Spyro: Year of the Dragon. Spyro: Year of the Dragon is the third game of the Spyro series and the last for Play.
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Station. It was also the last Spyro game developed by Insomniac Games. One wrong bit and the trap is triggered. This deliberately made cracking the game a real pain!
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Zoe will politely inform you that your game is hacked early on in the game. Random eggs and gems in levels other than the one you're in are removed to render the game unwinnable. The game deliberately crashes in odd and confusing ways. The language in the European version changes randomly.. It contains the following text. Now is the winter of our discontent.. It's thought to be an in- joke by the developers whenever an unexpected error occurred or when one of the developers messed up, and in either case, they would .
It was likely added to reduce any leftover space on the disc, a conclusion further supported by its inclusion in the files of the playable Crash Bandicoot demos accessible in the series. You just put that back this minute. A similar string is used in an earlier prototype of the game as an error handler, so it's possible that this was either used for debugging or error handling, too. Whenever you hop on a skateboard, a timer will start. This is simply a leftover from an earlier version of the game - in two different demos of the game, wiping out causes the timer to stop and your points to reset to zero, meaning if you had broken the course record during the run, it isn't counted unless you can survive until the time is up.
The difficulty of this may have been what motivated the change. Most notably, while Hunter still says exactly the same dialogue, the audio file for the dialogue is missing. Given how late in development the demo was, it's possible that they changed the challenge after the dialogue had been added, and due to time constraints they couldn't fix it. In Honey Speedway, Sparx says the following. Honeycomb Speedway is home to the fastest racing bees in the world. It's also one of the only speedways that operates at night! The first, symbolised by a spiked snowball rather similar to the Crystal Glacier Talisman from the previous game, acts as a 'smart bomb', killing all other entities on the battlefield (both enemies and chickens, but there is no effect on the boss).
The second is a temporary invincibility function, which acts like the power- up usable in Evening Lake and is represented by the same small shield icon which has represented invincibility since Spyro 2. The latter may have been scrapped for a number of reasons, whether due to Scorch's lack of challenge or due to how the invincibility isn't an offensive powerup and as a result may slow the player down, while the former was probably scrapped because it was too damaging and thus is overpowered. It doesn't seem to have any sort of attack and it just runs at the player. The colours of the inside of his mouth and his chest seem to be different, too. This texture is actually seen in- game - in the .
Later on in the game, when he is is locked in his cage next to Moneybags, in certain versions of the game he sports his older model, while in other versions he uses his newer one. It's possible to perform a glitch through hacking which causes all the models in a level to appear - using this glitch allows us to see both the early and late model side by side. In later versions of the game, two models are still present despite looking identical. This indicates that the older model wasn't removed in later versions, but rather that it had its texture changed to match that of the later model. It can be accessed by pressing Square, Square, Circle, Circle, Square, Square, Circle, Circle in the pause menu.
Text indicating the chosen NPC and sound clip will appear below the pause menu. Use Up and Down to select the voice you want to hear. Once you play a voice clip and leave the menu, it will loop infinitely in place of the music track for that level until you leave the area.
In Fireworks Factory, Greta does mention that the blueprints for the Professor's 'wocket' have been stolen (these are used to build a rocket seen at the end of the level), and a rocket does take you from Evening Lake to Midnight Mountain, but the Professor himself is only seen in Agent 9's Lab (and makes an appearance with Elora during the ending sequence). Oh dear, I've been trying to build a rocket to take you to Midnight Mountain, but I appear to have misplaced my plans! I was working on the plans, some ninjas appeared.. This time, the text strings are still present in the code, and have even been translated in the PAL version, but they are never seen or heard in- game. Now that you've mastered the basics, let's see you do some stunts! In this prototype, Hunter's .
Why don't you come visit me in my home world? This dialogue is never seen or heard in- game though, since a cutscene plays immediately after freeing them, in which they thank Spyro and enter the portal. It's possible that this dialogue was used when the cutscenes hadn't been implemented yet. Whilst this is a common practice frequently employed in platformers and adventure games, Year of the Dragon is notable for level themes differing depending not merely on the build of the game, but on its region, multiple pieces of music remaining exclusive to NTSC builds of the game and not occurring at all in PAL versions.
Even more strangely, some of the corresponding themes are present on the PAL disc, and it is unknown as to why they don't play in- game. Even more bizarrely, these 2 themes are the only Greatest Hits exclusive themes that can be found on the PAL disc, the others (including the Enchanted Towers Skate Park, Crystal Islands, Haunted Tomb, Lost Fleet and more) not being present at all. Only three power- up gates are featured in the final game - Superflame, superfly and invincibility. While the ice breath power- up is available in Frozen Altars, it is not activated with a power- up gate, nor does the player only have the power- up for a limited time. As a result, the ice cube sprite (a leftover from Spyro 2) which would normally go atop the power- up meter goes unused. The weird blue ball sprite seems to go totally unused.
The rhynoc matches the ones seen in the ice dancing minigame, except without a helmet, just like in this early screenshot. Given the placement of the sprite - where animation sprites usually go, it's likely that this was one of multiple animation sprites meant for a scrapped counter used in that minigame, but only one animation frame was ever created. A zero is used in place of where the animated icon would go.
In the final, no such counter is present, but animation sprites for the an icon matching the minigame do exist. Like in the screenshot previously mentioned, this was probably used as a placeholder when the animated sprite wasn't complete. Once again, this was probably the first animation frame for some sort of counter - given that the game already has counters tracking both the player's and the AI's score in the final game, it's not exactly clear what this would have been used for, or why it became unused. It is likely that these areas were meant to be accessible, but never made it into the game for unknown reasons. The cave is located near the start of the level, and acts as though it was supposed to have a wall that could be busted when rammed into, but doesn't. This island was originally intended to house the Super Bonus Round portal before it was moved. In the words of senior artist Craig Stitt.
A long time ago the portal to the Super Bonus Round was on that island. Once you had done that a VERY VERY tall whirl wind would appear. This. whirlwind would take you up high enough that you could glide ALL the way. If I remember right it was like a 2. I was actually the artist who modeled the level. When I came back I discovered. Super Bonus Portal had been moved MUCH closer and that the.
Unfortunately. the artist who made all the changes (as per the programmer's and. Same with the programmer who overlook removing the goodies. Once executed, the player must swim to a wall past a red building and go behind it, and there will be a portal that is hidden and regularly inaccessible. Once through the portal, the player will be in an empty arena with a platform in the middle. It was likely going to be used for a boss battle to obtain an egg, much like in Spooky Swamp. To return to the normal level, there is an invisible portal in the middle of the platform.
However, simply exiting the level may prove better, seeing as Spyro has nothing to stand upon exiting, and will fall continuously until game over. Using the swim in air glitch, you can swim away from the door and the level begins to lower its polygon count. You can see from a distance a room appear behind the door. The previous purpose for this unused room is currently unknown. If you get too close to the structure, it will un- draw itself from the level geometry, as if you are far away from it. It only shows up when the level is in it's lowest polygon count. The purpose of this room is unknown as there is another room in the level for Sgt.
Byrd and it still exists in this low- poly geometry and is on a different side of the level. The door is perfectly under the entrance and fits the entrance's shape. It may have been for Spyro to charge and as a result, break to allow you to enter Hunter's area. It only is shown in the low- poly model of the level and because of this, doesn't show it's texture if there is one. Partly because the game had to be rushed.
Because of this, some music tracks are repeated, since not all tracks were completed in time. Here is a brief list of the differences. Keep in mind that this list may still be incomplete. A serious bug present in the speedways prevents perfect completion of the game; this was fixed in the Greatest Hits version.
If one were to quit the level before obtaining the level's egg then that egg would become completely unobtainable, unless the save file is loaded with a Greatest Hits disc.