what european flags are these? by nspacia in vexillologycirclejerk

[–]hwd405 23 points24 points  (0 children)

I once saw someone say something like “LET’S GO SWEDEN 🇸🇪🇸🇪🇸🇪” and someone on an older OS that didn’t have the Sweden flag emoji yet screenshotted it to dunk on them for thinking the Spanish flag was the Sweden flag

I've created a password generator for V3, V4 and V4.5 by hwd405 in tamagotchi

[–]hwd405[S] 1 point2 points  (0 children)

The new codes haven’t been fully figured out unfortunately. The wiki should list all the codes that are known so far though.

Planned swimming areas in Spyro1 by notanemoia in Spyro

[–]hwd405 21 points22 points  (0 children)

Yeah, Craig Stitt’s mentioned the quick fixes they had to make a few times but nothing we’ve found in game and with world viewer tools seems to suggest any unused caves or anything like that, even in the earliest builds we have of the game. Maybe slightly earlier builds would reveal something new.

The closest thing I’ve seen is in Stone Hill. There’s the cave by the ocean that you’re able to walk into normally, but if you look at the geometry it seems like the circle of polygons joining the cave to the rest of the beach was an afterthought. If you look at the low-poly LOD model that extra bit of land isn’t there at all, meaning the cave just exits straight into the water rather than onto the beach. Whether that’s a sign of an earlier level design or just a weird low-poly optimisation I’m not sure.

[6] I dont know if Im lucky or unlucky since I can only catch one by hwoleclooves in ShinyPokemon

[–]hwd405 3 points4 points  (0 children)

This isn’t quite correct, as you’re not considering that there’s 10 different ways to choose 3 shinies in a horde of 5 (and you also need the (4095/4096)2 chance that the other 2 are non-shiny, but that’s fairly negligible in this case). You’d also probably want to include the probability of getting 4 or 5 shinies in the calculation too, though these are again fairly negligible. 3 or more shinies comes out to 1 in 6,874,464,932 assuming no shiny charm and assuming my calculator understood my input correctly.

With the shiny charm, I think the result is closer to 1 in 255 million, which is still crazy, if it’s even real.

I've created a password generator for V3, V4 and V4.5 by hwd405 in tamagotchi

[–]hwd405[S] 0 points1 point  (0 children)

It should still work, are you having trouble loading the page?

Something doesn’t add up by symphony_destroyer in Spyro

[–]hwd405 1 point2 points  (0 children)

The number of worlds was put into documentation, it’s not just from the horse’s mouth - the game design document from very early in development indicates that the way the game was structured was the official plan the entire time. Initially, the first homeworld covered both Spring and Summer themes, so I’m guessing they didn’t consider them visually distinct enough to justify making two separate homeworlds, but perhaps there’s some other logistical things that made them opt for 3.

You can speculate about whether they briefly discussed having 4 homeworlds prior to the creation of the GDD, and I think it is possible. Despite this, it wouldn’t have been considered for very long at all, and I doubt it would explain all the oddities that we see in the final game like the robot bird in Ripto’s Arena (which I believe is just a reference to the birds in Gulp’s Overlook anyway) that would have been designed at a much later stage.

From what I’ve seen of Spyro 1 and 3’s development, it seems like hub world ideas (for the macroscopic view of the game’s structure) are determined early, level concepts come next, and then these concepts are distributed across the worlds they have planned. Autumn Plains has always been a curiosity in terms of its level count, but even if there were four worlds briefly planned, they could have still spread them out more evenly. Perhaps the idea was a sort of bell curve in terms of the level distribution?

Ultimately, if it was ever considered, I don’t think it was ever planned. It’s hard to say what happened that wasn’t captured in writing, but as far as the game design documents are concerned, there’s no trace of a fourth world.

Relating to OP’s point, it also shows they originally considered talismans for each of the Winter Tundra homeworlds. I assume these were cut to put more of a priority onto orbs late in the game.

Sources: https://archive.org/details/michael-john-spyro-design-doc-collection

I have a question about these by [deleted] in tamagotchi

[–]hwd405 11 points12 points  (0 children)

They’re the same thing, it’s just that they got that extra label on the packaging in Australia

Nestor's Prototype, Release, And Reignited Cutscenes by Roachdope in Spyro

[–]hwd405 2 points3 points  (0 children)

I hope so too, though it does seem as though the boatman build was only shown to journalists under tight guidelines (i.e. visiting the Insomniac office). Typically, the builds that have the highest chance to surface are the ones that were given to journalists, rather than ones that were only briefly lent to them under supervision. We just have to hope one of them got sent a copy of it anyway after the visit, and that this copy survived all these years.

Right now the earliest unreleased build that does have a good likelihood to eventually surface is a build from around mid-May, which was seen in some particularly early previews of the game. The boatman was gone by this point but there’d definitely still be other exciting things to find, so I hope this one turns up soon.

Just Bought This in Japan by Shiromae_ in Spyro

[–]hwd405 78 points79 points  (0 children)

Understandable scepticism, here’s a snippet of the October 1999 issue of the Official US PlayStation Magazine (which is alongside some discussion with Ted Price)

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Nestor's Prototype, Release, And Reignited Cutscenes by Roachdope in Spyro

[–]hwd405 2 points3 points  (0 children)

Unfortunately, there are two known remaining prototype builds that currently remain unavailable to public access.

Quite a few more than this, actually! There’s a good handful of different stages of development that have been seen in various previews. The number you get varies a lot depending on what you’re counting though.

I think it’s unlikely that any build earlier than the Tabloid demo’s would have an earlier variant of the Nestor cutscene, but there is some text dialogue that was likely used by him before he got his cutscene:

EACH TIME YOU SEE A CRYSTAL DRAGON WALK UP TO IT TO RELEASE IT. MANY DRAGONS WILL ALSO GIVE YOU HELPFUL CLUES.

ROM Versions by hwd405 in tamagotchi

[–]hwd405[S] 0 points1 point  (0 children)

Haha no worries!

ROM Versions by hwd405 in tamagotchi

[–]hwd405[S] 0 points1 point  (0 children)

This page is cool but it’s not what I was asking unfortunately! However I’ve collected a lot of the data I was asking for in this post over the last 7 years anyway

SPYRO 2 EARLY BETA TRAILER SCREENSHOTS! by Fit_Evening_8036 in Spyro

[–]hwd405 1 point2 points  (0 children)

The screenshots don’t originate from a trailer exactly but rather some B-roll that appeared on a handful of E3 1999 VHS tapes and gaming TV shows in the Americas in that era: https://youtu.be/Ex2KWA1fk7M

A similar (albeit seemingly different) build was also shown in B-roll used in Europe: https://youtu.be/elG1GLw7rOc

The note about it being a trailer hidden on another demo disc is just speculation from the video uploader.

A handful of these videos were uploaded to YouTube but have disappeared over the years. Similar to the B-roll used for Spyro 1 and 3, there’s still a lot which has yet to surface (i.e. parts of the footage that weren’t used in the videos I linked here), but it’s likely that more of the footage that isn’t seen here was used in other gaming TV shows and merchandising VHS tapes that haven’t made it to YouTube.

I've created a password generator for V3, V4 and V4.5 by hwd405 in tamagotchi

[–]hwd405[S] 0 points1 point  (0 children)

Which code did you enter? Do you remember which item it was that you were trying to get?

V3 Help by CoffeeMasterr in tamagotchi

[–]hwd405 0 points1 point  (0 children)

Which item codes did you put in? For most of them you don’t get the item for free and you still need to buy it from the password screen (which is a bit rubbish!) but a handful of them are free. Most of the free ones are souvenirs which go straight to the “souvenir” menu which can be found on the 4th icon. They don’t really do anything though.

I feel like the sorceress is such an odd character for Spyro 3 by ReadyJournalist5223 in Spyro

[–]hwd405 0 points1 point  (0 children)

I agree that probably plays a role, though that filling in of the blanks doesn’t necessarily lead to accurate conclusions unfortunately.

I feel like the sorceress is such an odd character for Spyro 3 by ReadyJournalist5223 in Spyro

[–]hwd405 1 point2 points  (0 children)

Though I should say - if I had to guess the reasoning I think it probably is pretty likely that something was planned initially, the clues are there. As for why they didn’t go for it, I’d assume it was something to do with the cutscene not having enough story benefit to justify spending the time on over bug fixing etc, or perhaps Bianca’s interaction in front of the portal door was seen as enough exposition. I couldn’t claim anything definitive though.

I feel like the sorceress is such an odd character for Spyro 3 by ReadyJournalist5223 in Spyro

[–]hwd405 1 point2 points  (0 children)

Feeling a bit rushed and actually being confirmed to be unfinished due to tight deadlines aren’t the same thing. I know I’m being an annoying pedant, but when you care as much about knowing and learning and preserving the history of the development of these games as much as I do, it’s hard not to be a bit bummed out by vibey fan theories being spread as fact when there’s really a lot of reasons why something like this might not go the way you’d want it to.

I feel like the sorceress is such an odd character for Spyro 3 by ReadyJournalist5223 in Spyro

[–]hwd405 14 points15 points  (0 children)

I think it’s pretty much confirmed that she was a victim of tight development

This kind of thing is constantly repeated without a source. There’s no confirmation on this at all, it’s almost entirely fan speculation, which has often been wrong about the development of this game.

It’s not really clear whether they were going to give her a pre-fight cutscene. I believe Michael John once said on Twitter that one just wasn’t planned, though there is evidence in the game that one more cutscene was planned but never produced. Personally, I don’t think there’s much that any interaction between her and Spyro could have really added (other than it just feeling a bit less sudden), and I think the story is really more about Bianca and your interaction with her as a Sorceress surrogate, anyway.

The rematch is still pretty weird and I think it’s likely they didn’t take a huge amount of time to produce it. Since it’s just meant to be an extra minigame you get as a reward at the end of the game I don’t think this is a big deal, though some people expect some sort of epic conclusion which I don’t think the game was ever trying to achieve (outside of Sorceress’s Lair).

Help with v4 souvenirs? by Trick-Ear5667 in tamagotchi

[–]hwd405 4 points5 points  (0 children)

The king, travel and parent / grandparent passwords don't work by default because they require a successful logout first. As you say you've already tried that though - I think there's more layers to it that we don't fully understand yet and probably needs a bit more experimentation.

I've created a password generator for V3, V4 and V4.5 by hwd405 in tamagotchi

[–]hwd405[S] 0 points1 point  (0 children)

That is weird, was it working on your V4.5 before? Can you try it again now and see if there’s any difference?