Tag Archives: Spyro the Dragon

Spyro 2’s guidebook is stuffed full of gems, talismans, and orbs

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Earlier this year, I put the original Spyro the Dragon to bed. This was a game that I had started playing in 2014 and really liked, but moved away from over the years, only returning to it in 2016 with the drive to see its credits roll. Shortly after, I started playing Spyro 2: Ripto’s Rage! and vowed to not take the same length of time to beat it. And look, I remained true to my words, even if I maybe never said them out loud here, but whatever. That’s two purple dragon romps down for the count, with a third still waiting in the wings. Soon, Spyro: Year of the Dragon. Very soon.

Let’s see. After saving the world and many elderly dragons from Gnasty Gnorc in his last adventure, Spyro and his friend Sparx decide to take a vacation to the lovely, picturesque Dragon Shores. Unfortunately, while there, they are sucked into a magical vortex that takes them to a realm called Avalar. All three of Avalar’s worlds are in danger of falling under the power of a Napoleon-like dictator named Ripto. In order to save these worlds from destruction and tyranny, Spyro must travel to and fro, helping out who he can while also collecting a number of things: gems, talismans, and orbs. I emphasized the last one on purpose, with more to say later in this post.

For good and for bad, not a lot has changed since Spyro’s last outing. Which, in terms of narrative, wasn’t that long ago. When it comes to development, there was only about a year between the release of the first game and the second. Anyways, you’re still charging enemies, breathing fire, jumping, gliding, and collecting butterflies to power up Sparx and stay alive. A couple new moves have been added to the little dragon’s arsenal, such as being able to swim underwater, using ladders to climb higher up, and an overhead smash stomp that I think I only used once or twice for a story reason and never again. There are hub worlds, which contain gems and orbs to find, and then within these hubs are warp gates to individual levels that will hand out talismans as a reward for finishing its main through-line. Story progression is gated by a specific number of these things, so it is in your best interest to get as many as you can…as soon as you can.

Alas, I really hit a wall between the third world of Winter Tundra and the final boss fight against Ripto. I needed 40 orbs to move on and was only somewhere around 25 at the time. This meant I had to go back, multiple times, to levels I had already completed and find the extra challenges to do to earn an orb. Generally, these challenges are towards the end of each level, which means a lot of replaying, something I already do excessively in them numerous LEGO videogames. I found that some of the orb challenges rated five stars were easy peasy and others rated two or three stars to be impossible. Some of that has to do with controlling the camera or Spyro, as moving him with both speed and skill is not easily doable; I preferred the slower challenges, like herding cows into a fenced off area, instead of chasing after thieves or playing a lackluster minigame of hockey.

I hope I’m not seeing a pattern when it comes to these final boss fights. The one against Gnasty Gnorc was long, frustrating, and had the nasty sting of having you redo the entire thing if you messed up once. Yeah, yeah…gaming in this generation is spoiled by lots of checkpoints and saves and magical power-ups to get us through the tough parts, but it really felt like the main chunk of the game sat at a difficulty level of 3 and then the last fight was cranked up to 11…just because. Well, it’s all that again with the final stand against Ripto, which is broken into three sections. Two are on the ground, easy enough if you keep dodging and picking up sheep for health, and the last has Spyro flying above a pit of lava, dodging incoming homing missiles while also trying to dish out his own damage. It definitely took me more than five tries to put Ripto in his place.

Spoiler alert: there are no plans to collect the remainder of orbs (15 left) to open up whatever is hidden behind that sealed door at Dragon Shores. There will never be a plan. If anything, I hope to start Spyro: Year of the Dragon soon, though that may be a more likely candidate for 2017 under the assumption that there are even more things to collect in that one. Mmm. I’ll also freely admit that I’m now much more curious about how things went for Spyro on the PlayStation 2 when Insomniac Games handed the reigns over to another developer and moved on to the Ratchet & Clank series.

Lastly, I’ll leave you with my favorite code for Spyro 2: Ripto’s Rage!, which is my favorite hidden code from every game ever, no matter what the genre – Big Head Mode! Pause the game, and then enter Up, Up, Up, Up, R1, R1, R1, R1, Circle. You are very welcome.

2016 Game Review Haiku, #70 – Spyro 2: Ripto’s Rage!

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Vacation ruined
Dictator Ripto, must stop
Collect all them orbs

Here we go again. Another year of me attempting to produce quality Japanese poetry about the videogames I complete in three syllable-based phases of 5, 7, and 5. I hope you never tire of this because, as far as I can see into the murky darkness–and leap year–that is 2016, I’ll never tire of it either. Perhaps this’ll be the year I finally cross the one hundred mark. Buckle up–it’s sure to be a bumpy ride. Yoi ryokō o.

How to train Spyro the Dragon to conquer frustrating platforming controls

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I quit Twitter in October 2014 and haven’t regretted it…all that much. To tell the truth, for the years I had it, I never used it for any great means. Sure, there was the occasional self-promotion, the randomness of writing down whatever weird thoughts popped up in my head, the handful of subtweets and then quick deletion of said subtweets, and the liking of others’ better constructed, more engaging updates. More often, I stayed quiet, observing everyone else. However, I occasionally had my moments, and this is one that I still like to this day, posted a few years ago while watching some speedrunners destroying games for Summer Games Done Quick:

Well, almost two years later, I’ve beaten Spyro the Dragon, finishing at a 71% completion rate. That’s fine, really. I have no interest in going after the full 100%, which would require finding the remainder of gems, dragons, and eggs. Though it does look like you get access to some special room/level. Eh, I’ll just look it up on YouTube later. Remember when there was a time that you couldn’t do such a thing? Yeah, me too. Okay, okay. Let’s get on with this post. I know you are foaming at the mouth to read my thoughts about a small purple dragon that tries hard to be mighty, but is diminished by outside technological elements. The camera, people. I’m referencing the atrocious camera, as well as the less-than-trustworthy controls.

First, a plot summary despite probably covering most of this in my last post on Spyro the Dragon. This not-so-nice fellow Gnasty Gnorc–not sure if that’s a cross between a gnome and an orc or an entirely separate, standalone race–has gone and turned all the dragons of the realm into stone statues. For reasons, I guess. Well, almost all of them. Somehow, teeny tiny purple-scaled Spyro made it through the transformation wave unscathed and is now everyone’s only hope. He’ll travel through six worlds, freeing as many dragons as possible while also collecting gems, which are hidden in enemies, chests, and even across the map, eventually taking down Gnasty Gnorc in the final level.

Our titular hero has a decent array of moves for a PlayStation 1 mascot-driven platformer. He can breath fire, charge, float, and even do a barrel roll on the ground. The problem is that, coupled with the unfriendly camera, doing any of those moves while moving fast is a recipe for disaster and death. I found the easiest way to move forward was in chunks: enter an area, spin the camera round to see everything there, and then tip-toe over to the gems or enemy to take care of business. This worked mostly fine until you got to areas where you needed to run down a ramp and gain speed or do some light platforming. Unfortunately, jumping Spyro from one area to another is not as easy as it sounds: Spyro’s jump is both floaty and floaty, meaning you can hold the jump button after pressing it to float for a bit. However, letting go doesn’t simply stop the float in mid-air, so you really need to aim your jumps specifically and accurately. The camera will be your toughest enemy in this endeavor.

While I found a lot of the maneuvering in Spyro the Dragon frustrating, I didn’t outright hate the game. In fact, I loved collecting the gems and dragons and checking the list in each hub to see what I was missing. I know, what a shock. Paul enjoyed collecting things in a game that does a good job of having things to collect and lets you know what you still have left to collect.

Anyways, despite all my progress, I nearly walked away from the Spyro the Dragon when I got to the final fight against Gnasty Gnorc. I stopped counting after ten attempts to take him down. First, you have to complete the whole thing with no mistakes, as the boss fight is made up of three sections and there are no checkpoints. The first section is easy, chasing down two enemies that are carrying keys, and I eventually got so good at this part that I contemplated a career in speedrunning Spyro the Dragon. The second part isn’t too tough, with Spyro using a shortcut to catch up to Gnasty Gnorc and damage him. Lastly, and you can see this in the screenshot above, you have to platform across lava, landing on thin slivers of platforms that are slowly retracting into the wall. It’s not terribly long, but you’ll remember that I mentioned moving fast and moving with precision are not friends in this game. One false step or lack of speed, and you have to do everything all over again.

Truthfully, my mascot-driven platforming journeys are only just starting. Yes, it’s 2016. It’s never too late to dive back into the industry’s history. I bought this digital copy of Spyro the Dragon during a crazy good PSN sale back in April 2014, as well as some related titles. Next up are Spyro 2: Ripto’s Rage! and Spyro: Year of the Dragon. Then maybe Gex: Enter the Gecko. Maybe. I also grabbed a bunch of Crash Bandicoot games though I’m less interested in those as Crash Team Racing is still my favorite game starring the horribly misshapen Crash Bandicoot. That probably says something.

2016 Game Review Haiku, #42 – Spyro the Dragon

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The smallest dragon
Soars, scorches, charges, saves realm
The biggest impact

Here we go again. Another year of me attempting to produce quality Japanese poetry about the videogames I complete in three syllable-based phases of 5, 7, and 5. I hope you never tire of this because, as far as I can see into the murky darkness–and leap year–that is 2016, I’ll never tire of it either. Perhaps this’ll be the year I finally cross the one hundred mark. Buckle up–it’s sure to be a bumpy ride. Yoi ryokō o.

If only Spyro the Dragon could burn the in-game camera to a crisp

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Spyro the Dragon is a cutesy fantasy action-adventure game from Insomniac–y’know, the Ratchet & Clank folk–that I got to play demo-wise way back in the day when videogame magazines came coupled with demo discs or you could even drop five bucks at the local brick-and-mortar store for a retail disc containing a mighty selection of different games to experience. I have a bunch of these in my collection still because I made a vow to myself long ago to never get rid of or trade in anything. In fact, it’s this one here from PlayStation Underground Jampack that I’m talking about, which I guess I got some time in late 1998 or early 1999:

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For those that can’t see due to camera glare in the above pic, on this are demos for Spyro the Dragon, MediEvil, Metal Gear Solid, A Bug’s Life, CoolBoarders 3, NHL FaceOff ’99, NFL GameDay ’99, Rally Cross 2, Tomb Raider III: Adventures of Lara Croft, and Small Soldiers. Some classic titles there, for sure. Now, for me, a teenager with little cash to my name, spending five bucks ($7.99 for you Canadian suckers!) to sample a smörgåsbord of all games, ranging from sports to action to fantasy to RPG to racing, sounded a whole lot better than saving up for one big game that could potentially disappoint me. Plus, the natural idea behind these demo discs is that if I enjoyed what little nibble the demo could give, I’d probably like the full meal. Years later, the company Nintendo still has no idea how demos work, but that’s a post for another day.

SIDE NOTE: I’d love to do something here on Grinding Down with these demo discs of mine–I have about seven or eight in total–but I’m not sure just what yet. I mean, I guess I could simply deep-dive back into them all and write about playing these wee slices some fifteen years later, though who knows how interesting that would be. If you’ve got an idea for me to try, please do share.

Anyways, so far, my favorite thing about Spyro the Dragon, which I’m playing on the PlayStation 3 after nabbing it and others during a really good sale a few months back, is that it wastes no time getting into the mix of things. I can think of only a few other games that open just as swiftly and let you start playing before you can even speak a word–Jetpack Joyride and Scribblenauts come to mind first.

Okay, you ready for this. Spyro the Dragon begins with a short cutscene that can’t possibly last for more than 30 seconds. In it, a news team sets up an interview with a couple of dragons within the Artisan World, one of five realms in the Dragon Kingdom (the others of which include Peace Keepers’ world, Magic Crafters, Beast Makers, and Dream Weavers), which have lived in harmony for eons. Well, when the reporter brings up Gnasty Gnorc, a gnorc who lives within his own, sixth realm, one of the dragons describes him as an ugly, simple-minded creature who poses no threat to the Dragon Kingdom. Daaang. Those are fighting words, for sure. And yup, fortuitously, Gnasty is watching the live feed at that exact moment; enraged, he casts a magic spell that encases all of the dragons in crystal and sends out an army of gnorc soldiers to take over the realms. However, one purple dragon called Spyro, due to his smallish nature, is able to dodge the spell, and it’s now up to him to save his elders.

And that’s the gist of the story so far. You are the lucky wee dragon left alive, and you must save everybody us, and you do this by charging into the crystal statues and freeing the elders. Each of these older, bigger dragons has a name and something to say to Spyro upon rescue, but then they are gone in a poof. Rinse and repeat until you find all the dragons in a given themed area (36 levels spread across six worlds). Other than that, Spyro can shoot a small burst of flames from his mouth and jump and even fly a bit (though technically it is falling with style). You want to also defeat enemies and collect gems. More or less, it’s a very traditional character-dependent action adventure game, and there is nothing wrong with the premise to begin with.

However, in a game all about jumping and flying from one place to another, the in-game camera needs to work with the player. This camera is atrocious. Really just horrible, and you can only turn it left or right, not up or down, so if you are standing on top of a castle and want to jump to that smaller castle below, you kind of have to wing it (pun intended) because there’s no way to rotate the camera enough to see where you need to land. You can press the triangle button at any time to lock the camera directly behind Spyro, but this is only handy when you want to ram an enemy head-on with your horns.

Thankfully, despite the camera issues, Spyro the Dragon is a fun, harmless game. And it’s not too punishing, so even if you missed a jump due to not being able to see the land below, you can always try again. Interestingly, instead of some kind of health bar or string of hearts on the screen, Spyro’s health is visible through his butterfly companion, so depending on how that fella looks and acts, you’ll know just how many more hits our little dragon hero can take. You can save your progress at any of the statue spots where you’ve rescued an elder dragon, and most of the difficulty just comes from traversing, rather than fighting enemies or solving puzzles. Oh, and to tie this back to that demo disc above, I remember fondly being super impressed that Spyro could burn plants to a pile of black ash at the touch of a button, and it’s still an amusing thing to do many years later.

I’m looking forward to playing more when I can, as I also have Spyro 2: Ripto’s Rage! and Spyro Year of the Dragon downloaded and ready for chomping. Not to mention Gex: Enter the Gecko, Crash Bandicoot, Crash Bandicoot 2, and Crash Bandicoot 3: WARPED. Yeah, I went a little crazy on the PS1-era mascot games during that sale. Not the worst mistake I’ve ever made.

Lastly, I’ll leave y’all on a fun tidbit about Spyro the Dragon–its soundtrack was done by The Police’s Stewart Copeland.

The Half-hour Hitbox: May 2014

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Well, it’s not been a busy month of videogame-based blogging, and there are reasons for that. It’s not for a lack of content or even potential content; I’m continuing to play games, as you’ll still see below. It’s just been harder to concentrate on putting my thoughts together. Distractions, decisions, determined dates dancing in the distance. Yes, I love alliteration–why do you ask? You could blame dayjobbery stress, but there’s more to this story than that. Unfortunately, I’m not sure when I’ll get to tell it. I hope you’ll continue to stick by me, even if content on Grinding Down is more sporadic than usual.

On the flippy-flip side, I’ve at least been making a dent in my goal to draw a comic for every videogame that I beat this year. Just follow the tag, and let me know what you think of ’em.

Dishonored

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I finally bit the bullet on this one, seeing as the Game of the Year version for PS3 was only $20 and came with a whale buttload of extra content. Alas, I’ve not been able to play too much, only getting past the first mission after the prologue part. Dishonored is certainly a game of options; however, I’ve found the stealth elements very hard to grasp, and was spotted almost instantly in the first mission, which threw off my whole plan. Then I got spotted a few more times trying to sneak in and out of some buildings, grrr. I ended up murdering more guards than I ever planned to, which does bother me. I do like the Blink power, but I might just have to give in and focus on a more aggressive approach than slinking in the shadows.

The Valley Rule

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Created by Ryan Carag and Bill Kiley in a single weekend for Ludum Dare 29, The Valley Rule is an extremely impressive puzzle platformer in the same vein as Fez minus all the world turning, and I didn’t even have to get very far into it to be able to say that confidently. The story is simple, but enough: you play as a young red-haired girl stuck “beneath the surface” and trying to find a way up. A giant door blocks your path, and you need to collect four Tri-force-shaped crystals to open it. I was only able to gather one before ending up in room that required you to climb up the wall to the right, but not in a traditional manner, and I eventually gave up and fell into the milky water of death below. I highly recommend you check it out regardless of my lackluster wall-climbing skills.

Spyro the Dragon

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Last month, there was a strange flash sale on the PlayStation Network, offering a bunch of PS1 games for only a dollar each. And some other good deals. But my eyes saw only what they wanted. Naturally, I jumped on this and grabbed a good amount of PS1 goodies, as well as Tokyo Jungle, which I promise to check out one of these dang days. Anyways, I’ve never actually played anything more than a demo for Spyro the Dragon, and so I was genuinely excited to check in on a franchise that I had missed out on, and with its first impression too. In short, you’re a tiny dragon out collecting gems and freeing big dragons from being turned into statues. There’s little story and a lot of gems to collect, and it’s kid-friendly fun, even if the PS1-era camera rears its ugly head from time to time.

Sid Meier’s Civilization V

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I bought Civ V–that’s what all the cool kids call it, right?–in some Steam sale many moons ago. I even installed it at some point. But I only finally got around to playing a match this month. It’s much more detailed and engaging than that other Civilization thing I played on the Xbox 360, but after two hours and change, I still hadn’t won. Or lost. Or done altogether poorly or great. Just destroyed some barbarians and built some wonders. I played as Germany, and just did a lot of researching and army-building. This kind of game might all just move too slow for my liking, when you really break it down. I did save my progress so at least I can pop back into the match later, but I might have to be more aggressive to see it to its end.

Iris

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Made for the most recent Global Game Jam, Iris is described as a “puzzle platformer with a special twist on how to view things.” Basically, you control a tiny red-headed girl with the A and D keys moving her left and right, and W for a little hop. Your mouse controls a ball of light that, when placed on top of the world, show an alternative take on things. That toothy monster is now a friendly bunny, safe for you to walk past, so long as the iris light remains on top of it. The game itself is quite short, but packs a good punch, and I could definitely see this mechanic evolving, becoming something more than just a special twist.

The Lord of the Rings: The Fellowship of the Ring

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Again, for those that don’t remember, I’ll play any LOTR-related videogame. No, really, I will. Here is proof; heck, I even bought Aragorn’s Quest a second time for the Nintendo DS to see if it was any different from the PlayStation 2 version. Spoilers: it’s not. Well, I don’t even have the case/manual for The Lord of the Rings: The Fellowship of the Ring, as I bought it at GameStop some time ago, and it only came in those yellow sleeves. Interestingly enough, the game starts terribly slow and mundane, but I really enjoyed running around Hobbiton doing small tasks for friends and putting everything in order for Bag End before it is off to Rivendell for Frodo Baggins. Alas, there’s a badly done “sneak past the Black Riders” part that currently has me roadblock. The game is supposed to be an action hack-n-slash, but I’ve yet to hit a single thing with Frodo’s stick. Hmm.

Transistor

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Transistor is the big game of the month, for sure. I just wish I had more time to devote to it, and, unfortunately, unlike Bastion, it is not captivating me enough to want to just sacrifice everything else around me for it. I mean, I really love the art style and atmosphere, but the story is unclear–only about an hour or so in, but c’mon, I should at least have a coherent idea of why Red is doing this or that other than just videogame–and the combat, fun in some parts, is difficult and overwhelming. I’ve been scared to experiment too much with the different nodes and functions. Also, whenever I reach the beach area where you can participate in tests and challenges, the game crashes to desktop. I’m secretly waiting on a patch to hopefully fix this.

The Half-hour Hitbox is a new monthly feature for Grinding Down, covering a handful of videogames that I’ve only gotten to play for less than an hour so far. My hopes in doing this is to remind myself that I played a wee bit of these games at one time or another, and I should hop back into them, if I liked that first bite.