File:Spyro3-Sep04-06.png|Pause Menu<br />
File:Spyro3-Sep04-07.png<br />
File:Spyro3-Sep04-08.png<br />
File:Spyro3-Sep04-09.png<br />
File:Spyro3-Sep04-10.png<br />
File:Spyro3-Sep04-11.png<br />
File:Spyro3-Sep04-12.png<br />
File:Spyro3-Sep04-13.png<br />
File:Spyro3-Sep04-14.png<br />
File:Spyro3-Sep04-15.png<br />
File:Spyro3-Sep04-16.png<br />
File:Spyro3-Sep04-17.png<br />
File:Spyro3-Sep04-18.png<br />
File:Spyro3-Sep04-19.png<br />
File:Spyro3-Sep04-20.png<br />
File:Spyro3-Sep04-21.png<br />
File:Spyro3-Sep04-22.png<br />
File:Spyro3-Sep04-23.png|Atlas<br />
File:Spyro3-Sep04-24.png<br />
File:Spyro3-Sep04-26.png<br />
File:Spyro3-Sep04-27.png<br />
File:Spyro3-Sep04-28.png<br />
File:Spyro3-Sep04-29.png<br />
File:Spyro3-Sep04-30.png<br />
File:Spyro3-Sep04-31.png<br />
File:Spyro3-Sep04-32.png|<br />
File:Spyro3-Sep04-33.png|Super Bonus Round Atlas<br />
File:Spyro3-Sep04-TestLevel-00.png|Test level<br />
File:Spyro3-Sep04-TestLevel-01.png|Test level<br />
File:Spyro3-Sep04-TestLevel-02.png|Test level<br />
File:Spyro3-Sep04-TestLevel-03.png|Test level gameplay<br />
File:Spyro3-Sep04-TestLevel-04.png|Test level gameplay<br />
File:Spyro3-Sep04-TestLevel-05.png|Test level gameplay<br />
File:Spyro3-Sep04-TestLevel-06.png|Test level gameplay<br />
File:Spyro3-Sep04-TestLevel-07.png|Test level gameplay<br />
File:Spyro3-Sep04-TestLevel-08.png|Test level gameplay<br />
File:Spyro3-Sep04-TestLevel-09.png|Test level gameplay<br />
</gallery></center><br />
==Origin==<br />
<center><gallery mode="packed"><br />
File:Spyro3-Sep04-CD.JPG|Disc front.<br />
</gallery></center><br />
==Videos==<br />
<center><br />
<youtube height="224" width="400">yOtC5uWtG4g</youtube><br />
<youtube height="224" width="400">e8Diwwb49lc</youtube><br />
<youtube height="224" width="400">F-MEaNLm1q0</youtube><br />
<youtube height="224" width="400">jrHRn2AtfL4</youtube><br />
<youtube height="224" width="400">I_KYUIcr_BM</youtube><br />
<youtube height="224" width="400">kIrkfGcsF-Q</youtube><br />
<youtube height="224" width="400">qHPYgMcOqPY</youtube><br />
<youtube height="224" width="400">DVtmXnFxC-Q</youtube><br />
</center><br />
<br />
{{Prototype Footer|{{Navbox prototype|Spyro: Year of the Dragon}}}}</div>Hwd45http://hiddenpalace.org/w/index.php?title=Spyro:_Year_of_the_Dragon_(Sep_4,_2000_prototype)&diff=107992Spyro: Year of the Dragon (Sep 4, 2000 prototype)2024-01-21T21:09:30Z<p>Hwd45: </p>
<hr />
<div>{{Prototype<br />
|Page name=Spyro: Year of the Dragon (Sep 4, 2000 prototype)<br />
|titlescreen=Spyro3-Sep04-00.png<br />
|builddate=Sep 4, 2000 00:00:00<br />
|buildname=Review<br />
|status=Released<br />
|releasedby=Hidden Palace<br />
|filereleasedate=Jan 21, 2024<br />
|origin_type=CD-R<br />
|origin_dumpmethod=MPF 2.1 (Plextor PX-W4012TA 1.07)<br />
|origin_ownership=Hwd45 (2023-Present)<br />
|origin_labels=SPYRO 3 15/09/00<br />
|game=Spyro: Year of the Dragon<br />
|system=PlayStation<br />
|genre=Platformer<br />
|final_builddate={{RegionDate|US|Sep 14, 2000 (Rev 0)}} {{RegionDate|EU|Sep 29, 2000 (Rev 0)}}<br />
{{RegionDate|EU|Oct 24, 2000 (Rev 1)}}<br />
{{RegionDate|US|Oct 31, 2000 (Rev 1)}}<br />
|release_date={{RegionDate|US|Oct 24, 2000}} {{RegionDate|EU|Nov 10, 2000}} {{RegionDate|JP|unreleased}}<br />
|unreleased=No<br />
}}<br />
{{Download<br />
|file=Spyro - Year of the Dragon (Sep 4, 2000 prototype).7z<br />
}}<br />
A prototype of Spyro: Year of the Dragon for the PlayStation.<br />
Previously, the September 11th prototype was known as the September 4th prototype - with the release of this build, and a greater understanding of the late development timeline, the aforementioned build has been renamed. As such, one should be aware that there are two review builds that have at one point been referred to as the September 4th prototype.<br />
<br />
==Notes==<br />
{{Tcrf link|Proto:Spyro:_Year_of_the_Dragon/September_4th,_2000_build}}<br />
* An NTSC-U review build dated about 10 days before the final.<br />
* Like the first revision of the final game, the file dates do not reflect when the game was actually built. However, there is a build string in the save file information which indicates a build date of September 4th, 2000.<br />
** A similar string is also seen in the game's demos.<br />
** The string - '''SPYRO_3(pal)-v.9.4''' - claims the build to be a PAL version, when it's actually NTSC-U. This build string may thus be left over from a slightly earlier version.<br />
** The string is also present in the later September 11th prototype, but as that build is clearly much closer to release, it's thought that the burn date on the disc is more likely to be accurate than the save file string. By contrast, the date written on the September 4th disc is 15/09/00, a date which is clearly inaccurate to the build date, due to it being after the final build.<br />
* The game features a different soundtrack to the final release, notably inlcuding tracks that would never be used in any final release as well as tracks that would disappear in the earliest final builds and not be re-implemented until later builds.<br />
* A number of cutscenes have minor audiovisual differences when compared to their final counterparts.<br />
** All of the pre-cutscene images are missing, and are instead replaced with an image of an empty Atlas page. Interestingly, the versions of the cutscenes that the final's cutscene images depict appear to be from an earlier point in development than this build.<br />
** All cutscenes are dialogue-only in this version, missing their music and sound effects (aside from recorded voice-based sound effects, like snoring or burping - rather, sounds used elsewhere in the game and sounds originating from a sound effect library seem to be the ones missing).<br />
** A number of particles are missing from cutscenes, notably including magic sparkles, fireworks, and the particles produced by Sparx.<br />
** In cutscenes, Sparx has the wrong colour applied to his model, making him appear a very dark blue-black colour.<br />
** The portals to the critter levels are all similarly different in appearance - their level portals are missing, and the portal frames instead appear as if they hadn't been activated yet.<br />
** In "The Escape!", the camera is much closer to Hunter during the close-up scenes, even including the one where the camera swings in close rather than moving instantaneously. At times, the camera appears to move entirely inside the cage.<br />
** In both "Bianca Strikes Back" and "Spike Is Born", the cutscene audio ends with a loud popping sound, and the rest of the cutscene stutters dramatically (pausing for roughly 1 second for every 2 seconds of the cutscene).<br />
** Like other cutscenes, the music is missing from the "THE END" cutscene. The only sound that plays throughout this cutscene are two burping sounds, both of which are identical, and neither match the ones used in the final game. Amusingly, the burps are totally absent in the later September 11th build, despite this build having the music and some of the sound effects for this cutscene.<br />
* Each of the various anti-crack protection measures are not present in this version of the game.<br />
** The instance of Zoe in Sunrise Spring which delivers the anti-piracy warning is missing, and thus the text used in this exchange is, too. Additionally, the code associated with this interaction hasn't been implemented, yet. The audio message is present in the STR and assigned to the correct level, however.<br />
** Modchip protection also appears to be absent.<br />
* Dongle protection is present in this build, which can stop the game from running on real hardware and certain emulators. The game will reach the Universal logo screen before halting. A dongle file which will circumvent this protection has been included in the release package - this should be inserted into slot 2.<br />
* Across the game, there are a wide array of missing sound effects, particularly in later levels.<br />
* Many levels had changes to their moby placement (i.e. the in-game objects), and a fair number of moby models were tweaked slightly, too. This is especially true of the baby dragons, for which a handful were given completely new animations.<br />
* The title screen audio from Spyro 2 plays instead of the audio used in the final versions of Spyro 3. The music still matches the final, however. The title screen also lacks any of the standard menu sound effects.<br />
* The game only includes one autodemo, a shortened, altered version of the Sgt. Byrd in Molten Crater demo from the final game.<br />
* While Skill Points are present, the "Skill Point!" text which displays upon collecting one is not. There's also no Skill Points section implemented in the Atlas, yet.<br />
** The skill point in the boxing area of Frozen Altars is completely absent in this version. All other skill points are obtainable.<br />
* The calculations used to determine the player's completion percentage differ from the final game. In addition, both the Atlas and the title screen perform this calculation in different ways, both of which diverge significantly from the final game.<br />
** The gems collected from the final encounter with Moneybags are erroneously doubled in the title screen calculation, meaning that a full completion of the game can result in the player having anywhere from 98% to 114% completion, according to the title screen. In the final game, this figure is always 117%.<br />
** A standard full completion of this build will award the player with anywhere from 100% to 103% completion, according to the Atlas, depending on the route the player takes through the game and whether they have (manually) set a progress flag which is erroneously not written to in-game.<br />
* The final encounter with Moneybags has some notable differences:<br />
** Moneybags drops exactly 6 individual gems at a time in this build, whereas in later builds he drops many at a time. In addition, the gems he drops seem to be of any variety (with a bias in favour of pink (25) gems dropping more often), rather than only dropping a random selection of yellow (10) and pink (25) gems until the final 100 gems, where he begins dropping gems of any variety. This results in the fight being much, much longer.<br />
** In the final, the total that Moneybags drops is always deliberately less than or equal to the amount Moneybags has left to give the player. This count is not checked correctly in this build, so it's possible for Moneybags to spit out enough gems to make you go slightly over the intended gem count, causing the HUD and Atlas to desync on how many gems the player has obtained.<br />
* Many audio dialogue lines are missing or changed, as are a handful of the text dialogue lines.<br />
* Amusingly, the Atlas contents page lists "Super Bonus Worlds" as "Super Bogus Worlds".<br />
* The Atlas epilogue section can be viewed from the beginning of the game, rather than requiring you beat the Sorceress and collect 10 skill points, first. All 12 pages of the epilogue can be viewed, too, rather than requiring all skill points in order to view the last six pages.<br />
* The images used on the level pages of the Atlas are perfectly rectangular and seem to effectively just be cropped screenshots. In the later builds, these images are given an artistic blur effect and the edges of each of these screenshots are worn down.<br />
** Several of the level screenshots differ from their final equivalents. Most notably, some feature early screenshots of the levels, and Super Bonus Round's uses a recoloured version of the Scorch's Pit image with "#50" scribbled over it.<br />
* The "Quit Game" option in the pause menu quits straight to the title instead of asking the player if they're sure.<br />
* The locked chest key sprite is a bit different, looking slightly narrower than the one in the final game.<br />
* There are a few HUD sprites missing in several of the levels late into the game.<br />
* The world geometry and skybox darkens slightly when the player is underwater, as in Spyro 2. In the final game, this effect was removed entirely.<br />
** The underwater visuals are particularly noticeable in Evening Lake Home - in particular, the portals appear much darker and cloudier than they do in the final game, and the underside of the surface of the water appears much brighter against the darkened skybox.<br />
** Additionally, the visuals in the underwater sublevel of Desert Ruins are particularly heavily affected by this effect. The skybox appears much brighter and cloudier than it does normally.<br />
* Desert Ruins's loading screen skybox has blue lava instead of green, matching the design for the level in earlier builds.<br />
* Some minigame challenges behave somewhat differently in this version if you finish them and then re-enter the area they're in before leaving the level.<br />
* The egg requirements for Harbor Speedway and Sorceress's Lair are 100 and 120 respectively, rather than the final's 90 and 100 respectively.<br />
* Many of the parameters used in the adaptive difficulty system were changed.<br />
* The save file format in this version mostly matches the final format, but speedway race times are not saved to the memory card.<br />
* The infamous "speedway bug", wherein the player is locked out of obtaining certain eggs in speedway levels if they've previously failed them, is not present in this version of the game. The issue seems to have arisen following an attempted fix for a different, less serious speedway bug.<br />
* Similarly, the slightly less infamous bug which causes the "Spike Is Born" cutscene to never play is also absent in this version. The issue seems to have arisen following a slight change in how vehicles determine where to send the player.<br />
* The "THE END" cutscene is never shown to the player. In the final game, the cutscene is always shown after defeating the final boss, but in this version, the game attempts to check if you've seen the cutscene, first. Unfortunately, it only plays the cutscene if you ''have'' seen the cutscene, instead of if you haven't.<br />
* The credits are not played after the "One Less Noble Warrior" or "THE END" cutscenes, in this version. As such, they can only be seen using the credits cheat code.<br />
* If a text box or an in-level cutscene plays immediately before a story cutscene starts, the aspect ratio of that interaction will persist into the cutscene.<br />
** When paying Moneybags to free a critter, the screen borders which are revealed during the dialogue interaction can briefly be seen retreating to the top and bottom of the screen.<br />
** After defeating the Sorceress, the aspect ratio from the cutscene of her reaching out of the lava remain throughout all of the post-Sorceress cutscenes.<br />
* The "Level Complete" text does not show up properly in this build. Instead, the "X00/X00" gems counter or the "X/X" eggs counter (whichever was shown most recently) shows up a second time, and "Level Complete" appears very quickly when it disappears.<br />
** "Level Complete" appears normally upon re-entry to the level, however.<br />
* Hunter’s cage trap cutscene plays every time the player is in Evening Lake when they’re close enough where the cutscene takes place, rather than only taking place once when the player has finished three of the Evening Lake levels. The corresponding progress flag is not written to by this interaction, so this has no impact on gameplay.<br />
** If the flag is written to using memory editing or by loading a save file from a later review build, Hunter will disappear as usual. In skateboarding areas, Hunter’s skateboard will still be present despite Hunter being invisible.<br />
* Exiting Sorceress's Lair sometimes puts the player in an odd position. This is due to some missing spawn data which is present in later versions; without it, the game defaults to spawning them where Sunny Villa's portal exit would usually be.<br />
* The reticle controls in a couple of the minigames are not up-down inverted as they are in later builds.<br />
* The tank controls in Haunted Tomb and Sorceress' Lair differ from later builds.<br />
* A number of changes were made to the Help menus.<br />
* In Midnight Mountain Home, there is a large hole in the geometry on the back side of the building you start in. This hole was filled in in later builds.<br />
* Super Bonus Round has a few notable differences:<br />
** The entrances to each of the sublevels are slightly higher than they are in later builds. As a result, flying into the archways above the doors allows you to enter the sublevels, even if you don't have enough gems to enter the intended way.<br />
** Boosting in the submarine in this level causes it to move extremely fast.<br />
** The skateboarding area has many gem baskets, whereas these were all replaced with gems in later builds. Later versions of this level do not include any baskets whatsoever.<br />
** Bianca is absent from the final area.<br />
** The dragon is called "Zan Jayna", named after the DC Wonder Twins, instead of "Ying Yang". This is the only dragon in the game with a different name, at this stage of development.<br />
* Most appearances of Hunter include a pink patch on his arm, as he did in Spyro 2. In some cutscenes, he has brown eyes, as he did in the Japanese version of Spyro 2.<br />
* In Harbor Speedway, Hunter is, for some reason, standing on the aircraft carrier instead of inside the lighthouse.<br />
* The model for the Enchanted Towers NPC in Midday Garden Home has a slightly different design, with brown hair and a longer fringe. The hair colour still appears to be visible in its low poly LOD model in the final game.<br />
** This model is present in the later September 11th build, too, but goes unseen in-game in that version.<br />
* In Enchanted Towers, the explosion sound effect which plays when the sorceress statue gets hit is notorious for how loud it is in the final game. In this version, if anything, it's too quiet!<br />
* Due to several issues present in this version of the game, only 19950 gems can be obtained under normal means, instead of the full 20000. If you're willing to use some sequence breaking movement and cheat codes to warp to late levels early, this total can be bumped up to 19975.<br />
** Five green (2) gems in Lost Fleet are set to an incorrect state, causing them to look and act like red (1) gems instead. This loses the player 5 gems they would otherwise have.<br />
** Some leftover code in Lost Fleet causes one of the submarines to drop gems when it's not supposed to, awarding the player with an extra 150 gems. However, this also results in one of the submarines in Super Bonus Round ''not'' dropping its 175 gems, meaning the player loses 25 gems this way. By using cheat codes to play Super Bonus Round first, the player can get around this issue.<br />
** 20 gems in Haunted Tomb are unobtainable due to enemies not dropping them as intended.<br />
<br />
=== Soundtrack ===<br />
* The game features a different soundtrack to the final release, notably including tracks that would never be used in any final release, as well as tracks that would disappear in the earliest final builds and not be re-implemented until later builds.<br />
** Like other builds, levels not assigned their music yet are instead assigned the music for another level. In this version, '''a track called "Grape"''' (which was previously heard on Stewart Copeland's website and in the 2022 official Spyro the Dragon OST release) is used by all levels which have not been assigned their final themes, yet.<br />
*** Sunrise Spring Home, Midday Garden Home, Evening Lake Home and Midnight Mountain Home all lack their respective tracks, and thus use Grape.<br />
*** Buzz's Dungeon incorrectly uses Grape, despite its track being finished and implemented. Its finished theme is not assigned to any level in this build.<br />
*** Starfish Reef uses Grape - considering that it's the only level to do so whilst not being a homeworld or a boss level (all of which would get their own themes in the final release), it's suspected that Grape was intended to be Starfish Reef's theme. In the final, it would just reuse the title theme.<br />
*** Sorceress's Lair also uses Grape, though the build additionally includes an '''unfinished version of the final Sorceress's Lair theme''' which is not assigned to any level. This unfinished theme is notably darker and more sinister than the final track, which has a somewhat more optimistic tone.<br />
** Most levels which did not have their own theme in the earliest final release but would get their own themes in NTSC-U Revision 1 use their final themes in this version, albeit with slightly different audio and instrumentation levelling:<br />
*** Mushroom Speedway, Enchanted Towers, Country Speedway, Honey Speedway, Haunted Tomb and Dino Mines all use their Revision 1 themes.<br />
*** Lost Fleet's Revision 1 theme is implemented but is not used by the level. Instead, '''Lost Fleet uses an entirely new theme''' which was not present in any final build. This theme is a finished version of the track heard in the April 25th, 2000 Prototype. It's not known why Lost Fleet has two tracks in this version, or if the Revision 1 theme had been intended to be used elsewhere.<br />
*** Crystal Island's Revision 1 theme is implemented but it is instead used by Bugbot Factory, whereas Crystal Islands uses the title theme, a track which is used by Bugbot Factory in the final release. This appears to be a mixup rather than the intended order of these tracks.<br />
** Crawdad Farm uses '''a track called Cherry''', which was previously heard on Stewart Copeland's website and in the 2022 official Spyro the Dragon OST release, rather than reusing the title theme.<br />
** Spider Town uses '''an entirely new theme''' which had not previously been known to the public.<br />
** There are additional differences with respect to sublevel and in-game cutscene music:<br />
*** All critter sublevels use the music used by the wider level, rather than using that critter's theme. This is due to the moby code which activates their music not yet being present. As a result, the main area of Enchanted Towers uses its intended theme, rather than reusing Sgt. Byrd's Base's theme.<br />
*** The Cloud Spires belfry music, the Icy Peak ice dance music and the Enchanted Towers bone dance music is all unimplemented and thus never gets used in-game.<br />
<br />
=== Audio Dialogue ===<br />
* A number of audio dialogue lines are missing or changed:<br />
** All Sparx audio dialogue and all but one of Bianca's audio messages are absent.<br />
** One of Hunter's audio messages in Midday Garden Home ("When you see a ladder...") seems to be a dev recording.<br />
** One of Bob's audio messages in Icy Peak has an unused duplicate, for some reason.<br />
** Two audio lines in Bamboo Terrace which are present but unused in the final game are absent from this version. It's not clear why they were given recordings so late into development when they likely hadn't been relevant for months prior to this build.<br />
** Ling Ling's audio dialogue at the beginning of Bamboo Terrace refers to Evening Lake Home as "Sunset Shore", a previously unheard of name for the level. It's likely that this name had not been used for the level for over 3 months prior to this build.<br />
*** Though not audio dialogue, interestingly, a line of text dialogue in the same level also still refers to a tiger enemy that was likely cut from the game months prior.<br />
** Two of Hunter's audio messages in Country Speedway diverge completely from his text dialogue, and seem to describe a version of the minigame used in the level which would have been closer to the Mushroom Speedway minigame (even going as far as to mention his plane, which doesn't appear in the mission otherwise).<br />
** In the final game, The Professor has two unused audio messages in Evening Lake Home. Oddly, in this version he has three!<br />
** Crazy Ed's "Has anyone seen my pick?" audio message, previously discovered in an earlier demo version of the game, is still present in Lost Fleet. This dialogue is completely unused and was removed in the final game.<br />
** One of Allgeier's audio dialogue messages ("I've waited 7000 years...") is absent.<br />
<br />
=== Moby Printfs ===<br />
A number of strings used in debugging are present in this version and are not known to be present in any other version. These are all strings which are printf'd by mobys (the in-game objects).<br />
<br />
WARNING!!! INVALID CLASS %d for spawner %d`<br />
<br />
Printed by crawdad and bugbot spawners in Crawdad Farm and Bugbot Factory.<br />
<br />
invalid exit data! bossMoby = %d, eggPos = %d<br />
<br />
Used by all level exit portals in Sparx levels.<br />
<br />
Hey! MobyUpdate_602 has a path that has no end! Trying to return to LOS home<br />
<br />
Used by the spiders in Spider Town and the ladybirds in Bugbot Factory, relates to issues with moby path data.<br />
<br />
FATAL ERROR!!! BROKEN CHILD LINK in boss #617<br />
<br />
Related to moby links in the Spider Town boss, i.e. linking the spider boss to the spawned mini-spiders.<br />
<br />
BROKEN LINKS FOR MOBY 717 !!!<br />
please repair immediately<br />
<br />
Two strings used by Hunter in Evening Lake, printed when the moby links used in his cutscene are found to be broken.<br />
<br />
SERIOUS ERROR in boss moby #622, sibling spawning failed!<br />
<br />
Another moby link message, this time used by the mantaray boss in Starfish Reef, relating to links between each of the mantarays in the boss area.<br />
<br />
broken link for moby 953!<br />
<br />
Used by a moby related to the Hunter mission in Harbor Speedway.<br />
<br />
WARNING... bad init path!, curNode = %d<br />
<br />
Another pathing message, used by the bugbot spawner in Bugbot Factory.<br />
<br />
bad moby in level 48 boss, #%d<br />
<br />
ERROR!!! %d is following the wrong dude after %d's death! Status table follows:<br />
%d's state is %d<br />
<br />
Several strings used by a moby relating to the boss in Bugbot Factory. The latter is used to print a table of all of the linked moby states.<br />
<br />
=== Test Level ===<br />
For some reason, leftover data from different builds are included in place of one of the cutscenes:<br />
* In the final game, this cutscene - occupying level ID 72 - is totally absent. In its place, there are three empty WAD files.<br />
* In this build, there are three non-empty files - a cutscene overlay, cutscene models and sound effects, and a cutscene level model.<br />
* The cutscene overlay is unremarkable and just seems to reflect the overlay of an empty cutscene.<br />
* The cutscene models and sound effects are the ones used in the level intro cutscene for Aquaria Towers in the ''Japanese'' version of Spyro ''2''.<br />
* The cutscene level model is actually a standard level in a rather unusual format. Analysis of its contents has proven that it is a previously unseen format from some time before the April 25th prototype, and it is just about close enough to that build's format to make it possible to update the level to be playable in that build.<br />
<br />
Some notable features of the format of this level:<br />
* The dragon names component and the dragon models (and their WAD header offsets) are entirely missing, indicating that the build is from before their implementation.<br />
* The difficulty flags are not set for any moby. These are generally set for mobys in the April prototype, where a very early version of the adaptive difficulty feature is present.<br />
<br />
Included with the release are instructions on how to get this level playable. Its most notable features:<br />
* The test level is for Sheila. Sheila has an early design which somewhat matches her concept art, and notably she has horns on the top of her head.<br />
* The level contains platforms for testing Sheila's jump heights. Each platform has a number written onto it using a texture, to communicate the height of the platform. These number textures are not seen in any standard level.<br />
* Several gem baskets are placed throughout this level. Several mobys never seen anywhere else in this game, nor in Spyro 2 - classes 169 and 195 - are also present in this level. As we do not have the level overlay for this level, we can't confirm the behaviour of these mobys, but they appear to be for testing each of Sheila's abilities.<br />
* The Spyro sprite in the HUD animates particularly weirdly. Spyro's eyes are not offset from the rest of his head correctly, and there appears to be a few extra frames for some reason.<br />
<br />
Once in the level, Sheila can be played by changing her state to 3, and then to 1. Each of the following GameShark codes can be used in turn to perform these actions:<br />
<br />
300A76EC 0003<br />
300A76EC 0001<br />
<br />
=== Cheat Codes ===<br />
Like the final release, a number of cheats are present in this version, but they differ dramatically from the final game and generally exhibit more debug / QA-like features. All of these can be enabled by inputting the following codes in pause menu.<br />
<br />
{| class="wikitable"<br />
!99 lives<br />
|R2, L2, R2, L2, Up, Up, Up, Up, O<br />
|<br />
|-<br />
!Big head Spyro<br />
|Up, Up, Up, Up, R1, R1, R1, R1, O<br />
|<br />
|-<br />
!Dialogue test<br />
|Square, Square, O, O, Square, Square, O, O<br />
|<br />
|-<br />
!Colour change<br />
|Up, Right, Down, Left, Up, Square, R1, R2, L1, L2, Up, Left, Down, Right, Up, ?<br />
|''The last button determines the colour''<br />
''Red''' = ''O'' | '''Blue''' = ''X'' | '''Pink''' = ''Square'' | '''Green''' = ''Triangle'' | '''Black''' = ''Down'' | '''Yellow''' = ''Up''<br />
|-<br />
!Extra hit point<br />
|Square, Up, Square, Down, Square, Left, Square, Right, O<br />
|<br />
|-<br />
!Flat Spyro<br />
|Left, Right, Left, Right, L2, R2, L2, R2, Square<br />
|<br />
|-<br />
!Global difficulty<br />
|O, Square, Right, Left, Right, Square, O, ?<br />
|''The last button determines the difficulty mode. A lower number means an '''higher''' difficulty.''<br />
<br />
''30''' (easy) = ''O'' | '''0''' (normal) = ''X'' | '''-40''' (hard) = ''Square''<br />
|-<br />
!Local difficulty override<br />
|Left, Right, Square, O, Square, Right, Left, ?<br />
|''The last button determines the difficulty mode. A lower number means an '''easier''' difficulty. '''-1''' turns the override off.''<br />
<br />
''-1''' = ''Triangle'' | '''0''' = ''O'' | '''1''' = ''X'' | '''2''' = ''Square''<br />
|-<br />
!Max collectable totals<br />
|Square, Square, Square, Square, O<br />
|''Sets all level gem and egg counts to their maxima,''<br />
<br />
'the total collected gems to 20,000 and the total eggs collected to 154 (which displays as 150)''<br />
|-<br />
!Level warp<br />
|Up, Down, Up, Down, Left, Right, Left, Right, Square, ?, ?<br />
|''The last two buttons determine the level ID - does not support cutscenes in this version''<br />
<br />
''O''' = ''0'' | '''1''' = ''X'' | '''2''' = ''Square'' | '''3''' = ''Triangle'' | '''4''' = ''Right'' | '''5''' = ''Down'' | '''6''' = ''Left'' | '''7''' = ''Up'' | '''8''' = ''R1''<br />
|-<br />
!Permanent invincibility<br />
|O, O, O, O, X<br />
|<br />
|-<br />
!Permanent superflame<br />
|R1, R2, L1, L2, R1, R2, L1, L2, O<br />
|''Causes crashing in levels where the superflame is not present''<br />
|-<br />
!Squidboard<br />
|Up, Up, Left, Left, Right, Right, Down, Down, Square, O, Square<br />
|<br />
|-<br />
!View credits<br />
|Square, O, Square, O, Square, O, Left, Right, Left, Right, Left, Right<br />
|<br />
|}<br />
<br />
The treasure finder cheat isn't present in this build.<br />
<br />
==Screenshots==<br />
<center><gallery heights="256" widths="224"><br />
File:Spyro3-Sep04-00.png|Title screen<br />
File:Spyro3-Sep04-01.png<br />
File:Spyro3-Sep04-02.png<br />
File:Spyro3-Sep04-03.png<br />
File:Spyro3-Sep04-04.png<br />
File:Spyro3-Sep04-05.png<br />
File:Spyro3-Sep04-06.png<br />
File:Spyro3-Sep04-07.png<br />
File:Spyro3-Sep04-08.png<br />
File:Spyro3-Sep04-09.png<br />
File:Spyro3-Sep04-10.png<br />
File:Spyro3-Sep04-11.png<br />
File:Spyro3-Sep04-12.png<br />
File:Spyro3-Sep04-13.png<br />
File:Spyro3-Sep04-14.png<br />
File:Spyro3-Sep04-15.png<br />
File:Spyro3-Sep04-16.png<br />
File:Spyro3-Sep04-17.png<br />
File:Spyro3-Sep04-18.png<br />
File:Spyro3-Sep04-19.png<br />
File:Spyro3-Sep04-20.png<br />
File:Spyro3-Sep04-21.png<br />
File:Spyro3-Sep04-22.png<br />
File:Spyro3-Sep04-23.png<br />
File:Spyro3-Sep04-24.png<br />
File:Spyro3-Sep04-26.png<br />
File:Spyro3-Sep04-27.png<br />
File:Spyro3-Sep04-28.png<br />
File:Spyro3-Sep04-29.png<br />
File:Spyro3-Sep04-30.png<br />
File:Spyro3-Sep04-31.png<br />
File:Spyro3-Sep04-32.png<br />
File:Spyro3-Sep04-33.png<br />
File:Spyro3-Sep04-TestLevel-00.png|Test level<br />
File:Spyro3-Sep04-TestLevel-01.png|Test level<br />
File:Spyro3-Sep04-TestLevel-02.png|Test level<br />
File:Spyro3-Sep04-TestLevel-03.png|Test level gameplay<br />
File:Spyro3-Sep04-TestLevel-04.png|Test level gameplay<br />
File:Spyro3-Sep04-TestLevel-05.png|Test level gameplay<br />
File:Spyro3-Sep04-TestLevel-06.png|Test level gameplay<br />
File:Spyro3-Sep04-TestLevel-07.png|Test level gameplay<br />
File:Spyro3-Sep04-TestLevel-08.png|Test level gameplay<br />
File:Spyro3-Sep04-TestLevel-09.png|Test level gameplay<br />
</gallery></center><br />
==Origin==<br />
<center><gallery mode="packed"><br />
File:Spyro3-Sep04-CD.JPG|Disc front.<br />
</gallery></center><br />
==Videos==<br />
<center><br />
<youtube height="224" width="400">yOtC5uWtG4g</youtube><br />
<youtube height="224" width="400">e8Diwwb49lc</youtube><br />
<youtube height="224" width="400">F-MEaNLm1q0</youtube><br />
<youtube height="224" width="400">jrHRn2AtfL4</youtube><br />
<youtube height="224" width="400">I_KYUIcr_BM</youtube><br />
<youtube height="224" width="400">kIrkfGcsF-Q</youtube><br />
<youtube height="224" width="400">qHPYgMcOqPY</youtube><br />
<youtube height="224" width="400">DVtmXnFxC-Q</youtube><br />
</center><br />
<br />
{{Prototype Footer|{{Navbox prototype|Spyro: Year of the Dragon}}}}</div>Hwd45http://hiddenpalace.org/w/index.php?title=Spyro:_Year_of_the_Dragon_(Apr_25,_2000_prototype)&diff=107332Spyro: Year of the Dragon (Apr 25, 2000 prototype)2024-01-11T22:05:30Z<p>Hwd45: /* Videos */</p>
<hr />
<div> <br />
{{Prototype<br />
|Page name=Spyro: Year of the Dragon (Apr 25, 2000 prototype)<br />
|titlescreen=Spyro3-Apr25Preview-1.png<br />
|builddate=Apr 25, 2000 00:00:00 <br />
|buildname=Previewable<br />
|status=Released, redump needed<br />
|releasedby=Hidden Palace<br />
|filereleasedate=April 17, 2021<br />
|origin_type=CD-R<br />
|origin_dumpmethod=PLEXTOR DVDR PX-716UF 1.11 03/23/07 15:10 (CloneCD)<br />
|origin_labels=Spyro Year of the Dragon Previewable<br />
|origin_lot=Project Deluge<br />
|game=Spyro: Year of the Dragon<br />
|system=PlayStation<br />
|genre=Platformer<br />
|final_builddate={{RegionDate|US|Sep 14, 2000 (Rev 0)}} {{RegionDate|EU|Sep 29, 2000 (Rev 0)}}<br />
{{RegionDate|EU|Oct 24, 2000 (Rev 1)}}<br />
{{RegionDate|US|Oct 31, 2000 (Rev 1)}}<br />
|release_date={{RegionDate|US|Oct 24, 2000}} {{RegionDate|EU|Nov 10, 2000}} {{RegionDate|JP|unreleased}}<br />
|unreleased=No<br />
}}<br />
{{Download<br />
|external=https://archive.org/details/SpyroYearoftheDragonApr252000prototype<br />
|file=Spyro - Year of the Dragon (Apr 25, 2000 prototype).7z<br />
}}<br />
A prototype of Spyro: Year of the Dragon for the PlayStation.<br />
==Notes==<br />
{{Tcrf link|Proto:Spyro:_Year_of_the_Dragon/April_25th,_2000_build}}<br />
An early prototype of Spyro: Year of the Dragon for the Sony PlayStation. This build seems to match the one used at E3 2000, as well as the one used in a number of previews and gameplay B-roll footage. The build is an NTSC-U preview build.<br />
The disc's file dates and primary volume creation date lists the prototype as being built on 5th April 2000 as opposed to the final's 14th September 2000, but no primary volume modification date is included. Its original disc was labelled with "4.25 E", which likely represents a burn date of April 25th.<br />
Oftentimes, the modification dates on the files of Spyro builds (and PSX titles generally) do not match their true modification dates. This, in combination with the fact that no primary volume modification date is listed, and the fact that "4.25 E" so closely resembles some of the build date and version strings used in other Spyro 3 builds (5.25.a, 7.27.a and 9.4) suggests a possible date of April 25th instead, which may be more likely to be accurate due to its use as a versioning number. Either way, the build appears to have been built at some point in April 2000.<br />
<br />
*There are a number of Spyro 2 leftovers, notably including the game's title screen.<br />
*Starting the game from the title screen immediately puts the player into Bamboo Terrace (which is called "Rice Paddies" in this version). There are no save files.<br />
*The pause menu is replaced with a level and minigame warp menu, allowing the user to move from place to place more easily.<br />
*Only 13 of the game's 37 levels are playable by normal means, with only one sublevel playable in each of Sunny Villa and Molten Crater.<br />
**Data corresponding to an additional four levels - Sunrise Spring, Seashell Shore, Crawdad Farm and Spike's Arena - is present, as is the rest of Sunny Villa and Molten Crater.<br />
**Crawdad Farm, Spike's Arena and the remaining areas of Sunny Villa and Molten Crater are accessible with the use of cheat codes.<br />
**Sunrise Spring appears to '''only''' be accessible with memory editing, as using cheat codes to enter the level results in a crash. The level can be accessed by activating the Gameshark code <code>800661EC 0000000A</code> '''whilst at the title screen''', and starting the game.<br />
**Seashell Shore is also only accessible with memory editing, due to a bug in this version causing the level to crash upon entry. This arises due to the level in question using too much memory and overwriting data allocated for Spyro's model. As such, the resolution is to increase the heap and stack by a megabyte with the use of memory editing, along with increasing the RAM used by the console or emulator to 8MB (meaning that only modified or debugging consoles may access the level). Additionally, due to issues navigating the level, it is recommended that a code to increase Spyro's height (such as <code>80069C00 00008000</code>) is used when entering the level.<br />
***The following Gameshark code implements the memory edits required for the Seashell Shore entry fix:<br />
<br />
8002BAC8 0000802F<br />
80029E10 0000802F<br />
8006604E 00000040<br />
<br />
*One sublevel of each of Seashell Shore and Lost Fleet are still not present at this point.<br />
*The pause menu displays names for each of the levels, many of which differ wildly from their final names.<br />
**The level names used on portals and loading screens are entirely generic at this point, with all levels given the name "Level ''x''" where ''x'' is replaced with the level ID.<br />
*The Atlas is not yet accessible, though some very limited functionality corresponding to the Atlas is present, though at this point it functions as not much more than a page-turning simulator.<br />
**The Atlas is also still referred to as the "Guidebook" (a term used in Spyro 2) by the pause menu at this point, despite its graphics saying "Atlas". The pause menu option for this menu does nothing when selected.<br />
*The player also has the option to restart the level from the pause menu.<br />
*A number of HUD elements across several levels are missing or differ from the final.<br />
**This includes the egg icon and counter in the HUD.<br />
*Only 7 of the game's music tracks are present, with the majority of them being vastly different to how they sound in the final game. In particular, Lost Fleet has an entirely unique theme, rather than re-using another level's theme as it would in the final game.<br />
**In the NTSC-U Rev 1 release of Spyro: Year of the Dragon, a number of levels were given their own themes rather than reusing tracks. Lost Fleet ''still'' did not get an entirely unique theme once again, instead using a remix of the Sheila's Alp theme, for some reason.<br />
**All levels which don't yet have their own theme in this version use Spooky Swamp's theme instead.<br />
**There are several unused tracks which are entirely unrelated to Spyro - all of these tracks are by either U-Ziq or Propellerheads.<br />
*There is no audio dialogue present whatsoever, and a large amount of the text dialogue is in a very incomplete state.<br />
**Many lines of dialogue are also clearly placeholder strings presenting developer humour.<br />
*The dialogue font and text colour matches the one used in Spyro 2.<br />
*Eggs have a completely different appearance to their final look, and come in multiple different varieties, mostly corresponding to the type of dragon they hatch.<br />
*Gem placement is almost universally different, as are the gem totals for each level.<br />
*Many of the levels have significant structural changes.<br />
*There are a number of cut enemies - most notably, tigers in Bamboo Terrace, Rhynoc Thieves in Molten Crater and a caterpillar boss in Crawdad Farm.<br />
*Several of the alternate characters control and behave slightly differently from their final design.<br />
**Sgt. Byrd is also quite noticeably different in appearance. Bentley also differs from his final design, but only in subtle texture tweaks.<br />
**Oddly enough, the characters capable of shooting can do so even when an NPC is speaking to them or a cutscene is in the middle of taking place.<br />
*Due to incomplete programming, the player cannot leave the level via the portal at the beginning of each of the critter levels. Instead, the player will return to the level regardless of whether they select "Yes" or "No" when asked if they want to leave the level. In three of the four critter levels, the player is amusingly greeted with a text string proclaiming "At some point, I'll need to program that." if they attempt to leave.<br />
*There are no skill points present at this stage of development.<br />
*The gem values Moneybags requests differs in a couple of locations and he's entirely missing from some areas he'd normally be, too. In a couple of places he appears, there are a number of gems deliberately placed next to him specifically to give the player exactly as many gems as they need to proceed.<br />
**Even though using the pause menu to warp between levels resets most of the player's data, which instances of Moneybags have been paid is carried over, so he does not need to be paid more than once at the same location.<br />
*Warping between levels using the pause menu resets all of the data corresponding to the items the player has collected. However, the player can circumvent this by using the cheat codes to warp between levels. Most (but not all) levels do not yet exhibit alternate behaviours (such as NPCs being missing) when re-entering a level after completion.<br />
*This version of the game unsurprisingly has a number of glitches not present in the final, including what appears to be a glitch that will occasionally cause a few specific gems to vanish from the map.<br />
*Dongle protection is present in this build, which can stop the game from running on real hardware and certain emulators. The game will reach the Universal logo screen before halting.<br />
**The dongle protection can be bypassed with the included patch, or by setting the int32 at address 0x80071610 to zero.<br />
**In lieu of patching, a memory card card file containing the dongle save can be downloaded in mcd format [[Media:SPYRODONGLES.mcd|here]] or in raw format [[Media:BASLUS-99999SPYRO3|here]].<br />
***The memory card containing the dongle has to be inserted into Slot 2.<br />
*Miscellaneous Notes:<br />
**Game is emulatable: Yes (as of April 17, 2021).<br />
**Game contains dongle protection: Patched.<br />
**Game contains debugging symbols: No<br />
**Dump was originally scrambled: No<br />
<br />
===Cheat Codes===<br />
Like the final release, a number of cheats are present in this version, but they differ dramatically from the final game and generally exhibit more debug / QA-like features. All of these can be enabled by inputting the following codes in pause menu.<br />
{| class="wikitable"<br />
!Big head Spyro<br />
|Up, Up, Up, Up, R1, R1, R1, R1, O<br />
|<br />
|-<br />
!Colour change<br />
|Up, Right, Down, Left, Up, Square, R1, R2, L1, L2, Up, Left, Down, Right, Up, ?<br />
|''The last button determines the colour''<br />
<br />
'''Red''' = ''O'' | '''Blue''' = ''X'' | '''Pink''' = ''Square'' | '''Green''' = ''Triangle'' | '''Black''' = ''Down'' | '''Yellow''' = ''Up''<br />
|-<br />
!Extra hit point<br />
|Square, Up, Square, Down, Square, Left, Square, Right, O<br />
|<br />
|-<br />
!Flat Spyro<br />
|Left, Right, Left, Right, L2, R2, L2, R2, Square<br />
|<br />
|-<br />
!Level warp<br />
|Up, Down, Up, Down, Left, Right, Left, Right, Square, ?, ?<br />
|''The last two buttons determine the level ID''<br />
<br />
'''O''' = ''0'' | '''1''' = ''X'' | '''2''' = ''Square'' | '''3''' = ''Triangle'' | '''4''' = ''Right'' | '''5''' = ''Down'' | '''6''' = ''Left'' | '''7''' = ''Up'' | '''8''' = ''R1''<br />
|-<br />
!Max collectable totals<br />
|Square, Square, Square, Square, O<br />
|''Sets all level gem counts to 400, the total collected gems to 10,000 and the total eggs collected to 64''<br />
|-<br />
!Permanent invincibility<br />
|O, O, O, O, X<br />
|<br />
|-<br />
!Permanent superflame<br />
|R1, R2, L1, L2, R1, R2, L1, L2, O<br />
|''Causes crashing in levels where the superflame is not present''<br />
|-<br />
!View Credits<br />
|Square, O, Square, O, Square, O, Left, Right, Left, Right, Left, Right<br />
|''Does not work in this version due to the credits being missing''<br />
|}<br />
<br />
===Playable Levels===<br />
A full list of the playable levels are listed below. Those in '''bold''' are present in the game, and those in ''italics'' are either missing or unplayable without the use of external tools.<br />
<br />
{| class="wikitable" <br />
|-<br />
!Level<br />
!Sublevel<br />
!Status<br />
!Notes<br />
|-<br />
|Sunrise Spring Home<br />
|Main Level<br />
| style="background-color:#ffffc7;" |'''''Accessible through memory editing only'''''<br />
| Inaccessible under normal means - the level can be accessed by activating the Gameshark code <code>800661EC 0000000A</code> whilst at the title screen, and starting the game.<br />
|-<br />
| rowspan="3" |Sunny Villa<br />
|Main Level<br />
| style="background-color:#cbcefb;" |'''Accessible through cheat codes only'''<br />
|Only accessible through the use of cheat codes. Enter any level '''via the level select''' and then enter the following code on the pause menu:<br />Up, Down, Up, Down, Left, Right, Left, Right, Square, X, X<br />
|-<br />
|Sheila<br />
| style="background-color:#cbcefb;" |'''Accessible through cheat codes only'''<br />
|Only accessible through the use of cheat codes. Enter any minigame with area ID 1 (e.g. "Submarines") '''via the minigame select''' and then enter the following code on the pause menu:<br />Up, Down, Up, Down, Left, Right, Left, Right, Square, X, X<br />
|-<br />
|Skateboarding<br />
| style="background-color:#cbcefb;" |'''Accessible through normal means'''<br />
|Accessible via the minigame select under the "Skateboarding" option.<br />
|-<br />
| rowspan="3" |Cloud Spires<br />
|Main Level<br />
| style="background-color:#cbcefb;" |'''Accessible through normal means'''<br />
|Accessible via the level select under the "Cloud City" option.<br />
|-<br />
|Sun Seeds<br />
| style="background-color:#cbcefb;" |'''Accessible through normal means'''<br />
|Accessible via the level select under the "Cloud City" option; the player must locate the sublevel in order to enter it.<br />
|-<br />
|Bell Towers<br />
| style="background-color:#cbcefb;" |'''Accessible through normal means'''<br />
|Accessible via the level select under the "Cloud City" option; the player must locate the sublevel in order to enter it.<br />
|-<br />
| rowspan="3" |Molten Crater<br />
|Main Level<br />
| style="background-color:#cbcefb;" |'''Accessible through cheat codes only'''<br />
|Only accessible through the use of cheat codes. Enter any level '''via the level select''' and then enter the following code on the pause menu:<br />Up, Down, Up, Down, Left, Right, Left, Right, Square, X, Triangle<br />
|-<br />
|Tiki Heads<br />
| style="background-color:#cbcefb;" |'''Accessible through normal means'''<br />
|Accessible via the minigame select under the "Tiki Heads" option.<br />
|-<br />
|Thief Chase<br />
| style="background-color:#cbcefb;" |'''Accessible through cheat codes only'''<br />
|Only accessible through the use of cheat codes. Enter any minigame with area ID 2 (e.g. "Skateboarding") '''via the minigame select''' and then enter the following code on the pause menu:<br />Up, Down, Up, Down, Left, Right, Left, Right, Square, X, Triangle<br />
|-<br />
| rowspan="4" | Seashell Shore<br />
| Main Level<br />
| style="background-color:#ffffc7;" | '''''Accessible through memory editing only'''''<br />
| Inaccessible under normal means - warping to the level consistently crashes the game due to the level's data overwriting parts of the memory associated with the game's polygon buffer and shared models. To remedy this, the game's stack and heap can be moved upwards by a megabyte, for example with the following Gameshark code:<br><br />
<pre><br />
8002BAC8 0000802F<br />
80029E10 0000802F<br />
8006604E 00000040<br />
</pre><br />
Additionally, the console or emulator being used must have 8MB of RAM installed.<br />
|-<br />
| Sheila<br />
| style="background-color:#ffffc7;" | '''''Accessible through memory editing only'''''<br />
| Accessible normally via the main level if the player is able to access it.<br />
|-<br />
| Bluto<br />
| style="background-color:#ffffc7;" | '''''Accessible through memory editing only'''''<br />
| Accessible normally via the main level if the player is able to access it.<br />
|-<br />
| Tunnel<br />
| ''Not present''<br />
| Sublevel does not exist at this point.<br />
|-<br />
|Mushroom Speedway<br />
|Main Level<br />
|''Not present''<br />
|Level does not exist at this point.<br />
|-<br />
|Sheila's Alp<br />
|Main Level<br />
| style="background-color:#cbcefb;" |'''Accessible through normal means'''<br />
|Accessible via the level select under the "Sheila's Home" option.<br />
|-<br />
|Buzz's Dungeon<br />
|Main Level<br />
|''Not present''<br />
|Level does not exist at this point.<br />
|-<br />
|Crawdad Farm<br />
|Main Level<br />
| style="background-color:#cbcefb;" |'''Accessible through cheat codes only'''<br />
|Only accessible through the use of cheat codes. Enter any level '''via the level select''' and then enter the following code on the pause menu:<br />Up, Down, Up, Down, Left, Right, Left, Right, Square, X, R1<br />
|-<br />
|Midday Garden Home<br />
|Main Level<br />
|''Not present''<br />
|Level does not exist at this point.<br />
|-<br />
| rowspan="3" |Icy Peak<br />
|Main Level<br />
| style="background-color:#cbcefb;" |'''Accessible through normal means'''<br />
|Accessible via the level select under the "Iceberg" option.<br />
|-<br />
|Thief Chase<br />
| style="background-color:#cbcefb;" |'''Accessible through normal means'''<br />
|Accessible via the minigame select under the "Thief Chase" option.<br />Alternatively accessible via the level select under the "Iceberg" option; the player must locate the sublevel in order to enter it.<br />
|-<br />
|Ice Dancing<br />
| style="background-color:#cbcefb;" |'''Accessible through normal means'''<br />
|Accessible via the minigame select under the "Figure Skating" option.<br />Alternatively accessible via the level select under the "Iceberg" option; the player must locate the sublevel in order to enter it.<br />
|-<br />
|Enchanted Towers<br />
|All Areas<br />
|''Not present''<br />
|Level does not exist at this point.<br />
|-<br />
| rowspan="3" |Spooky Swamp<br />
|Main Level<br />
| style="background-color:#cbcefb;" |'''Accessible through normal means'''<br />
|Accessible via the level select under the "Swamp Party" option.<br />
|-<br />
|Sleepyhead<br />
| style="background-color:#cbcefb;" |'''Accessible through normal means'''<br />
|Accessible via the minigame select under the "Mini Boss" option.<br />Alternatively accessible via the level select under the "Swamp Party" option; the player must locate the sublevel in order to enter it.<br />
|-<br />
|Sheila<br />
| style="background-color:#cbcefb;" |'''Accessible through normal means'''<br />
|Accessible via the minigame select under the "Roo Stomp" option.<br />Alternatively accessible via the level select under the "Swamp Party" option; the player must locate the sublevel in order to enter it.<br />
|-<br />
| rowspan="3" |Bamboo Terrace<br />
|Main Level<br />
| style="background-color:#cbcefb;" |'''Accessible through normal means'''<br />
|Accessible directly from the title screen.<br />Alternatively accessible via the level select under the "Rice Paddies" option.<br />
|-<br />
|Rhynoc Blast<br />
| style="background-color:#cbcefb;" |'''Accessible through normal means'''<br />
|Accessible via the minigame select under the "Rhynoc Blast" option.<br />Alternatively accessible via the level select under the "Rice Paddies" option; the player must locate the sublevel in order to enter it.<br />
|-<br />
|Bentley<br />
| style="background-color:#cbcefb;" |'''Accessible through normal means'''<br />
|Accessible via the level select under the "Rice Paddies" option; the player must locate the sublevel in order to enter it.<br />
|-<br />
|Country Speedway<br />
|Main Level<br />
| style="background-color:#cbcefb;" |'''Accessible through normal means'''<br />
|Accessible via the level select under the "Country Speedway" option.<br />
|-<br />
|Sgt. Byrd's Base<br />
|Main Level<br />
| style="background-color:#cbcefb;" |'''Accessible through normal means'''<br />
|Accessible via the level select under the "Sgt. Byrd's Home" option.<br />
|-<br />
|Spike's Arena<br />
|Main Level<br />
| style="background-color:#cbcefb;" |'''Accessible through cheat codes only'''<br />
|Only accessible through the use of cheat codes. Enter any level '''via the level select''' and then enter the following code on the pause menu:<br />Up, Down, Up, Down, Left, Right, Left, Right, Square, Square, Up<br />
|-<br />
|Spider Town<br />
|Main Level<br />
|''Not present''<br />
|Level does not exist at this point.<br />
|-<br />
|Evening Lake Home<br />
|Main Level<br />
|''Not present''<br />
|Level does not exist at this point.<br />
|-<br />
| rowspan="3" |Frozen Altars<br />
|Main Level<br />
| style="background-color:#cbcefb;" |'''Accessible through normal means'''<br />
|Accessible via the level select under the "Aztarctica" option.<br />
|-<br />
|Bentley<br />
| style="background-color:#cbcefb;" |'''Accessible through normal means'''<br />
|Accessible via the minigame select under the "Boxing" option.<br />Alternatively accessible via the level select under the "Aztarctica" option; the player must locate the sublevel in order to enter it.<br />
|-<br />
|Cat Hockey<br />
| style="background-color:#cbcefb;" |'''Accessible through normal means'''<br />
|Accessible via the level select under the "Aztarctica" option; the player must locate the sublevel in order to enter it.<br />
|-<br />
| rowspan="3" |Lost Fleet<br />
|Main Level<br />
| style="background-color:#cbcefb;" |'''Accessible through normal means'''<br />
|Accessible via the level select under the "Lost Fleet" option.<br />
|-<br />
|Sub Chase<br />
| style="background-color:#cbcefb;" |'''Accessible through normal means'''<br />
|Accessible via the minigame select under the "Submarines" option.<br />Alternatively accessible via the level select under the "Lost Fleet" option; the player must locate the sublevel in order to enter it.<br />
|-<br />
|Skateboarding<br />
|''Not present''<br />
|Sublevel does not exist at this point.<br />
|-<br />
|Fireworks Factory<br />
|All Areas<br />
|''Not present''<br />
|Level does not exist at this point.<br />
|-<br />
|Charmed Ridge<br />
|All Areas<br />
|''Not present''<br />
|Level does not exist at this point.<br />
|-<br />
|Honey Speedway<br />
|Main Level<br />
|''Not present''<br />
|Level does not exist at this point.<br />
|-<br />
|Bentley's Outpost<br />
|Main Level<br />
| style="background-color:#cbcefb;" |'''Accessible through normal means'''<br />
|Accessible via the level select under the "Bentley's Home" option.<br />
|-<br />
|Scorch's Pit<br />
|Main Level<br />
|''Not present''<br />
|Level does not exist at this point.<br />
|-<br />
|Starfish Reef<br />
|Main Level<br />
|''Not present''<br />
|Level does not exist at this point.<br />
|-<br />
|Midnight Mountain Home<br />
|Main Level<br />
|''Not present''<br />
|Level does not exist at this point.<br />
|-<br />
|Crystal Islands<br />
|All Areas<br />
|''Not present''<br />
|Level does not exist at this point.<br />
|-<br />
|Desert Ruins<br />
|All Areas<br />
|''Not present''<br />
|Level does not exist at this point.<br />
|-<br />
|Haunted Tomb<br />
|All Areas<br />
|''Not present''<br />
|Level does not exist at this point.<br />
|-<br />
|Dino Mines<br />
|All Areas<br />
|''Not present''<br />
|Level does not exist at this point.<br />
|-<br />
|Harbor Speedway<br />
|Main Level<br />
|''Not present''<br />
|Level does not exist at this point.<br />
|-<br />
|Agent 9's Lab<br />
|Main Level<br />
| style="background-color:#cbcefb;" |'''Accessible through normal means'''<br />
|Accessible via the level select under the "Agent 9's Home" option.<br />
|-<br />
|Sorceress' Lair<br />
|Main Level<br />
|''Not present''<br />
|Level does not exist at this point.<br />
|-<br />
|Bugbot Factory<br />
|Main Level<br />
|''Not present''<br />
|Level does not exist at this point.<br />
|-<br />
|Super Bonus Round<br />
|All Areas<br />
|''Not present''<br />
|Level does not exist at this point.<br />
|}<br />
<br />
==Screenshots==<br />
<center><gallery heights="256" widths="224"><br />
File:Spyro3-Apr25Preview-1.png|Title screen<br />
File:Spyro3-Apr25Preview-2.png|Loading screen<br />
File:Spyro3-Apr25Preview-3.png|Pause menu<br />
File:Spyro3-Apr25Preview-4.png|Level select<br />
File:Spyro3-Apr25Preview-5.png|Minigame select<br />
File:Spyro3-Apr25Preview-6.png|Gameplay - unused level<br />
File:Spyro3-Apr25Preview-7.png|Gameplay - unused level<br />
File:Spyro3-Apr25Preview-8.png|Gameplay - unused level<br />
File:Spyro3-Apr25Preview-9.png|Gameplay - unused loading sequence<br />
File:Spyro3-Apr25Preview-10.png|Gameplay - unused sublevel<br />
File:Spyro3-Apr25Preview-11.png|Gameplay - removed sublevel<br />
File:Spyro3-Apr25Preview-12.png|Gameplay - unused level<br />
File:Spyro3-Apr25Preview-13.png|Gameplay<br />
File:Spyro3-Apr25Preview-14.png|Gameplay<br />
File:Spyro3-Apr25Preview-15.png|Gameplay<br />
File:Spyro3-Apr25Preview-16.png|Gameplay<br />
File:Spyro3-Apr25Preview-17.png|Gameplay<br />
File:Spyro3-Apr25Preview-18.png|Gameplay<br />
File:Spyro3-Apr25Preview-19.png|Gameplay<br />
File:Spyro3-Apr25Preview-20.png|Gameplay - unused level<br />
File:Spyro3-Apr25Preview-21.png|Gameplay<br />
File:Spyro3-Apr25Preview-22.png|Gameplay<br />
File:Spyro3-Apr25Preview-23.png|Gameplay<br />
File:Spyro3-Apr25Preview-24.png|Gameplay<br />
File:Spyro3-Apr25Preview-25.png|Gameplay<br />
File:Spyro3-Apr25Preview-26.png|Atlas<br />
</gallery></center><br />
==Origin==<br />
<center><gallery mode="packed"><br />
File:PSX - Spyro Year of the Dragon Previewable.jpeg|Disc front.<br />
</gallery></center><br />
==Videos==<br />
<center><br />
<youtube height="244" width="434">cPSyqDKfuSA</youtube><br />
<youtube height="244" width="434">7aVvzQxXQ9I</youtube><br />
<youtube height="244" width="434">r_5RMnLRtTA</youtube><br />
<youtube height="244" width="434">Ca9UBfGiuck</youtube><br />
<youtube height="244" width="434">WHzzMXItwH0</youtube><br />
<youtube height="244" width="434">sAnNhkbGSIc</youtube><br />
<youtube height="244" width="434">EhOVqWjtxWs</youtube><br />
<youtube height="244" width="434">veTf80bNT2M</youtube><br />
<youtube height="244" width="434">ScI3-4Ag-nM</youtube><br />
<youtube height="244" width="434">AHKG1DvbpUA</youtube><br />
<youtube height="244" width="434">aNlN9lvGZ_Y</youtube><br />
<youtube height="244" width="434">KDBSAdUChYg</youtube><br />
<youtube height="244" width="434">9quUPI6bIaQ</youtube><br />
<youtube height="244" width="434">btOVuWTynGc</youtube><br />
<youtube height="244" width="434">gmqqEztKNQg</youtube><br />
<youtube height="244" width="434">rE2ftNzXTOw</youtube><br />
</center><br />
<br />
==Files==<br />
<center><br />
{{filelist|<br />
{{filelistentry |i=1|icon=file|indent=0|filename=PSX_-_Spyro_Year_of_the_Dragon_Previewable.xdelta|type=File|date=2020-12-16 17:22:33|size=1928|crc32=DB6D1DA9|md5=318872b9dbad723535992e9f8aa1d6cd|sha1=2832f3d6e8224f767caff2d7cf55b7137e7eb4a8|comment=}}<br />
{{filelistentry |i=2|icon=file|indent=0|filename=PSX - Spyro Year of the Dragon Previewable.img|type=File|date=2020-12-15 23:29:12|size=414899856|crc32=1035BC27|md5=20a90bf59e0ee416c5765164620f8bec|sha1=2355b5d4718b03fb6d5fb37fd0d9546e8e2ac939|comment=}}<br />
{{filelistentry |i=3|icon=file|indent=0|filename=PSX - Spyro Year of the Dragon Previewable.cue|type=File|date=2020-12-15 23:16:55|size=106|crc32=96F0F681|md5=0d924b15c7961d80199b19a8b5b04d6f|sha1=642cac84ca2a19a2c0cb7facbafb4780fbde7eaf|comment=}}<br />
{{filelistentry |i=4|icon=file|indent=0|filename=PSX - Spyro Year of the Dragon Previewable.ccd|type=File|date=2020-12-15 23:16:55|size=772|crc32=A8C17BE9|md5=aed520d66e65adcf25d22bbc413775aa|sha1=b172038fec69d00972dfb28e710e24a1706aa62f|comment=}}<br />
{{filelistentry |i=5|icon=file|indent=0|filename=PSX - Spyro Year of the Dragon Previewable.sub|type=File|date=2020-12-15 23:30:24|size=16934688|crc32=6D7BF34A|md5=019e34b5cb6e17963173ca6cbfd74a68|sha1=1a02fa75e39e48c1bd226233d9000c28a0bf2535|comment=}}<br />
{{filelistentry |i=6|icon=file|indent=0|filename=PSX - Spyro Year of the Dragon Previewable.jpeg|type=File|date=2021-03-14 12:13:24|size=1483376|crc32=77E39E3F|md5=e0dbb290e3aa75a8d77d318cbf9c7fcf|sha1=c198aac2b422c0d19265cd45ff53a3eb9b301fce|comment=}}<br />
|date=yes}}<br />
</center><br />
==Acknowledgments==<br />
A huge thanks to Hwd45 for doing the initial research on this prototype! Extra thanks to Altro50 for discovering the entrance method for Seashell Shore!<br />
==See also==<br />
<br />
*[[News/Project Deluge: PlayStation 1, Saturn, and CD-I (Part 2)|Project Deluge: PlayStation 1, Saturn, and CD-i (April 17, 2021)]]<br />
*[https://tcrf.net/The_Cutting_Room_Floor Cutting Room Floor (TCRF)]<br />
*[https://archive.org Internet Archive (IA)]<br />
{{Prototype Footer|{{Navbox prototype|Spyro: Year of the Dragon}}}}</div>Hwd45http://hiddenpalace.org/w/index.php?title=Ghosthunter_(Aug_22,_2003_prototype)&diff=101286Ghosthunter (Aug 22, 2003 prototype)2023-10-01T01:06:05Z<p>Hwd45: Created page with "{{Prototype |Page name=Ghosthunter (Aug 22, 2003 prototype) |builddate=Aug 22, 2003 |buildname=Preview Version 2 |status=Released, redump needed |dumper=Prism |releasedby=Pris..."</p>
<hr />
<div>{{Prototype<br />
|Page name=Ghosthunter (Aug 22, 2003 prototype)<br />
|builddate=Aug 22, 2003<br />
|buildname=Preview Version 2<br />
|status=Released, redump needed<br />
|dumper=Prism<br />
|releasedby=Prism<br />
|filereleasedate=September 4, 2023<br />
|origin_type=CD-R<br />
|origin_labels=Ghost Hunter Version 2 August 2005 Preview PAL<br />
|game=Ghosthunter<br />
|system=PlayStation 2<br />
|unreleased=No<br />
}}<br />
{{Download<br />
|file=Ghost Hunter (Aug 22, 2003 prototype).7z<br />
}}<br />
A prototype of Ghosthunter for the Sony PlayStation 2.<br />
==Notes==<br />
* Many differences throughout the entire game.<br />
* Has been dumped twice from two separate discs, both matched.<br />
<br />
==Origin==<br />
<center><gallery mode="packed"><br />
File:Ghosthunter-preview2.jpg|Disc front<br />
</gallery></center><br />
<br />
{{Prototype Footer|{{Navbox prototype|Ghosthunter}}}}</div>Hwd45http://hiddenpalace.org/w/index.php?title=File:Ghost_Hunter_(Aug_22,_2003_prototype).7z&diff=101285File:Ghost Hunter (Aug 22, 2003 prototype).7z2023-10-01T01:04:08Z<p>Hwd45: </p>
<hr />
<div></div>Hwd45http://hiddenpalace.org/w/index.php?title=File:Ghosthunter-preview2.jpg&diff=101283File:Ghosthunter-preview2.jpg2023-10-01T00:49:27Z<p>Hwd45: </p>
<hr />
<div></div>Hwd45http://hiddenpalace.org/w/index.php?title=Assets/PlayStation_E3_2000_Press_Disc_1&diff=97911Assets/PlayStation E3 2000 Press Disc 12023-08-27T15:39:58Z<p>Hwd45: /* Origin */</p>
<hr />
<div>{{Assets<br />
|Page name=Assets/PlayStation E3 2000 Press Disc 1<br />
|titlescreen=E3-2000-PS1-Press.png<br />
|status=Released, redump needed<br />
|dumper=Hwd45<br />
|releasedby=Hwd45<br />
|filereleasedate=September 17, 2022<br />
|origin_type=CD-R<br />
|origin_labels=PlayStation E3 2000 Press Disc 1 PlayStation Update<br />
|origin_ownership=Hwd45 (2022-)<br />
|origin_lot=Project Eclipse<br />
|game=Aladdin in Nasira's Revenge;Chase the Express;Crash Bash;Destruction Derby Raw;Dragon Valor;Formula One 2000;Grind Session;In Cold Blood;The Jungle Book: Groove Party;The Legend of Dragoon;Moto Racer World Tour;Spyro: Year of the Dragon;Team Buddies;Terracon;This Is Football 2;Vib-Ribbon<br />
|system=PlayStation<br />
|unreleased=No<br />
}}<br />
One of a pair of SCEE press asset discs containing E3 2000 assets for PlayStation games.<br />
{{Download<br />
|file=Sony E3 2000 PS1 Press Disc 1.7z<br />
|external=https://archive.org/details/sony-e3-2000-ppress-disc-1-ps1<br />
}}<br />
==Notes==<br />
An official Sony press asset disc released as part of Project Eclipse.<br />
* Aladdin in Nasira's Revenge<br />
** Logo, screenshots, and a press release<br />
* Chase the Express<br />
** Logos, renders, FMV screenshots, gameplay screenshots, and press releases<br />
* Corporate<br />
** Documents - Sony contacts, history and peripheral information<br />
** Images - HD photo of a PlayStation, several images of the SCEI HQ and a few key people<br />
* Crash Bash<br />
** Logo, screenshots, and a press release<br />
** Curiously one of the screenshots seems to be named "Desert Fox" despite showing the multiplayer win screen instead<br />
* Destruction Derby Raw<br />
** Logos, hi-res renders, box art, screenshots and press releases<br />
* Dragon Valor<br />
** Logo, hi-res artwork, box art, screenshots and press releases<br />
* Formula One 2000<br />
** Logo, box art, screenshots, and press releases<br />
* Grind Session<br />
** Logo, artwork, screenshots, and a press release<br />
* In Cold Blood<br />
** Logos, hi-res artwork and renders, box art, screenshots, and press releases<br />
* The Jungle Book: Groove Party<br />
** Artwork, screenshots, and a press release<br />
* The Legend of Dragoon<br />
** Logo, lots of artwork, renders, concept art, FMV screenshots, and gameplay screenshots, and a press release<br />
* Moto Racer World Tour<br />
** Logo, screenshots, and a press release<br />
* Spyro: Year of the Dragon<br />
** Logo, hi-res renders, and a press release<br />
* Team Buddies<br />
** Logo, artwork, box art, screenshots, and press releases<br />
* Terracon<br />
** Logos, a hi-res render, screenshots, and press releases<br />
* This Is Football 2<br />
** Logo, a screenshot, and a press release<br />
* Vib-Ribbon<br />
** Logos, artwork, screenshots, and a press release<br />
<br />
==Screenshots==<br />
All files were originally in .tiff format, but have been converted to .png:<br />
<center><gallery widths="240"><br />
File:SonyPS1E32000-CHARA00.png|Vib-Ribbon "CHARA00"<br />
File:SonyPS1E32000-MADDOG.png|Spyro: Year of the Dragon "MADDOG"<br />
File:SonyPS1E32000-SKATEBOR.png|Spyro: Year of the Dragon "SKATEBOR"<br />
File:SonyPS1E32000-SPACEBAS.png|Crash Bash "SPACEBAS"<br />
</gallery></center><br />
<br />
==Origin==<br />
<center><gallery mode="packed"><br />
File:E3-2000-PS1-Press.png|Disc front.<br />
</gallery></center><br />
<br />
<!-- More navboxes could go in here --><br />
{{Prototype Footer|{{Navbox prototype|Spyro: Year of the Dragon}}}}</div>Hwd45http://hiddenpalace.org/w/index.php?title=Project_Eclipse&diff=97910Project Eclipse2023-08-27T15:38:06Z<p>Hwd45: /* Press Asset Discs */</p>
<hr />
<div>[[Has article type::Lot| ]]<br />
[[File:PEclpise10x.png|240px|right]]<br />
Project Eclipse was a release that took place on September 17th, 2022. It was led by Hwd45, and contained contributions from [[Hwd45]], mementomori, and anonymous figures.<br />
The release contained a variety of builds from a handful of PlayStation and PC games, as well as a selection of press asset discs.<br />
<br />
<br /><br />
<br /><br />
<br /><br />
<br /><br />
==Releases==<br />
{| class="wikitable sortable"<br />
!System!!Build!!Label!!Build Date!!Disc<br />
|-<br />
|PlayStation||[[Akuji: The Heartless (Nov 11, 1998 prototype)]]||REVIEWABLE CODE AKUJI PAL (with Demo) Final NTSC 8/1/99||1998-11-11||[[File:AkujiReviewable.png|200px]]<br />
|-<br />
|PC||[[Blood Omen: Legacy of Kain (Jul 10, 1997 prototype)]]||ACTIVISION BLOOD OMEN: LEGACY OF KAIN||1997-07-10||[[File:BloodOmenPreviewPC.png|200px]]<br />
|-<br />
|PlayStation||[[Dino Crisis (Aug 3, 1999 prototype)]]||PREVIEW DEMO DINO CRISIS||1999-08-03||[[File:DinoCrisisPreviewDemo.png|200px]]<br />
|-<br />
|PlayStation||[[Gran Turismo (Jul 29, 1997 prototype)]]||GRAN TURISMO NTSC DEMO||1997-07-27||[[File:20220910_211356.jpg|200px]]<br />
|-<br />
|PC||[[Heroes of Might and Magic III: The Restoration of Erathia (Feb 16, 1999 prototype)]]||HEROES 3 Review||1999-02-16||[[File:Heroes3Review.png|200px]]<br />
|-<br />
|PlayStation||[[MediEvil (Sep 7, 1997 prototype)]]||Medievil PAL V.1||1997-09-07||[[File:MedievilPalV1.png|200px]]<br />
|-<br />
|PlayStation||[[MediEvil II (Feb 28, 2000 prototype)]]||MEDIEVIL 2 PX-962||2000-02-28||[[File:Me2Bootleg.png|200px]]<br />
|-<br />
|PC||[[Might and Magic VII: For Blood and Honor (Mar 24, 1999 prototype)]]||MM7 Preview Disk 1 / 2||1999-03-24||[[File:MM7PreviewDisc1.png|200px]]<br />
|-<br />
|PC||[[Might and Magic VII: For Blood and Honor (May 27, 1999 prototype)]]||Might & Magic VII 5/28/99 Disk 1 Reviewer||1999-05-27||[[File:MM7ReviewDisc1.png|200px]]<br />
|-<br />
|PC||[[Shadow Vault (Mar 29, 2004 prototype)]]||PRE = SHADOW VAULT = DEMO + DOCUMENTS MAYHEM STUDIOS 2004||2004-03-29||[[File:SV_DemoDocs.png|200px]]<br />
|-<br />
|PlayStation||[[Spyro 2: Ripto's Rage! (Sep 15, 1999 prototype)]]||SPYRO 2 GATEWAY TO GLIMMER Review Version PAL||1999-09-15||[[File:Spyro2-Sep15Disc.png|200px]]<br />
|-<br />
|PC||[[Thief II: The Metal Age (Nov 4, 1999 prototype)]]||THIEF 2 16/12/99 INTERNAL USE ONLY NOT TO GO OUT||1999-11-04||[[File:Thief2novbuild.png|200px]]<br />
|}<br />
<br />
==Press Asset Discs==<br />
{| class="wikitable sortable"<br />
!Disc<br />
!Year<br />
!Disc<br />
|-<br />
|[https://archive.org/details/3do-ects-1999-press-kit 3DO ECTS 1999 Digital Press Kit]<br />
|1999<br />
|[[File:3DOECTS99.png|200px]]<br />
|-<br />
|[https://archive.org/details/activision-screen-shots-for-pc-and-mac ACTIVISION SCREEN SHOTS FOR PC AND MAC]<br />
|1998<br />
|[[File:ActivisionScreenshotsPCMAC.png|200px]]<br />
|-<br />
|[https://archive.org/details/blood-digital-press-kit BLOOD Digital Press Kit]<br />
|1997<br />
|[[File:BloodDigitalPres.png|200px]]<br />
|-<br />
|[https://archive.org/details/deus-ex-3-7-00 DEUS EX 3-7-00]<br />
|2000<br />
|[[File:DeusExPress.png|200px]]<br />
|-<br />
|[https://archive.org/details/kalisto-press-cd-apr-98 Kalisto Press CD Apr 98]<br />
|1998<br />
|[[File:KalistoPressCDApr98.png|200px]]<br />
|-<br />
|[https://archive.org/details/might-magic-assets-cd-may-2000 Might & Magic Assets CD May 2000]<br />
|2000<br />
|[[File:MMPresskit.png|200px]]<br />
|-<br />
|[https://archive.org/details/might-magic-viii-campaign-8.6.2000 Might & Magic VIII Campaign (8.6.2000)]<br />
|2000<br />
|[[File:MM8Campaign2000.png|200px]]<br />
|-<br />
| rowspan="2" |Sony E3 2000 Press Disc - [[Assets/PlayStation E3 2000 Press Disc 1|PS1]]<nowiki> | </nowiki>[https://archive.org/details/sony-e3-2000-press-disc-2-ps2 PS2]<br />
| rowspan="2" |2000<br />
|[[File:E3-2000-PS1-Press.png|200px]]<br />
|-<br />
|[[File:E3-2000-PS2-Press.png|200px]]<br />
|-<br />
|[https://archive.org/details/soul-reaver-avi-intro SOUL REAVER AVI Intro Disc]<br />
|1999<br />
|[[File:SR AviIintro.png|200px]]<br />
|-<br />
|[https://archive.org/details/ubisoft-pics-1997 Ubisoft Pics (1997) Asset Disc]<br />
|1997<br />
|[[File:UbiPresskit.png|200px]]<br />
|}<br />
<br />
==Matches==<br />
A few builds were found to match existing ones.<br />
<br />
{| class="wikitable sortable"<br />
!System!!Build!!Label!!Build Date!!Notes!!Disc!!Title<br />
|-<br />
|PlayStation||Legacy of Kain: Soul Reaver (Jul 13, 1999 prototype)||13/7/99 SOUL REAVER DEMO WITH FMV PSX PAL BOOTABLE PAL||1999-07-13||Matches the European standalone demo. Contributed by Anonymous.||[[File:SR_Demo.png|200px]]||[[File:KAIN2DemoJuly13.png|200px]]<br />
|-<br />
|PlayStation||Nightmare Creatures (Sep 17, 1997 prototype)||NIGHTMARE CREATURES PAL V2 REVIEWABLE||1997-09-17||Matches the final PAL build. Contributed by Anonymous.||[[File:NC_PalV2Reviewable.png|200px]]||[[File:NCv2reviewable_title.png|200px]]<br />
|-<br />
|PlayStation||Spyro 2: Ripto's Rage! (Aug 11, 1999 prototype)||SPYRO 2: GATEWAY TO GLIMMER - SECOND PREVIEW Preview Version PAL||1999-08-11||Matches the [[Spyro_2:_Ripto%27s_Rage!_(Aug_11,_1999_prototype)|released August prototype]], aside from some changes to metadata between files. Has been uploaded [https://archive.org/details/spyro-2-riptos-rage-aug-11-1999-prototype-scee separately] to the Internet Archive. Contributed by [[Hwd45]].||[[File:Spyro2SCEEPrev2Disc.png|200px]]||[[File:Spyro2-Aug11-0.png|200px]]<br />
|}</div>Hwd45http://hiddenpalace.org/w/index.php?title=Assets/PlayStation_E3_2000_Press_Disc_1&diff=97884Assets/PlayStation E3 2000 Press Disc 12023-08-27T15:31:53Z<p>Hwd45: Created page with "{{Assets |Page name=Assets/PlayStation E3 2000 Press Disc 1 |titlescreen=E3-2000-PS1-Press.png |status=Released, redump needed |dumper=Hwd45 |releasedby=Hwd45 |filereleasedate..."</p>
<hr />
<div>{{Assets<br />
|Page name=Assets/PlayStation E3 2000 Press Disc 1<br />
|titlescreen=E3-2000-PS1-Press.png<br />
|status=Released, redump needed<br />
|dumper=Hwd45<br />
|releasedby=Hwd45<br />
|filereleasedate=September 17, 2022<br />
|origin_type=CD-R<br />
|origin_labels=PlayStation E3 2000 Press Disc 1 PlayStation Update<br />
|origin_ownership=Hwd45 (2022-)<br />
|origin_lot=Project Eclipse<br />
|game=Aladdin in Nasira's Revenge;Chase the Express;Crash Bash;Destruction Derby Raw;Dragon Valor;Formula One 2000;Grind Session;In Cold Blood;The Jungle Book: Groove Party;The Legend of Dragoon;Moto Racer World Tour;Spyro: Year of the Dragon;Team Buddies;Terracon;This Is Football 2;Vib-Ribbon<br />
|system=PlayStation<br />
|unreleased=No<br />
}}<br />
One of a pair of SCEE press asset discs containing E3 2000 assets for PlayStation games.<br />
{{Download<br />
|file=Sony E3 2000 PS1 Press Disc 1.7z<br />
|external=https://archive.org/details/sony-e3-2000-ppress-disc-1-ps1<br />
}}<br />
==Notes==<br />
An official Sony press asset disc released as part of Project Eclipse.<br />
* Aladdin in Nasira's Revenge<br />
** Logo, screenshots, and a press release<br />
* Chase the Express<br />
** Logos, renders, FMV screenshots, gameplay screenshots, and press releases<br />
* Corporate<br />
** Documents - Sony contacts, history and peripheral information<br />
** Images - HD photo of a PlayStation, several images of the SCEI HQ and a few key people<br />
* Crash Bash<br />
** Logo, screenshots, and a press release<br />
** Curiously one of the screenshots seems to be named "Desert Fox" despite showing the multiplayer win screen instead<br />
* Destruction Derby Raw<br />
** Logos, hi-res renders, box art, screenshots and press releases<br />
* Dragon Valor<br />
** Logo, hi-res artwork, box art, screenshots and press releases<br />
* Formula One 2000<br />
** Logo, box art, screenshots, and press releases<br />
* Grind Session<br />
** Logo, artwork, screenshots, and a press release<br />
* In Cold Blood<br />
** Logos, hi-res artwork and renders, box art, screenshots, and press releases<br />
* The Jungle Book: Groove Party<br />
** Artwork, screenshots, and a press release<br />
* The Legend of Dragoon<br />
** Logo, lots of artwork, renders, concept art, FMV screenshots, and gameplay screenshots, and a press release<br />
* Moto Racer World Tour<br />
** Logo, screenshots, and a press release<br />
* Spyro: Year of the Dragon<br />
** Logo, hi-res renders, and a press release<br />
* Team Buddies<br />
** Logo, artwork, box art, screenshots, and press releases<br />
* Terracon<br />
** Logos, a hi-res render, screenshots, and press releases<br />
* This Is Football 2<br />
** Logo, a screenshot, and a press release<br />
* Vib-Ribbon<br />
** Logos, artwork, screenshots, and a press release<br />
<br />
==Screenshots==<br />
All files were originally in .tiff format, but have been converted to .png:<br />
<center><gallery widths="240"><br />
File:SonyPS1E32000-CHARA00.png|Vib-Ribbon "CHARA00"<br />
File:SonyPS1E32000-MADDOG.png|Spyro: Year of the Dragon "MADDOG"<br />
File:SonyPS1E32000-SKATEBOR.png|Spyro: Year of the Dragon "SKATEBOR"<br />
File:SonyPS1E32000-SPACEBAS.png|Crash Bash "SPACEBAS"<br />
</gallery></center><br />
<br />
==Origin==<br />
<center><gallery mode="packed"><br />
File:E3-2000-PS1-Press.png|Disc front.<br />
</gallery></center><br />
<br />
{{Prototype Footer}}</div>Hwd45http://hiddenpalace.org/w/index.php?title=File:Sony_E3_2000_PS1_Press_Disc_1.7z&diff=97883File:Sony E3 2000 PS1 Press Disc 1.7z2023-08-27T15:27:59Z<p>Hwd45: </p>
<hr />
<div></div>Hwd45http://hiddenpalace.org/w/index.php?title=File:SonyPS1E32000-SPACEBAS.png&diff=97882File:SonyPS1E32000-SPACEBAS.png2023-08-27T15:25:57Z<p>Hwd45: </p>
<hr />
<div></div>Hwd45http://hiddenpalace.org/w/index.php?title=File:SonyPS1E32000-CHARA00.png&diff=97881File:SonyPS1E32000-CHARA00.png2023-08-27T15:25:53Z<p>Hwd45: </p>
<hr />
<div></div>Hwd45http://hiddenpalace.org/w/index.php?title=File:SonyPS1E32000-MADDOG.png&diff=97880File:SonyPS1E32000-MADDOG.png2023-08-27T15:25:53Z<p>Hwd45: </p>
<hr />
<div></div>Hwd45http://hiddenpalace.org/w/index.php?title=File:SonyPS1E32000-SKATEBOR.png&diff=97879File:SonyPS1E32000-SKATEBOR.png2023-08-27T15:25:53Z<p>Hwd45: </p>
<hr />
<div></div>Hwd45http://hiddenpalace.org/w/index.php?title=File:E3-2000-PS1-Press.png&diff=97878File:E3-2000-PS1-Press.png2023-08-27T15:08:37Z<p>Hwd45: Hwd45 uploaded a new version of File:E3-2000-PS1-Press.png</p>
<hr />
<div></div>Hwd45http://hiddenpalace.org/w/index.php?title=Spyro:_Year_of_the_Dragon_(Sep_11,_2000_prototype)&diff=97026Spyro: Year of the Dragon (Sep 11, 2000 prototype)2023-08-21T23:16:52Z<p>Hwd45: Hwd45 moved page Spyro: Year of the Dragon (Sep 4, 2000 prototype) to Spyro: Year of the Dragon (Sep 11, 2000 prototype): Date believed to be incorrect</p>
<hr />
<div> <br />
{{Prototype<br />
|Page name=Spyro: Year of the Dragon (Sep 11, 2000 prototype)<br />
|titlescreen=Spyro3-Sep11-0.png<br />
|builddate=Sep 11, 2000 00:00:00 <br />
|buildname=<wbr>#11<br />
|status=Released, redump needed<br />
|releasedby=Hidden Palace<br />
|filereleasedate=April 17, 2021<br />
|origin_type=CD-R<br />
|origin_dumpmethod=PLEXTOR DVDR PX-716UF 1.11 03/23/07 15:10 (CloneCD)<br />
|origin_labels=Spyro Year of the Dragon #11<br />
|origin_lot=Project Deluge<br />
|game=Spyro: Year of the Dragon<br />
|system=PlayStation<br />
|genre=Platformer<br />
|final_builddate={{RegionDate|US|Sep 14, 2000 (Rev 0)}} {{RegionDate|EU|Sep 29, 2000 (Rev 0)}}<br />
{{RegionDate|EU|Oct 24, 2000 (Rev 1)}}<br />
{{RegionDate|US|Oct 31, 2000 (Rev 1)}}<br />
|release_date={{RegionDate|US|Oct 24, 2000}} {{RegionDate|EU|Nov 10, 2000}} {{RegionDate|JP|unreleased}}<br />
|unreleased=No<br />
}}<br />
{{Download<br />
|external=https://archive.org/details/SpyroYearoftheDragonSep42000prototype<br />
|file=Spyro - Year of the Dragon (Sep 4, 2000 prototype).7z<br />
}}<br />
A prototype of Spyro: Year of the Dragon for the PlayStation.<br />
==Notes==<br />
{{Tcrf link|Proto:Spyro:_Year_of_the_Dragon/September_11th,_2000_build}}<br />
<br />
*An NTSC-U review build dated about 3 days before the final.<br />
*Like the earliest revision of the final game, the file dates do not reflect when the game was actually built. The date has been inferred from what is written on the disc - September 11th, 2000.<br />
**Historically, the build was released as the "Sep 4, 2000 prototype", but this is now deemed to be inaccurate. Like many other builds of this game, it includes a date in its save file identifier string. This seems to be the date the string was last updated, rather than the game's build date.<br />
**The string - ''SPYRO_3(pal)-v.9.4'' - also claims the build to be a PAL version, when it's actually NTSC-U. This build string may thus be left over from a slightly earlier version, which was PAL.<br />
**A similar string is also seen in the game's demos. 5 of the 6 different demo versions use the same string, further indicating that it isn't a trustworthy build date string.<br />
*A number of cutscenes have minor audiovisual differences when compared to their final counterparts.<br />
*Bianca is absent from the final Sorceress battle, and defeating the Sorceress does not play the credits.<br />
*The final egg is named "Zan Jayna" as opposed to "Yin Yang".<br />
*The Atlas lists Super Bonus Round as having 6 eggs instead of 1.<br />
*Two levels have slightly stricter egg requirements.<br />
*A number of sound effects are still missing throughout the game.<br />
*There are a number of glitches present that were fixed before the final release.<br />
*Dongle protection is present in this build, which can stop the game from running on real hardware and certain emulators. The game will reach the Universal logo screen before halting.<br />
**The dongle protection can be bypassed using the included patch, or by setting the int at address 0x80078CD0 to zero. ''However,'' patching the dongle '''will result in the game's anti-crack protection being triggered.'''<br />
**In lieu of patching, a memory card card file containing the dongle save can be downloaded in mcd format [[Media:SPYRODONGLES.mcd|here]] or in raw format [[Media:BASLUS-99999SPYRO3|here]].<br />
***The memory card containing the dongle has to be inserted into Slot 2.<br />
*''Miscellaneous Notes:''<br />
**Game is emulatable: Yes (as of April 17, 2021).<br />
**Game contains dongle protection: Patched.<br />
**Game contains debugging symbols: No<br />
**Dump was originally scrambled: No<br />
<br />
===Cheat Codes===<br />
Like the final release, a number of cheats are present in this version, but they differ dramatically from the final game and generally exhibit more debug / QA-like features. All of these can be enabled by inputting the following codes in pause menu.<br />
{| class="wikitable"<br />
!99 lives<br />
|R2, L2, R2, L2, Up, Up, Up, Up, O<br />
|<br />
|-<br />
!Big head Spyro<br />
|Up, Up, Up, Up, R1, R1, R1, R1, O<br />
|<br />
|-<br />
!Dialogue test<br />
|Square, Square, O, O, Square, Square, O, O<br />
|<br />
|-<br />
!Colour change<br />
|Up, Right, Down, Left, Up, Square, R1, R2, L1, L2, Up, Left, Down, Right, Up, ?<br />
|''The last button determines the colour''<br />
'''Red''' = ''O'' | '''Blue''' = ''X'' | '''Pink''' = ''Square'' | '''Green''' = ''Triangle'' | '''Black''' = ''Down'' | '''Yellow''' = ''Up''<br />
|-<br />
!Extra hit point<br />
|Square, Up, Square, Down, Square, Left, Square, Right, O<br />
|<br />
|-<br />
!Flat Spyro<br />
|Left, Right, Left, Right, L2, R2, L2, R2, Square<br />
|<br />
|-<br />
!Global difficulty<br />
|O, Square, Right, Left, Right, Square, O, ?<br />
|''The last button determines the difficulty mode. A lower number means an '''higher''' difficulty.''<br />
<br />
'''30''' (easy) = ''O'' | '''0''' (normal) = ''X'' | '''-40''' (hard) = ''Square''<br />
|-<br />
!Local / minigame difficulty<br />
|Left, Right, Square, O, Square, Right, Left, ?<br />
|''The last button determines the difficulty mode. A lower number means an '''easier''' difficulty.''<br />
<br />
'''-1''' = ''Triangle'' | '''0''' = ''O'' | '''1''' = ''X'' | '''2''' = ''Square''<br />
|-<br />
!Max collectable totals<br />
|Square, Square, Square, Square, O<br />
|''Sets all level gem and egg counts to their maxima,''<br />
<br />
''the total collected gems to 20,000 and the total eggs collected to 154 (which displays as 150)''<br />
|-<br />
!Level/Cutscene warp<br />
|Up, Down, Up, Down, Left, Right, Left, Right, Square, ?, ?<br />
|''The last two buttons determine the level/cutscene ID''<br />
<br />
'''O''' = ''0'' | '''1''' = ''X'' | '''2''' = ''Square'' | '''3''' = ''Triangle'' | '''4''' = ''Right'' | '''5''' = ''Down'' | '''6''' = ''Left'' | '''7''' = ''Up'' | '''8''' = ''R1'' | '''9''' = ''R2''<br />
|-<br />
!Permanent invincibility<br />
|O, O, O, O, X<br />
|<br />
|-<br />
!Permanent superflame<br />
|R1, R2, L1, L2, R1, R2, L1, L2, O<br />
|''Causes crashing in levels where the superflame is not present''<br />
|-<br />
!Squidboard<br />
|Up, Up, Left, Left, Right, Right, Down, Down, Square, O, Square<br />
|<br />
|-<br />
!View credits<br />
|Square, O, Square, O, Square, O, Left, Right, Left, Right, Left, Right<br />
|<br />
|}<br />
The treasure finder cheat isn't present in this build.<br />
<br />
==Screenshots==<br />
<center><gallery heights="256" widths="224"><br />
File:Spyro3-Sep11-0.png|Title screen<br />
File:Spyro3-Sep11-1.png|Gameplay<br />
File:Spyro3-Sep11-2.png|Gameplay<br />
File:Spyro3-Sep11-3.png|Gameplay<br />
File:Spyro3-Sep11-4.png|Gameplay<br />
</gallery></center><br />
==Origin==<br />
<center><gallery mode="packed"><br />
File:PSX - Spyro Year of the Dragon -11.jpg|Disc front.<br />
</gallery></center><br />
<br />
==Videos==<br />
<center><br />
<youtube heights="320" widths="224">i0NAr5zrvcc</youtube><br />
<youtube heights="320" widths="224">S8yjhMTUak4</youtube><br />
</center><br />
==Files==<br />
<center><br />
{{filelist|<br />
{{filelistentry |i=1|icon=file|indent=0|filename=PSX_-_Spyro_Year_of_the_Dragon_#11.xdelta|type=File|date=2020-12-16 17:20:39|size=2046|crc32=C2B814B5|md5=23b1c584d7afac700c44f89d42b010f2|sha1=8830cf6d70079765ffc87e4d116511c6c3bb65ef|comment=}}<br />
{{filelistentry |i=2|icon=file|indent=0|filename=PSX - Spyro Year of the Dragon #11.img|type=File|date=2020-12-15 16:19:08|size=560785008|crc32=72A2D3A1|md5=b1e55d270c84373874724960b5d9d05f|sha1=2485e5aed67a2f6c84c6e31d69bb5e1922e6f62f|comment=}}<br />
{{filelistentry |i=3|icon=file|indent=0|filename=PSX - Spyro Year of the Dragon #11.cue|type=File|date=2020-12-15 16:03:37|size=98|crc32=8800E946|md5=eac5a5950efcfbb0db63c8852d7b0852|sha1=90a708777dfffba61309ce09ef9788a5cf5f3c52|comment=}}<br />
{{filelistentry |i=4|icon=file|indent=0|filename=PSX - Spyro Year of the Dragon #11.ccd|type=File|date=2020-12-15 16:03:37|size=771|crc32=E9ADA62D|md5=39afbe8f9892a521b2794b037b9e1b81|sha1=b131a270c5672c2539c821b26288f46cc94eb701|comment=}}<br />
{{filelistentry |i=5|icon=file|indent=0|filename=PSX - Spyro Year of the Dragon #11.sub|type=File|date=2020-12-15 16:20:00|size=22889184|crc32=260EF69B|md5=f3e4e3e6c7aa18adfadd6d44d1a56fa1|sha1=ddd4e25ff05ddde00aa343fe212eaf4d356aeedd|comment=}}<br />
{{filelistentry |i=6|icon=file|indent=0|filename=PSX - Spyro Year of the Dragon #11.jpg|type=File|date=2021-03-14 12:13:05|size=124748|crc32=ABDA2C89|md5=96a2f86bfd6889835de599b0cb51e0ad|sha1=3e69c6552a43e4d1ced648e31a86d1354f519c2a|comment=}}<br />
|date=yes}}<br />
</center><br />
==Acknowledgments==<br />
A huge thanks to Hwd45 for doing the initial research on this prototype!<br />
==See also==<br />
<br />
*[[News/Project Deluge: PlayStation 1, Saturn, and CD-I (Part 2)|Project Deluge: PlayStation 1, Saturn, and CD-i (April 17, 2021)]]<br />
*[https://tcrf.net/The_Cutting_Room_Floor Cutting Room Floor (TCRF)]<br />
*[https://archive.org Internet Archive (IA)]<br />
{{Prototype Footer|{{Navbox prototype|Spyro: Year of the Dragon}}}}</div>Hwd45http://hiddenpalace.org/w/index.php?title=Spyro:_Year_of_the_Dragon_(Sep_11,_2000_prototype)&diff=97025Spyro: Year of the Dragon (Sep 11, 2000 prototype)2023-08-21T23:16:42Z<p>Hwd45: Date believed to be incorrect</p>
<hr />
<div> <br />
{{Prototype<br />
|Page name=Spyro: Year of the Dragon (Sep 11, 2000 prototype)<br />
|titlescreen=Spyro3-Sep11-0.png<br />
|builddate=Sep 11, 2000 00:00:00 <br />
|buildname=<wbr>#11<br />
|status=Released, redump needed<br />
|releasedby=Hidden Palace<br />
|filereleasedate=April 17, 2021<br />
|origin_type=CD-R<br />
|origin_dumpmethod=PLEXTOR DVDR PX-716UF 1.11 03/23/07 15:10 (CloneCD)<br />
|origin_labels=Spyro Year of the Dragon #11<br />
|origin_lot=Project Deluge<br />
|game=Spyro: Year of the Dragon<br />
|system=PlayStation<br />
|genre=Platformer<br />
|final_builddate={{RegionDate|US|Sep 14, 2000 (Rev 0)}} {{RegionDate|EU|Sep 29, 2000 (Rev 0)}}<br />
{{RegionDate|EU|Oct 24, 2000 (Rev 1)}}<br />
{{RegionDate|US|Oct 31, 2000 (Rev 1)}}<br />
|release_date={{RegionDate|US|Oct 24, 2000}} {{RegionDate|EU|Nov 10, 2000}} {{RegionDate|JP|unreleased}}<br />
|unreleased=No<br />
}}<br />
{{Download<br />
|external=https://archive.org/details/SpyroYearoftheDragonSep42000prototype<br />
|file=Spyro - Year of the Dragon (Sep 4, 2000 prototype).7z<br />
}}<br />
A prototype of Spyro: Year of the Dragon for the PlayStation.<br />
==Notes==<br />
{{Tcrf link|Proto:Spyro:_Year_of_the_Dragon/September_11th,_2000_build}}<br />
<br />
*An NTSC-U review build dated about 3 days before the final.<br />
*Like the earliest revision of the final game, the file dates do not reflect when the game was actually built. The date has been inferred from what is written on the disc - September 11th, 2000.<br />
**Historically, the build was released as the "Sep 4, 2000 prototype", but this is now deemed to be inaccurate. Like many other builds of this game, it includes a date in its save file identifier string. This seems to be the date the string was last updated, rather than the game's build date.<br />
**The string - ''SPYRO_3(pal)-v.9.4'' - also claims the build to be a PAL version, when it's actually NTSC-U. This build string may thus be left over from a slightly earlier version, which was PAL.<br />
**A similar string is also seen in the game's demos. 5 of the 6 different demo versions use the same string, further indicating that it isn't a trustworthy build date string.<br />
*A number of cutscenes have minor audiovisual differences when compared to their final counterparts.<br />
*Bianca is absent from the final Sorceress battle, and defeating the Sorceress does not play the credits.<br />
*The final egg is named "Zan Jayna" as opposed to "Yin Yang".<br />
*The Atlas lists Super Bonus Round as having 6 eggs instead of 1.<br />
*Two levels have slightly stricter egg requirements.<br />
*A number of sound effects are still missing throughout the game.<br />
*There are a number of glitches present that were fixed before the final release.<br />
*Dongle protection is present in this build, which can stop the game from running on real hardware and certain emulators. The game will reach the Universal logo screen before halting.<br />
**The dongle protection can be bypassed using the included patch, or by setting the int at address 0x80078CD0 to zero. ''However,'' patching the dongle '''will result in the game's anti-crack protection being triggered.'''<br />
**In lieu of patching, a memory card card file containing the dongle save can be downloaded in mcd format [[Media:SPYRODONGLES.mcd|here]] or in raw format [[Media:BASLUS-99999SPYRO3|here]].<br />
***The memory card containing the dongle has to be inserted into Slot 2.<br />
*''Miscellaneous Notes:''<br />
**Game is emulatable: Yes (as of April 17, 2021).<br />
**Game contains dongle protection: Patched.<br />
**Game contains debugging symbols: No<br />
**Dump was originally scrambled: No<br />
<br />
===Cheat Codes===<br />
Like the final release, a number of cheats are present in this version, but they differ dramatically from the final game and generally exhibit more debug / QA-like features. All of these can be enabled by inputting the following codes in pause menu.<br />
{| class="wikitable"<br />
!99 lives<br />
|R2, L2, R2, L2, Up, Up, Up, Up, O<br />
|<br />
|-<br />
!Big head Spyro<br />
|Up, Up, Up, Up, R1, R1, R1, R1, O<br />
|<br />
|-<br />
!Dialogue test<br />
|Square, Square, O, O, Square, Square, O, O<br />
|<br />
|-<br />
!Colour change<br />
|Up, Right, Down, Left, Up, Square, R1, R2, L1, L2, Up, Left, Down, Right, Up, ?<br />
|''The last button determines the colour''<br />
'''Red''' = ''O'' | '''Blue''' = ''X'' | '''Pink''' = ''Square'' | '''Green''' = ''Triangle'' | '''Black''' = ''Down'' | '''Yellow''' = ''Up''<br />
|-<br />
!Extra hit point<br />
|Square, Up, Square, Down, Square, Left, Square, Right, O<br />
|<br />
|-<br />
!Flat Spyro<br />
|Left, Right, Left, Right, L2, R2, L2, R2, Square<br />
|<br />
|-<br />
!Global difficulty<br />
|O, Square, Right, Left, Right, Square, O, ?<br />
|''The last button determines the difficulty mode. A lower number means an '''higher''' difficulty.''<br />
<br />
'''30''' (easy) = ''O'' | '''0''' (normal) = ''X'' | '''-40''' (hard) = ''Square''<br />
|-<br />
!Local / minigame difficulty<br />
|Left, Right, Square, O, Square, Right, Left, ?<br />
|''The last button determines the difficulty mode. A lower number means an '''easier''' difficulty.''<br />
<br />
'''-1''' = ''Triangle'' | '''0''' = ''O'' | '''1''' = ''X'' | '''2''' = ''Square''<br />
|-<br />
!Max collectable totals<br />
|Square, Square, Square, Square, O<br />
|''Sets all level gem and egg counts to their maxima,''<br />
<br />
''the total collected gems to 20,000 and the total eggs collected to 154 (which displays as 150)''<br />
|-<br />
!Level/Cutscene warp<br />
|Up, Down, Up, Down, Left, Right, Left, Right, Square, ?, ?<br />
|''The last two buttons determine the level/cutscene ID''<br />
<br />
'''O''' = ''0'' | '''1''' = ''X'' | '''2''' = ''Square'' | '''3''' = ''Triangle'' | '''4''' = ''Right'' | '''5''' = ''Down'' | '''6''' = ''Left'' | '''7''' = ''Up'' | '''8''' = ''R1'' | '''9''' = ''R2''<br />
|-<br />
!Permanent invincibility<br />
|O, O, O, O, X<br />
|<br />
|-<br />
!Permanent superflame<br />
|R1, R2, L1, L2, R1, R2, L1, L2, O<br />
|''Causes crashing in levels where the superflame is not present''<br />
|-<br />
!Squidboard<br />
|Up, Up, Left, Left, Right, Right, Down, Down, Square, O, Square<br />
|<br />
|-<br />
!View credits<br />
|Square, O, Square, O, Square, O, Left, Right, Left, Right, Left, Right<br />
|<br />
|}<br />
The treasure finder cheat isn't present in this build.<br />
<br />
==Screenshots==<br />
<center><gallery heights="256" widths="224"><br />
File:Spyro3-Sep11-0.png|Title screen<br />
File:Spyro3-Sep11-1.png|Gameplay<br />
File:Spyro3-Sep11-2.png|Gameplay<br />
File:Spyro3-Sep11-3.png|Gameplay<br />
File:Spyro3-Sep11-4.png|Gameplay<br />
</gallery></center><br />
==Origin==<br />
<center><gallery mode="packed"><br />
File:PSX - Spyro Year of the Dragon -11.jpg|Disc front.<br />
</gallery></center><br />
<br />
==Videos==<br />
<center><br />
<youtube heights="320" widths="224">i0NAr5zrvcc</youtube><br />
<youtube heights="320" widths="224">S8yjhMTUak4</youtube><br />
</center><br />
==Files==<br />
<center><br />
{{filelist|<br />
{{filelistentry |i=1|icon=file|indent=0|filename=PSX_-_Spyro_Year_of_the_Dragon_#11.xdelta|type=File|date=2020-12-16 17:20:39|size=2046|crc32=C2B814B5|md5=23b1c584d7afac700c44f89d42b010f2|sha1=8830cf6d70079765ffc87e4d116511c6c3bb65ef|comment=}}<br />
{{filelistentry |i=2|icon=file|indent=0|filename=PSX - Spyro Year of the Dragon #11.img|type=File|date=2020-12-15 16:19:08|size=560785008|crc32=72A2D3A1|md5=b1e55d270c84373874724960b5d9d05f|sha1=2485e5aed67a2f6c84c6e31d69bb5e1922e6f62f|comment=}}<br />
{{filelistentry |i=3|icon=file|indent=0|filename=PSX - Spyro Year of the Dragon #11.cue|type=File|date=2020-12-15 16:03:37|size=98|crc32=8800E946|md5=eac5a5950efcfbb0db63c8852d7b0852|sha1=90a708777dfffba61309ce09ef9788a5cf5f3c52|comment=}}<br />
{{filelistentry |i=4|icon=file|indent=0|filename=PSX - Spyro Year of the Dragon #11.ccd|type=File|date=2020-12-15 16:03:37|size=771|crc32=E9ADA62D|md5=39afbe8f9892a521b2794b037b9e1b81|sha1=b131a270c5672c2539c821b26288f46cc94eb701|comment=}}<br />
{{filelistentry |i=5|icon=file|indent=0|filename=PSX - Spyro Year of the Dragon #11.sub|type=File|date=2020-12-15 16:20:00|size=22889184|crc32=260EF69B|md5=f3e4e3e6c7aa18adfadd6d44d1a56fa1|sha1=ddd4e25ff05ddde00aa343fe212eaf4d356aeedd|comment=}}<br />
{{filelistentry |i=6|icon=file|indent=0|filename=PSX - Spyro Year of the Dragon #11.jpg|type=File|date=2021-03-14 12:13:05|size=124748|crc32=ABDA2C89|md5=96a2f86bfd6889835de599b0cb51e0ad|sha1=3e69c6552a43e4d1ced648e31a86d1354f519c2a|comment=}}<br />
|date=yes}}<br />
</center><br />
==Acknowledgments==<br />
A huge thanks to Hwd45 for doing the initial research on this prototype!<br />
==See also==<br />
<br />
*[[News/Project Deluge: PlayStation 1, Saturn, and CD-I (Part 2)|Project Deluge: PlayStation 1, Saturn, and CD-i (April 17, 2021)]]<br />
*[https://tcrf.net/The_Cutting_Room_Floor Cutting Room Floor (TCRF)]<br />
*[https://archive.org Internet Archive (IA)]<br />
{{Prototype Footer|{{Navbox prototype|Spyro: Year of the Dragon}}}}</div>Hwd45http://hiddenpalace.org/w/index.php?title=File:Spyro3-Sep04-3.png&diff=97024File:Spyro3-Sep04-3.png2023-08-21T22:47:47Z<p>Hwd45: Hwd45 moved page File:Spyro3-Sep04-3.png to File:Spyro3-Sep11-3.png: Date believed to be incorrect</p>
<hr />
<div>#REDIRECT [[File:Spyro3-Sep11-3.png]]</div>Hwd45http://hiddenpalace.org/w/index.php?title=File:Spyro3-Sep11-3.png&diff=97023File:Spyro3-Sep11-3.png2023-08-21T22:47:47Z<p>Hwd45: Hwd45 moved page File:Spyro3-Sep04-3.png to File:Spyro3-Sep11-3.png: Date believed to be incorrect</p>
<hr />
<div>File uploaded with MsUpload</div>Hwd45http://hiddenpalace.org/w/index.php?title=File:Spyro3-Sep04-2.png&diff=97022File:Spyro3-Sep04-2.png2023-08-21T22:47:35Z<p>Hwd45: Hwd45 moved page File:Spyro3-Sep04-2.png to File:Spyro3-Sep11-2.png: Date believed to be incorrect</p>
<hr />
<div>#REDIRECT [[File:Spyro3-Sep11-2.png]]</div>Hwd45http://hiddenpalace.org/w/index.php?title=File:Spyro3-Sep11-2.png&diff=97021File:Spyro3-Sep11-2.png2023-08-21T22:47:35Z<p>Hwd45: Hwd45 moved page File:Spyro3-Sep04-2.png to File:Spyro3-Sep11-2.png: Date believed to be incorrect</p>
<hr />
<div>File uploaded with MsUpload</div>Hwd45http://hiddenpalace.org/w/index.php?title=File:Spyro3-Sep04-1.png&diff=97020File:Spyro3-Sep04-1.png2023-08-21T22:47:24Z<p>Hwd45: Hwd45 moved page File:Spyro3-Sep04-1.png to File:Spyro3-Sep11-1.png: Date believed to be incorrect</p>
<hr />
<div>#REDIRECT [[File:Spyro3-Sep11-1.png]]</div>Hwd45http://hiddenpalace.org/w/index.php?title=File:Spyro3-Sep11-1.png&diff=97019File:Spyro3-Sep11-1.png2023-08-21T22:47:24Z<p>Hwd45: Hwd45 moved page File:Spyro3-Sep04-1.png to File:Spyro3-Sep11-1.png: Date believed to be incorrect</p>
<hr />
<div>File uploaded with MsUpload</div>Hwd45http://hiddenpalace.org/w/index.php?title=File:Spyro3-Sep04-0.png&diff=97018File:Spyro3-Sep04-0.png2023-08-21T22:47:12Z<p>Hwd45: Hwd45 moved page File:Spyro3-Sep04-0.png to File:Spyro3-Sep11-0.png: Date believed to be incorrect</p>
<hr />
<div>#REDIRECT [[File:Spyro3-Sep11-0.png]]</div>Hwd45http://hiddenpalace.org/w/index.php?title=File:Spyro3-Sep11-0.png&diff=97017File:Spyro3-Sep11-0.png2023-08-21T22:47:12Z<p>Hwd45: Hwd45 moved page File:Spyro3-Sep04-0.png to File:Spyro3-Sep11-0.png: Date believed to be incorrect</p>
<hr />
<div>File uploaded with MsUpload</div>Hwd45http://hiddenpalace.org/w/index.php?title=File:Spyro3-Sep04-4.png&diff=97016File:Spyro3-Sep04-4.png2023-08-21T22:46:53Z<p>Hwd45: Hwd45 moved page File:Spyro3-Sep04-4.png to File:Spyro3-Sep11-4.png: Date believed to be incorrect</p>
<hr />
<div>#REDIRECT [[File:Spyro3-Sep11-4.png]]</div>Hwd45http://hiddenpalace.org/w/index.php?title=File:Spyro3-Sep11-4.png&diff=97015File:Spyro3-Sep11-4.png2023-08-21T22:46:52Z<p>Hwd45: Hwd45 moved page File:Spyro3-Sep04-4.png to File:Spyro3-Sep11-4.png: Date believed to be incorrect</p>
<hr />
<div>File uploaded with MsUpload</div>Hwd45http://hiddenpalace.org/w/index.php?title=Assets/Spyro_the_Dragon/PAL_Press_CD&diff=96832Assets/Spyro the Dragon/PAL Press CD2023-08-19T21:48:21Z<p>Hwd45: /* Notes */</p>
<hr />
<div>{{Assets<br />
|Page name=Spyro the Dragon (Oct 1, 1998 assets)<br />
|titlescreen=Spyro1-PressCD.jpg<br />
|status=Released, redump needed<br />
|dumper=Hwd45<br />
|releasedby=Hwd45<br />
|filereleasedate=July 5, 2021<br />
|origin_type=CD-R<br />
|origin_labels=Spyro the Dragon™ Press CD PAL<br />
|game=Spyro the Dragon<br />
|final_builddate={{RegionDate|US|Aug 13, 1998}} {{RegionDate|EU|Sep 10, 1998}} {{RegionDate|JP|Feb 26, 1999}}<br />
|release_date={{RegionDate|US|Sep 9, 1998}} {{RegionDate|EU|Oct 23, 1998}} {{RegionDate|JP|Apr 1, 1999}}<br />
|unreleased=No<br />
}}<br />
A press asset disc of Spyro the Dragon for the Sony PlayStation, dated around a month after the game initially released. The disc was included within a limited release of press kits given to journalists in the PAL region.<br />
{{Download<br />
|file=Spyro_the_Dragon-Press_CD.7z<br />
|external=https://archive.org/details/spyro-the-dragon-press-cd-pal<br />
}}<br />
==Notes==<br />
A press asset disc included within a limited release of press kits given to journalists in PAL region countries. Several thousand copies of this press kit are known to exist, and many of the assets have existed online for many years, but a full disc image dump does not appear to have been made broadly accessible until around 2021.<br />
* Press kit is dated October 1st, 1998. This is roughly a month after the initial release of the game and just under two months after the earliest final build of the game.<br />
* The disc contains:<br />
** A number of high-resolution art assets.<br />
** Renders of a few of the enemies and characters.<br />
** A logo for the game.<br />
** Box art.<br />
** A collection of in-game screenshots taken across a wide range of points in development, roughly ranging from March 1998 to August 1998.<br />
** Multiple text documents in a handful of different languages.<br />
* Some of the art assets on this disc were used as covers for various magazines, and they even have filenames indicating which ones they were designed for.<br />
** For example, the GameInformer cover is labelled "GICOVER".<br />
* There's a couple of lines of text in the primary volume data:<br />
<br />
APPLE COMPUTER, INC., TYPE: 0002SPYRO_PRESS_CD_IMAGES__PC_<br />
<br />
TOAST ISO 9660 BUILDER COPYRIGHT (C) 1997 ADAPTEC, INC. - HAVE A NICE DAY<br />
<br />
==Screenshots==<br />
All files were originally in .tiff format, but have been converted to .png:<br />
<center><gallery widths="240"><br />
File:Spyro1PressCD-FOROPMCO-Converted.png|"FOROPMCO"<br />
File:Spyro1PressCD-GICOVER-Converted.png|"GICOVER"<br />
File:Spyro1PressCD-SPYRO4SA-Converted.png|"SPYRO4SA"<br />
File:Spyro1PressCD-SPYRO-Converted.png|"SPYRO"<br />
File:Spyro1PressCD-BEASTMAK-Converted.png|"BEASTMAK"<br />
</gallery></center><br />
<br />
==Origin==<br />
<center><gallery mode="packed"><br />
File:Spyro1-PressCD.jpg|Disc front.<br />
</gallery></center><br />
<br />
{{Prototype Footer|{{Navbox prototype|Spyro the Dragon}}}}</div>Hwd45http://hiddenpalace.org/w/index.php?title=Assets/Spyro_the_Dragon/PAL_Press_CD&diff=96831Assets/Spyro the Dragon/PAL Press CD2023-08-19T21:46:40Z<p>Hwd45: </p>
<hr />
<div>{{Assets<br />
|Page name=Spyro the Dragon (Oct 1, 1998 assets)<br />
|titlescreen=Spyro1-PressCD.jpg<br />
|status=Released, redump needed<br />
|dumper=Hwd45<br />
|releasedby=Hwd45<br />
|filereleasedate=July 5, 2021<br />
|origin_type=CD-R<br />
|origin_labels=Spyro the Dragon™ Press CD PAL<br />
|game=Spyro the Dragon<br />
|final_builddate={{RegionDate|US|Aug 13, 1998}} {{RegionDate|EU|Sep 10, 1998}} {{RegionDate|JP|Feb 26, 1999}}<br />
|release_date={{RegionDate|US|Sep 9, 1998}} {{RegionDate|EU|Oct 23, 1998}} {{RegionDate|JP|Apr 1, 1999}}<br />
|unreleased=No<br />
}}<br />
A press asset disc of Spyro the Dragon for the Sony PlayStation, dated around a month after the game initially released. The disc was included within a limited release of press kits given to journalists in the PAL region.<br />
{{Download<br />
|file=Spyro_the_Dragon-Press_CD.7z<br />
|external=https://archive.org/details/spyro-the-dragon-press-cd-pal<br />
}}<br />
==Notes==<br />
A press asset disc included within a limited release of press kits given to journalists in PAL region countries. Several thousand copies of this press kit are known to exist, and many of the assets have existed online for many years, but a full disc image dump does not appear to have been made broadly accessible until around 2020.<br />
* Press kit is dated October 1st, 1998. This is roughly a month after the initial release of the game and just under two months after the earliest final build of the game.<br />
* The disc contains:<br />
** A number of high-resolution art assets.<br />
** Renders of a few of the enemies and characters.<br />
** A logo for the game.<br />
** Box art.<br />
** A collection of in-game screenshots taken across a wide range of points in development, roughly ranging from March 1998 to August 1998.<br />
** Multiple text documents in a handful of different languages.<br />
* Some of the art assets on this disc were used as covers for various magazines, and they even have filenames indicating which ones they were designed for.<br />
** For example, the GameInformer cover is labelled "GICOVER".<br />
* There's a couple of lines of text in the primary volume data:<br />
<br />
APPLE COMPUTER, INC., TYPE: 0002SPYRO_PRESS_CD_IMAGES__PC_<br />
<br />
TOAST ISO 9660 BUILDER COPYRIGHT (C) 1997 ADAPTEC, INC. - HAVE A NICE DAY<br />
<br />
==Screenshots==<br />
All files were originally in .tiff format, but have been converted to .png:<br />
<center><gallery widths="240"><br />
File:Spyro1PressCD-FOROPMCO-Converted.png|"FOROPMCO"<br />
File:Spyro1PressCD-GICOVER-Converted.png|"GICOVER"<br />
File:Spyro1PressCD-SPYRO4SA-Converted.png|"SPYRO4SA"<br />
File:Spyro1PressCD-SPYRO-Converted.png|"SPYRO"<br />
File:Spyro1PressCD-BEASTMAK-Converted.png|"BEASTMAK"<br />
</gallery></center><br />
<br />
==Origin==<br />
<center><gallery mode="packed"><br />
File:Spyro1-PressCD.jpg|Disc front.<br />
</gallery></center><br />
<br />
{{Prototype Footer|{{Navbox prototype|Spyro the Dragon}}}}</div>Hwd45http://hiddenpalace.org/w/index.php?title=Please_rename_me_(1692476835)&diff=96828Please rename me (1692476835)2023-08-19T21:10:25Z<p>Hwd45: Hwd45 moved page Please rename me (1692476835) to Spyro the Dragon (Oct 1, 1998 assets)</p>
<hr />
<div>#REDIRECT [[Spyro the Dragon (Oct 1, 1998 assets)]]</div>Hwd45http://hiddenpalace.org/w/index.php?title=Assets/Spyro_the_Dragon/PAL_Press_CD&diff=96827Assets/Spyro the Dragon/PAL Press CD2023-08-19T21:10:24Z<p>Hwd45: Hwd45 moved page Please rename me (1692476835) to Spyro the Dragon (Oct 1, 1998 assets)</p>
<hr />
<div>{{Assets<br />
|Page name=Spyro the Dragon (Oct 1, 1998 assets)<br />
|titlescreen=Spyro1-PressCD.jpg<br />
|status=Released, redump needed<br />
|dumper=Hwd45<br />
|releasedby=Hwd45<br />
|filereleasedate=July 5, 2021<br />
|origin_type=CD-R<br />
|origin_labels=Spyro the Dragon™ Press CD PAL<br />
|game=Spyro the Dragon<br />
|final_builddate={{RegionDate|US|Aug 13, 1998}} {{RegionDate|EU|Sep 10, 1998}} {{RegionDate|JP|Feb 26, 1999}}<br />
|release_date={{RegionDate|US|Sep 9, 1998}} {{RegionDate|EU|Oct 23, 1998}} {{RegionDate|JP|Apr 1, 1999}}<br />
|unreleased=No<br />
}}<br />
A press asset disc of Spyro the Dragon for the Sony PlayStation, dated around a month after the game initially released. The disc was included within a limited release of press kits given to journalists in the PAL region.<br />
{{Download<br />
|file=Spyro_the_Dragon-Press_CD.7z<br />
|external=https://archive.org/details/spyro-the-dragon-press-cd-pal<br />
}}<br />
==Notes==<br />
A press asset disc included within a limited release of press kits given to journalists in PAL region countries. Several thousand copies of this press kit are known to exist, and many of the assets have existed online for many years, but a full disc image dump does not appear to have been made broadly accessible until around 2020.<br />
* Press kit is dated October 1st, 1998. This is roughly a month after the initial release of the game and just under two months after the earliest final build of the game.<br />
* The disc contains:<br />
** A number of high-resolution art assets.<br />
** Renders of a few of the enemies and characters.<br />
** A logo for the game.<br />
** Box art.<br />
** A collection of in-game screenshots taken across a wide range of points in development, roughly ranging from March 1998 to August 1998.<br />
** Multiple text documents in a handful of different languages.<br />
* Some of the art assets on this disc were used as covers for various magazines, and they even have filenames indicating which ones they were designed for.<br />
** For example, the GameInformer cover is labelled "GICOVER".<br />
<br />
==Screenshots==<br />
All files were originally in .tiff format, but have been converted to .png:<br />
<center><gallery widths="240"><br />
File:Spyro1PressCD-FOROPMCO-Converted.png|"FOROPMCO"<br />
File:Spyro1PressCD-GICOVER-Converted.png|"GICOVER"<br />
File:Spyro1PressCD-SPYRO4SA-Converted.png|"SPYRO4SA"<br />
File:Spyro1PressCD-SPYRO-Converted.png|"SPYRO"<br />
File:Spyro1PressCD-BEASTMAK-Converted.png|"BEASTMAK"<br />
</gallery></center><br />
<br />
==Origin==<br />
<center><gallery mode="packed"><br />
File:Spyro1-PressCD.jpg|Disc front.<br />
</gallery></center><br />
<br />
{{Prototype Footer|{{Navbox prototype|Spyro the Dragon}}}}</div>Hwd45http://hiddenpalace.org/w/index.php?title=Assets/Spyro_the_Dragon/PAL_Press_CD&diff=96824Assets/Spyro the Dragon/PAL Press CD2023-08-19T21:08:42Z<p>Hwd45: </p>
<hr />
<div>{{Assets<br />
|Page name=Spyro the Dragon (Oct 1, 1998 assets)<br />
|titlescreen=Spyro1-PressCD.jpg<br />
|status=Released, redump needed<br />
|dumper=Hwd45<br />
|releasedby=Hwd45<br />
|filereleasedate=July 5, 2021<br />
|origin_type=CD-R<br />
|origin_labels=Spyro the Dragon™ Press CD PAL<br />
|game=Spyro the Dragon<br />
|final_builddate={{RegionDate|US|Aug 13, 1998}} {{RegionDate|EU|Sep 10, 1998}} {{RegionDate|JP|Feb 26, 1999}}<br />
|release_date={{RegionDate|US|Sep 9, 1998}} {{RegionDate|EU|Oct 23, 1998}} {{RegionDate|JP|Apr 1, 1999}}<br />
|unreleased=No<br />
}}<br />
A press asset disc of Spyro the Dragon for the Sony PlayStation, dated around a month after the game initially released. The disc was included within a limited release of press kits given to journalists in the PAL region.<br />
{{Download<br />
|file=Spyro_the_Dragon-Press_CD.7z<br />
|external=https://archive.org/details/spyro-the-dragon-press-cd-pal<br />
}}<br />
==Notes==<br />
A press asset disc included within a limited release of press kits given to journalists in PAL region countries. Several thousand copies of this press kit are known to exist, and many of the assets have existed online for many years, but a full disc image dump does not appear to have been made broadly accessible until around 2020.<br />
* Press kit is dated October 1st, 1998. This is roughly a month after the initial release of the game and just under two months after the earliest final build of the game.<br />
* The disc contains:<br />
** A number of high-resolution art assets.<br />
** Renders of a few of the enemies and characters.<br />
** A logo for the game.<br />
** Box art.<br />
** A collection of in-game screenshots taken across a wide range of points in development, roughly ranging from March 1998 to August 1998.<br />
** Multiple text documents in a handful of different languages.<br />
* Some of the art assets on this disc were used as covers for various magazines, and they even have filenames indicating which ones they were designed for.<br />
** For example, the GameInformer cover is labelled "GICOVER".<br />
<br />
==Screenshots==<br />
All files were originally in .tiff format, but have been converted to .png:<br />
<center><gallery widths="240"><br />
File:Spyro1PressCD-FOROPMCO-Converted.png|"FOROPMCO"<br />
File:Spyro1PressCD-GICOVER-Converted.png|"GICOVER"<br />
File:Spyro1PressCD-SPYRO4SA-Converted.png|"SPYRO4SA"<br />
File:Spyro1PressCD-SPYRO-Converted.png|"SPYRO"<br />
File:Spyro1PressCD-BEASTMAK-Converted.png|"BEASTMAK"<br />
</gallery></center><br />
<br />
==Origin==<br />
<center><gallery mode="packed"><br />
File:Spyro1-PressCD.jpg|Disc front.<br />
</gallery></center><br />
<br />
{{Prototype Footer|{{Navbox prototype|Spyro the Dragon}}}}</div>Hwd45http://hiddenpalace.org/w/index.php?title=Assets/Spyro_the_Dragon/PAL_Press_CD&diff=96820Assets/Spyro the Dragon/PAL Press CD2023-08-19T21:06:17Z<p>Hwd45: Created page with "{{Assets |Page name=Please rename me (1692476835) |titlescreen=Spyro1-PressCD.jpg |status=Released, redump needed |dumper=Hwd45 |releasedby=Hwd45 |filereleasedate=July 5, 2021..."</p>
<hr />
<div>{{Assets<br />
|Page name=Please rename me (1692476835)<br />
|titlescreen=Spyro1-PressCD.jpg<br />
|status=Released, redump needed<br />
|dumper=Hwd45<br />
|releasedby=Hwd45<br />
|filereleasedate=July 5, 2021<br />
|origin_type=CD-R<br />
|origin_labels=Spyro the Dragon™ Press CD PAL<br />
|game=Spyro the Dragon<br />
|final_builddate={{RegionDate|US|Aug 13, 1998}} {{RegionDate|EU|Sep 10, 1998}} {{RegionDate|JP|Feb 26, 1999}}<br />
|release_date={{RegionDate|US|Sep 9, 1998}} {{RegionDate|EU|Oct 23, 1998}} {{RegionDate|JP|Apr 1, 1999}}<br />
|unreleased=No<br />
}}<br />
A press asset disc of Spyro the Dragon for the Sony PlayStation, dated around a month after the game initially released. The disc was included within a limited release of press kits given to journalists in the PAL region.<br />
{{Video embed}}<br />
{{Download<br />
|file=Spyro_the_Dragon-Press_CD.7z<br />
|external=https://archive.org/details/spyro-the-dragon-press-cd-pal<br />
}}<br />
==Notes==<br />
A press asset disc included within a limited release of press kits given to journalists in PAL region countries. Several thousand copies of this press kit are known to exist, and many of the assets have existed online for many years, but a full disc image dump does not appear to have been made broadly accessible until around 2020.<br />
* Press kit is dated October 1st, 1998. This is roughly a month after the initial release of the game and just under two months after the earliest final build of the game.<br />
* The disc contains:<br />
** A number of high-resolution art assets.<br />
** Renders of a few of the enemies and characters.<br />
** A logo for the game.<br />
** Box art.<br />
** A collection of in-game screenshots taken across a wide range of points in development, roughly ranging from March 1998 to August 1998.<br />
** Multiple text documents in a handful of different languages.<br />
* Some of the art assets on this disc were used as covers for various magazines, and they even have filenames indicating which ones they were designed for.<br />
** For example, the GameInformer cover is labelled "GICOVER".<br />
<br />
==Screenshots==<br />
All files were originally in .tiff format, but have been converted to .png:<br />
<center><gallery widths="240"><br />
File:Spyro1PressCD-FOROPMCO-Converted.png|"FOROPMCO"<br />
File:Spyro1PressCD-GICOVER-Converted.png|"GICOVER"<br />
File:Spyro1PressCD-SPYRO4SA-Converted.png|"SPYRO4SA"<br />
File:Spyro1PressCD-SPYRO-Converted.png|"SPYRO"<br />
File:Spyro1PressCD-BEASTMAK-Converted.png|"BEASTMAK"<br />
</gallery></center><br />
<br />
==Origin==<br />
<center><gallery mode="packed"><br />
File:Spyro1-PressCD.jpg|Disc front.<br />
</gallery></center><br />
<br />
{{Prototype Footer|{{Navbox prototype|Spyro the Dragon}}}}</div>Hwd45http://hiddenpalace.org/w/index.php?title=File:Spyro1PressCD-SPYRO4SA-Converted.png&diff=96818File:Spyro1PressCD-SPYRO4SA-Converted.png2023-08-19T21:02:01Z<p>Hwd45: </p>
<hr />
<div></div>Hwd45http://hiddenpalace.org/w/index.php?title=File:Spyro1PressCD-SPYRO-Converted.png&diff=96817File:Spyro1PressCD-SPYRO-Converted.png2023-08-19T21:02:01Z<p>Hwd45: </p>
<hr />
<div></div>Hwd45http://hiddenpalace.org/w/index.php?title=File:Spyro1PressCD-FOROPMCO-Converted.png&diff=96816File:Spyro1PressCD-FOROPMCO-Converted.png2023-08-19T21:01:58Z<p>Hwd45: </p>
<hr />
<div></div>Hwd45http://hiddenpalace.org/w/index.php?title=File:Spyro1PressCD-GICOVER-Converted.png&diff=96815File:Spyro1PressCD-GICOVER-Converted.png2023-08-19T21:01:58Z<p>Hwd45: </p>
<hr />
<div></div>Hwd45http://hiddenpalace.org/w/index.php?title=File:Spyro1PressCD-BEASTMAK-Converted.png&diff=96814File:Spyro1PressCD-BEASTMAK-Converted.png2023-08-19T21:01:58Z<p>Hwd45: </p>
<hr />
<div></div>Hwd45http://hiddenpalace.org/w/index.php?title=File:Spyro_the_Dragon-Press_CD.7z&diff=96811File:Spyro the Dragon-Press CD.7z2023-08-19T20:46:09Z<p>Hwd45: </p>
<hr />
<div></div>Hwd45http://hiddenpalace.org/w/index.php?title=File:Spyro1-PressCD.jpg&diff=96810File:Spyro1-PressCD.jpg2023-08-19T20:30:41Z<p>Hwd45: </p>
<hr />
<div></div>Hwd45http://hiddenpalace.org/w/index.php?title=XIII_(Jul_21,_2003_prototype)&diff=90267XIII (Jul 21, 2003 prototype)2023-04-23T02:32:59Z<p>Hwd45: Not sure if it's actually unused, image credit Adorabat</p>
<hr />
<div><br />
<br />
{{Prototype<br />
|Page name=XIII (Jul 21, 2003 prototype)<br />
|titlescreen=XII-Xemu-2023-02-14-14-42-40.png<br />
|builddate=Jul 21, 2003 13:33:28 <br />
|buildname=7-30-03<br />
|status=Released, redump needed<br />
|releasedby=Hidden Palace<br />
|filereleasedate=September 18, 2021<br />
|origin_type=DVD-R<br />
|origin_dumpmethod=Memorex MRX-650LE v6 AM61 (PowerISO)<br />
|origin_labels=XIII 7-30-03<br />
|origin_lot=Project Deluge<br />
|game=XIII<br />
|system=Xbox<br />
|genre=First-Person Shooter<br />
|final_builddate={{RegionDate|JP|Jun 7, 2004 }} {{RegionDate|EU|Nov 3, 2003 }} {{RegionDate|US|Nov 3, 2003 }}<br />
|release_date={{RegionDate|JP|Aug 5, 2004 }} {{RegionDate|EU|Nov 28, 2003}} {{RegionDate|US|Nov 18, 2003 }}<br />
|unreleased=No<br />
}}<br />
{{Download<br />
|external=https://archive.org/details/XIIIJul212003prototype<br />
|file=XIII (Jul 21, 2003 prototype).7z<br />
}}<br />
A prototype of XIII for the Xbox.<br />
==Notes==<br />
* A build dated just under 4 months before the final game.<br />
* Features a debug menu with a level select. This can be selected by moving the cursor beneath the rest of the options on the main menu.<br />
* Installer type disc, iso must be produced using the Files/XIII/ directory with Files/XIII/xiiir.xbe as default.xbe.<br />
* Title screen is missing<br />
* The double vision effect from the start of the game persists through other levels<br />
* Mission text is in French<br />
* XBE information:<br />
** Internal Name: Installer<br />
** Maker ID and Product Number: \xFF\xFF-65280<br />
** Executable Name: default.xbe<br />
** Executable checksum (MD5): b4a509ddfb1f1faba9c3c29536590b8d<br />
* Miscellaneous Notes:<br />
** Game is emulatable: Maybe (as of September 12, 2021).<br />
** Game contains dongle protection: .<br />
==Screenshots==<br />
<center><gallery heights="256" widths="224"><br />
XII-Xemu-2023-02-14-14-42-40.png|Unused(?) loading screen<br />
1395087921.png<br />
1395088107.png<br />
1395088111.png<br />
1395088133.png<br />
1395088155.png<br />
1395088412.png<br />
1395088450.png<br />
1395088540.png<br />
1395088842.png<br />
1395088964.png<br />
</gallery></center><br />
==Origin==<br />
<center><gallery mode="packed"><br />
Xbox - XIII 7-30-03.jpeg|Disc front.<br />
</gallery></center><br />
==Files==<br />
<center><br />
{{filelist|<br />
{{filelistentry |i=1|icon=file|indent=0|filename=Xbox - XIII 7-30-03.bin|type=File|date=2021-04-09 02:49:12|size=679542784|crc32=72AF6054|md5=affa6784ebc68a2e0627388647573f0b|sha1=4129253eb1cc8e5cff52587cbe00a60e777e4586|comment=}}<br />
{{filelistentry |i=2|icon=file|indent=0|filename=Xbox - XIII 7-30-03.cue|type=File|date=2021-04-09 02:48:01|size=85|crc32=FAC5CD4A|md5=ea0425b31c4c0ce194c0c7e5192257fd|sha1=3498af70a5606fd527dd438b178949b97a533796|comment=}}<br />
{{filelistentry |i=3|icon=file|indent=0|filename=Xbox - XIII 7-30-03.jpeg|type=File|date=2021-04-09 22:17:00|size=1665409|crc32=52D5D766|md5=bb181a8fcbcf0a3cd454f9cffe727bdb|sha1=9c6ea4c1704692987dacd6b0d6301ef3bbc92fed|comment=}}<br />
|date=yes}}<br />
</center><br />
==Acknowledgments==<br />
A huge thanks to Hwd45 and Sazpaimon for researching this prototype! And a huge thanks to the anonymous donor that allowed for this release to happen!<br />
==See also==<br />
* [[Project Deluge: Xbox and Dreamcast|Project Deluge: Xbox and Dreamcast (September 18, 2021)]]<br />
* [https://tcrf.net The Cutting Room Floor (TCRF)]<br />
* [https://archive.org Internet Archive (IA)]<br />
{{Prototype Footer|{{Navbox prototype|XIII}}}}</div>Hwd45http://hiddenpalace.org/w/index.php?title=File:XII-Xemu-2023-02-14-14-42-40.png&diff=90266File:XII-Xemu-2023-02-14-14-42-40.png2023-04-23T02:30:24Z<p>Hwd45: </p>
<hr />
<div>== Summary ==<br />
Image credit Adorabat</div>Hwd45http://hiddenpalace.org/w/index.php?title=Mortal_Kombat_3_(Jul,_1996_prototype)&diff=90120Mortal Kombat 3 (Jul, 1996 prototype)2023-04-12T21:56:49Z<p>Hwd45: BetaArchive entries should not be used as reliable release information (BA link kept as proof of existence)</p>
<hr />
<div>{{Prototype<br />
|Page name=Mortal Kombat 3 (Jul, 1996 prototype)<br />
|titlescreen=<br />
|builddate=Jul, 1996<br />
|buildname=<br />
|status=Released<br />
|game=Mortal Kombat 3<br />
|system=PC<br />
|genre=Fighting<br />
|final_builddate=<br />
|release_date={{RegionDate|NA|1996}}<br />
|unreleased=No<br />
}}<br />
{{Download<br />
|file=<br />
}}<br />
<br />
A prototype of Mortal Kombat 3 for the PC.<br />
<br />
==See also==<br />
* [https://www.betaarchive.com/database/view_release.php?uuid=fae260ec-4180-4385-9aa9-0cc3cf256aa1 BetaArchive entry]<br />
<br />
{{Prototype Footer|{{Navbox prototype|Mortal Kombat 3}}}}</div>Hwd45http://hiddenpalace.org/w/index.php?title=Halo:_Combat_Evolved_(May_22,_2003_prototype)&diff=90119Halo: Combat Evolved (May 22, 2003 prototype)2023-04-12T21:55:50Z<p>Hwd45: BetaArchive entries should not be used as reliable release information (BA link kept as proof of existence)</p>
<hr />
<div>{{Prototype<br />
|Page name=Halo: Combat Evolved (May 22, 2003 prototype)<br />
|titlescreen=1655431498.or.11581.jpg<br />
|builddate=May 22, 2003<br />
|buildname=01.05.22.0268<br />
|status=Released<br />
|game=Halo: Combat Evolved<br />
|system=PC<br />
|genre=First-person shooter<br />
|final_builddate={{RegionDate|JP|Sep 22, 2003}} {{RegionDate|IT|Sep 12, 2003}} {{RegionDate|FR|Sep 12, 2003}} {{RegionDate|EU|Sep 8, 2003}} {{RegionDate|US|Sep 8, 2003}}<br />
|release_date={{RegionDate|JP|Oct-Nov 2003}} {{RegionDate|IT|Oct 10, 2003}} {{RegionDate|FR|Oct 10, 2003}} {{RegionDate|US|Sep 30, 2003}} {{RegionDate|EU|Oct 10, 2003}}<br />
|unreleased=No<br />
}}<br />
<br />
A prototype of Halo: Combat Evolved for the PC.<br />
<br />
==Origin==<br />
<gallery mode=nolines heights=168 widths=240><br />
1655431498.or.11581.jpg|CD-R front.<br />
</gallery><br />
<br />
==See also==<br />
* [https://www.betaarchive.com/database/view_release.php?uuid=3e973590-eb48-40a1-bad7-659e877c4497 BetaArchive entry]<br />
<br />
{{Prototype Footer|{{Navbox prototype|Halo: Combat Evolved}}}}</div>Hwd45http://hiddenpalace.org/w/index.php?title=Gears_of_War_3_(Oct_12,_2011_prototype)&diff=90118Gears of War 3 (Oct 12, 2011 prototype)2023-04-12T21:54:00Z<p>Hwd45: BetaArchive entries should not be used as reliable release information (BA link kept as proof of existence)</p>
<hr />
<div>{{Prototype<br />
|Page name=Gears of War 3 (Oct 12, 2011 prototype)<br />
|builddate=Oct 12, 2011<br />
|status=Released<br />
|game=Gears of War 3<br />
|system=Xbox 360<br />
|genre=Third-person shooter<br />
|release_date={{RegionDate|WW|September 20, 2011}}<br />
|unreleased=No<br />
}}<br />
<br />
A prototype of Gears of War 3 for the Xbox 360.<br />
<br />
==See also==<br />
* [https://www.betaarchive.com/database/view_release.php?uuid=99e9709c-5d79-4295-8daa-1947d8a0eecb BetaArchive entry]<br />
<br />
{{Navbox prototype|Gears of War 3}}</div>Hwd45http://hiddenpalace.org/w/index.php?title=Gears_of_War_3_(May_19,_2011_prototype)&diff=90117Gears of War 3 (May 19, 2011 prototype)2023-04-12T21:53:49Z<p>Hwd45: BetaArchive entries should not be used as reliable release information (BA link kept as proof of existence)</p>
<hr />
<div>{{Prototype<br />
|Page name=Gears of War 3 (May 19, 2011 prototype)<br />
|builddate=May 19, 2011<br />
|status=Released<br />
|game=Gears of War 3<br />
|system=Xbox 360<br />
|genre=Third-person shooter<br />
|release_date={{RegionDate|WW|September 20, 2011}}<br />
|unreleased=No<br />
}}<br />
<br />
A prototype of Gears of War 3 for the Xbox 360.<br />
<br />
==See also==<br />
* [https://www.betaarchive.com/database/view_release.php?uuid=13834309-7a1a-4216-bdd5-0893dc40510b BetaArchive entry]<br />
<br />
{{Navbox prototype|Gears of War 3}}</div>Hwd45http://hiddenpalace.org/w/index.php?title=Gears_of_War_3_(May_14,_2010_prototype)&diff=90116Gears of War 3 (May 14, 2010 prototype)2023-04-12T21:53:36Z<p>Hwd45: BetaArchive entries should not be used as reliable release information (BA link kept as proof of existence)</p>
<hr />
<div>{{Prototype<br />
|Page name=Gears of War 3 (May 14, 2010 prototype)<br />
|builddate=May 14, 2010<br />
|status=Released<br />
|game=Gears of War 3<br />
|system=Xbox 360<br />
|genre=Third-person shooter<br />
|release_date={{RegionDate|WW|September 20, 2011}}<br />
|unreleased=No<br />
}}<br />
<br />
A prototype of Gears of War 3 for the Xbox 360.<br />
<br />
==See also==<br />
* [https://www.betaarchive.com/database/view_release.php?uuid=83731434-3938-48d6-8bce-b4e6b7bf5c35 BetaArchive entry]<br />
<br />
{{Navbox prototype|Gears of War 3}}</div>Hwd45