Spyro the Dragon (Jun 15, 1998 prototype)

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Title Screen
Spyro the Dragon (Jun 15, 1998 prototype)
Build date Jun 15, 1998 19:50:56
Build name Preview
Dump status Released
Dumped by hwd45
Released by hwd45
File release date February 26, 2020
Origin CD-R
Dump method MPF 2.1 (Plextor PX-W4012TA 1.07)
Ownership hwd45 (2020-Present)
Game Spyro the Dragon
System PlayStation
Genre Platform
Final build US Aug 13, 1998
EU Sep 10, 1998
JP Feb 26, 1999
Release date US Sep 9, 1998
EU Oct 23, 1998
JP Apr 1, 1999
Article Spyro the Dragon Prototype
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A prototype of Spyro the Dragon for the Sony PlayStation, dated around two months before the final build.


The Cutting Room Floor research
  • There is no title screen or intro cutscene, nor is there any option to select a save file.
  • Many gems and dragons have moved relative to their final positions.
  • The only dragons to feature cutscenes are the dragons in the first three homeworlds, and all of these cutscenes feature unfinished dialogue and voice recordings.
  • The rest of the dragons either only present text dialogue or show no dialogue prompt at all.
  • Alpine Ridge, Twilight Harbor, Gnasty Gnorc and all Flight and Boss stages use early names, as does Gnasty's World.
  • Wild Flight, Crystal Flight, Haunted Towers and Gnasty Gnorc all use placeholder textures, the latter level being in an incredibly early state.
  • Gnorc Cove takes the role of the Gnorc Gnexus as the first level in Gnasty's World you encounter.
  • Twilight Harbor has a very early object placement and is missing all its gems.
  • All exit vortices use the dragon pad model in place of the vortex base. Most levels also include a gem floating in the vortex, too, something that is never seen in the final game.
  • Both Gnorc Gnexus and Gnasty's Loot are missing from this version.
  • There's a placeholder level name amongst the other Gnasty's World levels called "BUNCHACRAP".
  • The fairies seen in the flight levels, High Caves and Haunted Towers use an earlier and much more cartoony design.
  • Many enemies throughout the game were retextured in the final version.
  • The Magic Crafters home features an extra room seen in some prerelease materials, but the room is empty.
  • Blowhard features an introductory message warning the player about the boss and the boss fight itself features mechanics that weren't seen in the final release.
  • Dumped twice with MPF and thrice with CloneCD, all dumps matched.

Cheat codes

These codes can be used at any time during gameplay by holding down the buttons for a few seconds at the same time. Aside from the level warp and XA playback code, whose activations are obviously signaled by audiovisual cues, the successful entry of the other combinations are indicated by Spyro doing a light jump into the air whilst in a frozen idle state.

Toggle active/passive camera L2 + R1
Toggle XA playback Square + Triangle + Circle + X First entry deactivates the music, re-entering the code plays the first track of the STR file in use. Pausing and unpausing the game reverts to the indented music.
Toggle Sparx' pick-up ability R1 + R2 + Circle
Warp to next level L1 + L2 + R1 + R2 This code can softlock the game during the level transition if the game isn't paused before entry.




File Type Date Size SHA-1
Spyro the Dragon (Jun 15, 1998 prototype).bin File 2021-12-10 23:17:09 425.4 MB 59AAFE14648890F13BBC50122E41B05007F879CF
Spyro the Dragon (Jun 15, 1998 prototype).cue File 2021-12-10 23:17:08 107 bytes 48FD6C88907B165DC69EFDCB31B45B8103B0C9AD



A very HUGE special thanks to hwd45 for making this release possible!

See also