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:

1. Wooden chest : Can be destroyed by flaming or charging

2. Armoured chest: Can be destroyed by charging only

3. 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 “gift”. 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

1. 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.

2. 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.

3. 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.





4. 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.

5. 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.

6. 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. (“Fodder”). 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 “gnorcs”, 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:

1. 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)

2. Bonus rounds entered - this is to determine whether or not the special “marker” shows up (7 bits)

3. Stages accessed (7 bits)

4. Special items picked up (6 bits)

5. 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

1. 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.

2. 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.

3. 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.