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#1 Apr 25, 2008 9:46 PM
- OSSpyro
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Gold Spyro?
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#2 Apr 25, 2008 9:58 PM
- RadSpyro
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Re: Gold Spyro?
Looks like a hack/edited image. Probably just an edited image though. Unless someone cares to tell us how he otherwise appears XD
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#3 Apr 25, 2008 10:25 PM
- OSSpyro
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Re: Gold Spyro?
It might be from a beta or a demo version.
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#4 Apr 25, 2008 11:19 PM
- Juice box
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Re: Gold Spyro?
Yep it's from the prototype version of the game. I've seen this image before.
Woooooooooooooooooooohhhhhhhhhhh!!!!!!!!!!
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#5 Apr 25, 2008 11:29 PM
- OSSpyro
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Re: Gold Spyro?
FUN FACT!!! The platform with the dragon and the bull in town square. It toke me 7 years to figure out how to get up there.
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#6 Apr 26, 2008 5:41 AM
- Misa
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Re: Gold Spyro?
Its a cool pic though
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#7 Apr 30, 2008 10:35 AM
- Cynder7
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Re: Gold Spyro?
I've been wondering for years what that is... o_O
It exists in legal copy too...
Well isn't just a dragon that's Spyro's age that you walk up to it to break the spell?
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#8 May 01, 2008 7:38 AM
- Juice box
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Re: Gold Spyro?
Woooooooooooooooooooohhhhhhhhhhh!!!!!!!!!!
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#9 May 02, 2008 1:35 PM
- Cynder7
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Re: Gold Spyro?
Yes,I have played this game.
And it was a legal copy for your information and that gold dragon existed.
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#10 May 02, 2008 3:12 PM
- Sheep
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Re: Gold Spyro?
How? When? What made it appaere?
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#11 May 02, 2008 4:59 PM
- RadSpyro
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Re: Gold Spyro?
....And it's definitely not the prototype or a demo copy? I've just never seen/heard of it in the final game, even with Gameshark.
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#12 May 02, 2008 6:04 PM
- Aicebo
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Re: Gold Spyro?
Maybe that's a picture of what the people making Spyro first planned the statues to look like. Then later on they switched it to a larger, green stone.
Maybe they thought that the larger green statue would suit the older dragons better and switched it to that?
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#13 May 03, 2008 10:05 AM
- Daxter
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Re: Gold Spyro?
It´s good possible that the Statue is from a alpha Version of the Game or so.
I have a Press CD from Spyro the Dragon, and here are many things discribe
there are different in contrast with the Final Game!
Here are a few points of them:
SPYRO - OVERVIEW AND KEY FEATURES
Gnasty Gnorc, super villain, has turned Spyro the Dragon’s family into crystal statues and has set himself up as dictator of all seven Dragon lands. Spyro must free as many dragons from their crystal prisons and battle Gnasty Gnorc in a final showdown to release the world from his evil domination.
Spyro frees dragons by touching the crystal statues and is rewarded with a cinematic scene where the crystal dragon becomes real again talks to Spyro, offers him thanks and perhaps a little advice and then disappears. There are 120 crystal dragons placed throughout the stages and levels and also serve as save points.
Spyro’s must also collect all the treasure released when Spyro breaks open a chest, kills an enemy or solves puzzles. 100% completion of the game will result in the reward of either an extra level, or the chance to go back and play through the levels as a different character.
Spyro is protected by Sparks the Dragonfly. When Spyro is hit for the first time, Sparks will change colour from yellow to blue. If he is hit again he will change from blue to green and if he is hit again Sparks will then disappear. If Spyro is hit again, he will die. Sparks the Dragonfly, however can be recharged by charging creatures, releasing butterflies for Sparks to eat thus recharging his powers.
Key Features:
Graphically, one of the most stunning games ever seen, technologically superior to any other game in this genre. No pop up, no fogging, amazing distance drawing – a true 3D world!
Spyro’s enormous depth of gameplay and challenge is only equalled by its graphical excellence.
Highly accessible control system, designed specifically for the Analog Controller (DUAL SHOCK)
Enormous depth of gameplay. Each level has a specifically focused challenge and objective. Ther are over 30 regular levels and lots of hidden levels, secret paths, challenging puzzles to keep even the most experienced platform gamers up all night.
Progression through the game is carefully graduated allowing players to learn at their own pace.
Master your flying skills in the hidden bonus rounds.
Music composed by Stewart Copeland - ex band member of The Police.
Dragons rock!
Game Features
Levels
Spyro The Dragon will comprise of approximately 34 levels, split into seven very different worlds; each world inhabited by its own, very distinct-looking family of dragons. In each level the objectives are to:
Collect all of the treasure in a level (kill enemies and find chests)
Find all of the crystal dragons in a level
Find special objects in a level (dragon eggs, fairies)
Pickups
Crystal Dragons
There are approximately four crystal dragons in each stage and four in each regular level plus one in each boss level for a total of 120 in the game, each with its own unique animated cinematic sequence!
Treasure Points
Treasure points are earned by; you guessed it, collecting treasure. There are different types of treasure, some found in treasure chests; some carried by enemies, some freestanding in the levels. Each type of treasure has a different point value. There are 10,000 treasure points in the game and a player must find all of the treasure in order to achieve 100% completion. There are three types of treasure chests:
Wooden chest : Can be destroyed by flaming or charging
Armoured chest: Can be destroyed by charging only
Lockbox: Can only be opened with a key
As the player moves into later stages, the amount of treasure available in each level increases.
Spryo Power-ups
Power-ups take the form of secondary characters or “friends†who endow Spyro with special abilities. The first time that Spyro encounters each friend, a cinematic sequence will be played where the friend explains the “giftâ€. Each power-up will time out after a certain period. Power ups include:
super flame (given by a flame salamander)
Invincibility (given by an armadillo)
Super jump (given by a frog)
Time slow (given by an elf)
Fireball (given by a small wizard)
Spyro Moves and Animation
Spyro The Dragon can:
run
walk
jump
charge
fire a short-range flame burst
glide
flip 180 degrees
roll to either side
roll to either side
fire while gliding
slide on slippery or angled surfaces
teeter on an edge
roll forward downhill
roll backward on steep surfaces
Dragon Families and Their Environments
Artisan Dragons
Purpose: This family provides the world with artefacts of culture and beauty. They write songs, create sculptures, paintings and are the most gentle of all the families. They are very social beings and enjoy creating venues for gatherings and art viewings.
Description: Smallish, graceful, brightly coloured.
Environment: Meadows, rolling hills, green valleys, smooth natural flowing rock formations, trees, bushes are sculptured into fluid shapes – spirals, swirls etc, cultivated fields and flower beds.
Architecture: Structures are ornate and built with flowing curves. Building materials are marble and precious metals.
Peacekeeper Dragons
Purpose: These Dragons enforce order throughout the world. They are the strongest and most war like of all the families.
Description: Large, muscular, spotted markings.
Environment: Large cracked rocks, Grand Canyon-like chasms, purple tar pits, sand dunes, blue-white ice caves underground.
Plant life green and brown, tumbleweeds and cacti. Rock formations have sharp, spiky features and are very angular in general.
Architecture: Structures are angular and rise to points, often adorned with spikes. Building materials are steel, iron and wood – very Jules Vernish. Glowing red and yellow stones are inset into the architecture.
Magiccrafter Dragons
Purpose: This family spends its time making the various magic artefacts used by the inhabitants of the rest of the world. They are fairly anti social and prefer to inhabit remote locations to study their craft in peace.
Description: Tall, stoic, alabaster white, long necks, tufts of white hair on head and over eyes
Environment: Plateaus, cliffs, caves, and rocky ledges with snowy, icy areas. Rock formations are pyramidal with flat tops. The rocks are made of white granite.
Architecture: Dominated by white granite towers, other structures are monolithic towers with flattened tops and all structures have jewel-encrusted runes and stone carvings.
Beastmaster Dragons
Purpose: These dragons are responsible for the creation of new species of creatures inhabiting the world. They prefer to live on one of the most fertile environments of the earth – swamps.
Description: Because of their habitat, these dragons amphibious appendages and appear almost salamander like with their gills, striped green and orange skin, elongated heads. They are quiet and anti social.
Environment: Marshes, cypress groves, root covered caves, mud flats. Trees and the few rocks drip with ropy vines and feathery moss. Mangroves and other trees have stilt-like roots, holding trunks well above water. Long willowy marsh grass is prevalent.
Architecture: Most architecture is on stilts, with ramshackle wood and tin huts. The platforms on stilts create paths through swamps and other hazards. Hollowed trees also serve as structures.
Dreamweaver Dragons
Purpose: These dragons are also peacekeepers in their own fashion. They flit through the dreams of the world’s mortal inhabitants, ensuring that no nightmare is too severe.
Description: They are of average size but huge wings and huge eyes dominate their features. They are sky blue in colour.
Environment: Rocks and plants have been shaped in abstract forms – holes, twists. Rocks, plants and platforms drip green moss, with small, floating misty islands connected by web-like bridges.
Architecture: Structures are abstract with holes and strange twists. Structures also drip moss. Building materials are light and fragile – porcelain, thin white rock.
Machinist Dragons
Purpose: These dragons have created the machinery and energy sources that keep the industrialised parts of the world running.
Description: Short and blocky and silvery. They like to wear machinery attachments to enhance their functionality (jeweller’s glasses, hydraulic gloves, metal backpacks etc…)
Environment: There is very little natural architecture since the levels are dominated by machinery. The few plants that grow have an angular appearance, mimicking the machinery.
Architecture: Blocky, heavy Jules Vernish structures made of riveted steel, wood and stone. Gears, smokestacks, vents, bulbous tanks, steam pipes, support struts, turbines. Despite the abundant machinery, the environment is very clean; metal gleams, wood is polished, stone is marbled and flawless.
Aquifier Dragons
Purpose: This family has the responsibility of controlling the many waterways of the world and protecting travelers from the beasts inhabiting the depths. Fountains placed at strategic places around the world regulate the water supply and purity.
Description: Since they inhabit watery regions, they are more serpent-like than any of the other families. Long, slender, ocean green, with lots of frills (such as feathery gills, flowing crests etc).
Environment: Dominated by water – open seas and raging rivers on chasms. Large crystals are abundant on the island. Trees and other plants have crystals hanging from them like fruit. Plants and rocks have a faceted, spherical theme.
Architecture: Structures are crystal domes and arches. Most structures have a spherical/circular theme.
In addition to these worlds, Spyro will also have a selection of bonus levels, which are time based flying rounds.
Enemies
Enemies are differentiated by size and whether or not they are wearing armour
Any enemy wearing armour cannot be flamed
Enemies are either small (same size or smaller than Spyro) or big (2x or more than Spyro)
Small enemies can be charged or flamed
Big enemies cannot be charged, only flamed
Small enemies wearing armour must be charged
Large enemies wearing armour are invincible and must be pushed into environmental hazards using charge
Enemy Attack Types
Enemies use one or more of the following attacks. Each enemy is given a specific timing and movement behaviour or script to create its unique gameplay characteristics.
None. (“Fodderâ€). This enemy is just for fun, though chasing it can get Spyro into trouble
Contact. Enemy hits Spyro if Spyro is very close by
Charge (smart or dumb). Enemy runs after Spyro. It may run straight at Spyro (dumb) or dodge and turn (smart)
Radial. Enemy “whacks†Spyro from a distance beyond that at which it can be attacked. Thus the player must move quickly to kill it
Projectile. Enemy shoots something at Spyro
All enemies, regardless of attack type, have an attack animation to indicate that Spyro has been attacked. Not all attacks harm Spyro, e.g., a radial attack enemy might toss Spyro back a few meters without harming him.
Visual Design Direction
1/3 of enemies are “gnorcsâ€, semi-intelligent, goofy soldier-types who have the same basic physical characteristics:
large lower jaw, small pointed ears, gruff demeanour
pear shaped bodies with short or no legs
2/3 of enemies are fantasy-orientated interpretations of the plant and animal kingdoms. These enemies physically match their surroundings. For instance, in the swamps, one will find a three-eyed mutant toad and in the mountainous regions, one of the denizens is a storm wizard.
For the most part, the enemies have soft, squat shapes designed to appeal to a younger audience. Colours are bright without being cartoony. We are avoiding mature, realistic scary shapes (a muscular scowling demon for example) and are instead creating characters that have potential for humour.
Games Saves, Lives and Exiting Levels
When a player begins a new game he can designate a memory card slot to which his game will be saved. Data saved includes:
Treasure items that have been picked up; this also tells which enemies have been killed (600 treasure-carrying enemies -25 per regular level, 10 per stage, 7 bosses -, plus 2,520 free standing treasure pieces - 100 pieces per regular round, 50 pieces per stage, 5 pieces per boss round, 5 pieces per bonus - equals a total of 3,120 bits)
Bonus rounds entered - this is to determine whether or not the special “marker†shows up (7 bits)
Stages accessed (7 bits)
Special items picked up (6 bits)
Keys picked up (4 per stage = 28 bits)
Every time a player picks a crystal dragon or exits a level through an exit portal, the game is automatically saved.
Players begin with four lives and can earn additional lives by collecting 100 butterflies for each new life. Butterflies are left by enemies and can also be found free-floating in levels.
If a player dies with one or more lives left, he begins at the last saved point (i.e. at the place where he last picked up a crystal dragon.)
If a player dies with no more lives or quits out of a game, he sees the “GAME OVER†screen and can either start over or load a saved game. A saved game will begin the player in the last stage in which he saved. Lives will be reset to 4 while butterflies are reset to 10.
A player can exit a level at any time by pressing the select button, but he will lose all of the special items, killed enemies, treasure points and butterflies that he has picked up since his last saved point. If he exits through the exit portal, he will retain all of his treasure points, butterflies and special items.
Secondary Objectives
There are secondary objectives both in accessing stages and in completing levels. The stage objectives are as follows:
Find enough gem points to pay the bridge troll (used three times)
Free enough crystal dragons to convince the gatekeeper that Spyro means business (used twice)
Bring enough rescued fairies to the Wishmaster to allow him into the next stage (used once)
Give dragon eggs to a stage guardian to prevent him from kicking Spyro out (used once)
Bonus Rounds
In bonus rounds, Spyro has full flying ability
Spyro has a time limit to collect all of the butterflies in the bonus level. If he is successful, he receives a special 200-point gem. Players can access the bonus levels as many times as they like, but can only win the gem once.
Bonus rounds are hidden in levels or stages and are accessed when Spyro does something special e.g. flames a rock, runs around a tree, charges a wall section…
Players learn the location of the bonus levels from the crystal dragons. The dragons will aid the player by creating a glow around whatever object triggers the bonus level opening.
Technical Information
Environment Engine :
The environment engine is the most innovative technology used in the development of Spyro and is the tool responsible for rendering the level itself. By using multiple levels of polygon and texture detail, and technology to smooth the transitions between the detail levels, this engine allows for infinite distance views, while still providing incredible detail up close.
Character / Object Engine
The character/object engine renders all the characters and other interactive portions of the playing field. This engine uses a similar detail/transitioning technology so that large numbers of objects can be shown, and just like the environments, characters need not ‘pop-up’ in the distance.
Cyclorama Engine
The cyclorama engine draws the sky. Normally ‘sky’ is created in 3D games using a large bitmapped picture, which is then taken to represent the horizon. This technique has obvious limitations, limiting the whole sky to a flat plane. In Spyro, the sky is actually a spherical mesh of more than 5,000 polygons, which allows it to ‘wrap’ fully. This is especially crucial when the player uses the ‘look around’ feature (triangle button) as there is no weird distortion or disorientation as the player looks up or down.
At myself, I played 7 different Versions of this Game,including two early demoversions. But I don´t see any Golden Dragonstatue! The only thing that was golden coloured was the lives in the Game! And I really don´d know about any regular copy!
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#14 May 03, 2008 10:10 AM
- Misa
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Re: Gold Spyro?
Wow...thats alot of information
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#15 May 12, 2008 6:11 PM
- Cynder7
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Re: Gold Spyro?
Well I'm 100% sure that gold dragon existed in my legal copy.
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#16 May 12, 2008 9:40 PM
- RadSpyro
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Re: Gold Spyro?
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#17 May 12, 2008 11:52 PM
- Keby
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Re: Gold Spyro?
Maybe some kind of unreleased collector's edition or something? I do not think that golden Spyro statues would suit the game that well though. And to the person who said it took seven years for them to figure out how to get up there, do not feel bad. I figured that out right away, but it took me just as long, if not longer, to figure out how to get to the secret balcony place for the final dragon in Haunted Towers (Or Lofty Castle, or whatever that level was...).
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#18 May 14, 2008 12:43 PM
- Misa
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Re: Gold Spyro?
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#19 May 14, 2008 7:39 PM
- OSSpyro
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Re: Gold Spyro?
lol I'm still trying to get 100% on this game!
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#20 May 15, 2008 2:04 AM
- Aicebo
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Re: Gold Spyro?
It has to be a beta version.
Look at the gem thing in the top left corner.
That's not how it normally is.
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#21 May 15, 2008 4:15 AM
- Keby
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Re: Gold Spyro?
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#22 May 15, 2008 4:58 AM
- Aicebo
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Re: Gold Spyro?
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#23 May 15, 2008 2:54 PM
- Keby
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Re: Gold Spyro?
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#24 May 17, 2008 4:05 PM
- Cynder7
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Re: Gold Spyro?
Not that I know of...
It's a collecters edition.Got it in 2002.Ihaven't played the game for years( :'( ) I remember that dragon very well.
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#25 May 17, 2008 8:42 PM
- Keby
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Re: Gold Spyro?
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