<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[]]></provider_name><provider_url><![CDATA[https://itsthexstream.wordpress.com]]></provider_url><author_name><![CDATA[It's The X-Stream]]></author_name><author_url><![CDATA[https://itsthexstream.wordpress.com/author/itsthexstream/]]></author_url><title><![CDATA[Spyro the Dragon]]></title><type><![CDATA[link]]></type><html><![CDATA[<h1 class="p2"><span class="s2">Dev Team Notes</span></h1>
<ul class="ul1">
<li class="li3"><span class="s1"><strong>Mark Cerny</strong> pitched that there was a vacuum in the PS market for family games</span>
<ul class="ul1">
<li class="li3"><span class="s1">Cerny wanted them to create a full 3d platform where the enemies focused on the player</span></li>
</ul>
</li>
<li class="li3"><span class="s1"><b>Craig Stitt</b> suggested that they make a game about dragons</span>
<ul class="ul1">
<li class="li3"><span class="s1">“The greatest creature. Combines a t-rex, with wings &amp; breathes fire, the best of everything”</span></li>
</ul>
</li>
<li class="li3"><span class="s1"><b>Al Hastings</b> built a new engine focused on panoramic views to scale huge environments with little resources</span>
<ul class="ul1">
<li class="li3"><span class="s1">Not using fog effects</span></li>
<li class="li3"><span class="s1">Code loaded levels of layers depending on player distance (more distance, less polygons) (uses assembly draw routines)</span></li>
<li class="li3"><span class="s1">7 different little renderers that work on different levels of detail</span></li>
<li class="li3"><span class="s1">Lifts used to add time for the levels to load</span></li>
<li class="li3"><span class="s1">Some sky boxes are 5000 polygons (no other console could do that at the time)</span></li>
<li class="li3"><span class="s1">80% was created with hand-written code</span>
<ul class="ul1">
<li class="li3"><span class="s1">Engine was made to create longview (built off of Disruptor engine) of rolling green fields &amp; more complex vistas</span></li>
</ul>
</li>
</ul>
</li>
<li class="li3"><span class="s1"><b>Brian Hastings</b> pointed out that “if it’s fun to run in circles, then it’s good”</span>
<ul class="ul1">
<li class="li3"><span class="s1">AKA: The toy factor</span></li>
</ul>
</li>
<li class="li3"><span class="s1"><b>Alain Mandrain</b> (lead designer) decided on the enemies that were in the game</span>
<ul class="ul1">
<li class="li3"><span class="s1">Everyone contributed eventually afterwards &amp; gave tons of weird enemies </span></li>
</ul>
</li>
<li class="li3"><span class="s1"><b>Charles Zambilas</b> to create Spyro (also created Crash Bandicoot)</span>
<ul class="ul1">
<li class="li3"><span class="s1">Just gave notes that they wanted a dragon-based game</span></li>
<li class="li3"><span class="s1">Educated the team on how to create design appeal in a character (how to make a character more child-like &amp; cuter for family audiences)</span></li>
<li class="li3"><span class="s1">Bratty 8 or 9 year old + appealing design of smaller looking dragon</span></li>
<li class="li3"><span class="s1">Used a sketch made in 2002 of Spyro for their “Reignited Trilogy” box art</span></li>
</ul>
</li>
<li class="li3"><span class="s1">Developed by 6 team members, 1 dev animated all of the characters in the game</span></li>
<li class="li3"><span class="s1">Hired <b>Matt Whiting</b> (Nasa scientist) to help design Spyro’s glide mechanic</span>
<ul class="ul1">
<li class="li3"><span class="s1"> Also helped create the camera controls, initially responded too quick and made players feel sea-sick</span></li>
</ul>
</li>
<li class="li3"><span class="s1">Spyro is most like <b>Chuck Suong</b>, according to the dev team</span>
<ul class="ul1">
<li class="li4"><span class="s1">Very positive &amp; comes back for more</span></li>
</ul>
</li>
</ul>
<h1 class="p2"><span class="s2">Notes from Ted Price</span></h1>
<ul class="ul1">
<li class="li3"><span class="s1">Ted Price said Gliding was what made the game different</span></li>
<li class="li3"><span class="s1">Ted Price thought Spyro would fail since it was released too late after the platforming boom (1st Spyro game didn’t initially sell amazingly)</span>
<ul class="ul1">
<li class="li3"><span class="s1">Didn’t initially click with consumers that a PS player could have family friendly games on the system until they started playing</span></li>
</ul>
</li>
<li class="li3"><span class="s1">The reason the dev team moved on from Sypro was that the dragon couldn’t hold anything</span>
<ul class="ul1">
<li class="li3"><span class="s1">Could have been a joke, but they did transition over to Ratchet &amp; Clank right after Spyro (where Ratchet holds a ton of different weapons)</span></li>
</ul>
</li>
<li class="li3"><span class="s1">Al Hastings wanted to make a loading screen that was different than the usual black screen (hence the gliding transition between world levels)</span></li>
<li class="li3"><span class="s1">Needed fodder in each level (sheeps, frogs, etc) as health for Spyro/Sparx</span></li>
<li class="li3"><span class="s1">Illustrate the differences between enemies via armour (chrome)</span></li>
<li class="li3"><span class="s1">Helped build some of the levels (Stone Hill). Built in Maya (MEL)</span></li>
<li class="li3"><span class="s1">Ted &amp; Al came together through their mothers discussing the video game company that Ted created &amp; and that Al was a world-class programmer</span></li>
<li class="li3"><span class="s1">The dragons all belong to different family types (Beast Masters, Swamp…somethings, etc)</span></li>
<li class="li3"><span class="s1">Focus group problems with people saying that games like Spyro are kids games</span>
<ul class="ul1">
<li class="li4"><span class="s1">Then, people who initially enjoyed the game alone, were pressured into agreeing so to not seem “un-manly”</span></li>
</ul>
</li>
</ul>
<h1 class="p2"><span class="s2">Development</span></h1>
<ul class="ul1">
<li class="li3"><span class="s1">Released Sept 1998</span></li>
<li class="li3"><span class="s1">Originally Universal was the publisher and sublicensed Spyro to Sony</span></li>
<li class="li3"><span class="s1">TV interview opening (they wanted a unique start to the game)</span></li>
<li class="li3"><span class="s1">Spyro name comes from pyro (fire) &amp; spiro (to breathe)</span></li>
<li class="li3"><span class="s1">The dev team didn’t want Spyro to be green so he didn’t blend into the environment</span></li>
<li class="li3"><span class="s1">In every, single place that you can super dash, there is a secret place that you can get to (challenge to hardcore players)</span></li>
<li class="li3"><span class="s1">Japanese title actually gave the developers the idea for the boss for the 2nd game</span>
<ul class="ul1">
<li class="li3"><span class="s1">The kanji looks to have spelt “Ripto”</span></li>
</ul>
</li>
<li class="li3"><span class="s1">Poem held in the code</span>
<ul class="ul1">
<li class="li3"><span class="s1">They always end with “And I always get the shemp”…</span>
<ul class="ul1">
<li class="li3"><span class="s1">Fake Shemp &#8211; actor who has their back turned to the camera</span></li>
</ul>
</li>
<li class="li3"><span class="s1">Boss in Spyro 1</span>
<ul class="ul1">
<li class="li3"><span class="s1">Gotta hit his back to beat him</span></li>
</ul>
</li>
<li class="li3"><span class="s1">Originated as a developer-in joke; when something didn’t go according to plan, the devs would say “You got the Shemp”</span></li>
</ul>
</li>
<li class="li3"><span class="s1">6 worlds created, one for each member of the team</span>
<ul class="ul1">
<li class="li3"><span class="s1">Aristans, peacekeepers, magic crafters &amp; machinists were the themes as opposed to fire, ice, water, etc</span></li>
</ul>
</li>
<li class="li3"><span class="s1">Originally designed as a grown up dragon but thought it wouldn’t resonate with kids</span></li>
<li class="li3"><span class="s1">Combined the best attitudes of the current platforming big shots: Mario &amp; Sonic</span></li>
<li class="li3"><span class="s1">Sparkle from a gem can be seen at any distance</span></li>
<li class="li3"><span class="s1">Bright vivid colours were chosen to stand out from the bland colour palettes of the time</span></li>
<li class="li3"><span class="s1">Gems are the collectable since it was accepted that Dragons love treasure</span></li>
<li class="li4"><span class="s1">Original storyline was about Spyro thinking he was a slightly larger dragonfly &amp; figuring out he was a dragon after the village was attacked &amp; trying to defend &amp; rescue everyone</span></li>
</ul>
<h1 class="p2"><span class="s2">Music</span></h1>
<ul class="ul1">
<li class="li3"><span class="s1">Stuart Copeland (of the Police) created the soundtrack</span></li>
<li class="li3"><span class="s1">1st video game soundtrack done</span>
<ul class="ul1">
<li class="li3"><span class="s1">Step 1: beat the level (not so easy for Stuart)</span></li>
<li class="li3"><span class="s1">Step 2: within the atmosphere, have a lot of changes happen (give inter complexities more complexities to survive repeat listenings)</span></li>
</ul>
</li>
<li class="li3"><span class="s1">Used input quantize to play poorly but it outputs quite well</span>
<ul class="ul1">
<li class="li3"><span class="s1">Combine with looping, this makes composing fairly straightforward</span></li>
<li class="li3"><span class="s1">Keeps layering on sounds to create those complexities</span></li>
<li class="li3"><span class="s1">Also can transpose sections up an octave to provide a transitionary bridge within seconds</span></li>
</ul>
</li>
<li class="li3"><span class="s1">Composing for PS has full CD bandwidth</span>
<ul class="ul1">
<li class="li3"><span class="s1">No limits to what can be used to create soundtracks (even uses full orchestras sometimes)</span></li>
</ul>
</li>
<li class="li3"><span class="s1">All about creating &amp; releasing tension through different instrumentation</span></li>
<li class="li3"><span class="s1">Wizard peak was used as the closing theme for the Amanda Show</span></li>
<li class="li4"><span class="s1">Jacque level was featured on his Anthology album</span></li>
</ul>
<h1 class="p2"><span class="s2">Voice Acting</span></h1>
<ul class="ul1">
<li class="li3"><span class="s1">Initial feedback on Spyro personality “called him a cocky bastard”</span>
<ul class="ul1">
<li class="li3"><span class="s1">“entitled little jerk” lol</span></li>
<li class="li3"><span class="s1">later games changed his writing to be more light &amp; friendly</span></li>
</ul>
</li>
<li class="li3"><span class="s1">Carlos Alazraqui (voice actor for Crash Bandicoot &amp; Taco Bell dog)</span>
<ul class="ul1">
<li class="li3"><span class="s1"> Voice they settled on for Spyroc was “a mixture in-between the two styles (high pitched kid &amp; ‘cool older dude’) go-getter kind of guy &amp; kinda tough but really kinda nice”</span></li>
</ul>
</li>
<li class="li3"><span class="s1">Clancy Brown (Starship Troopers, Highlander)</span>
<ul class="ul1">
<li class="li4"><span class="s1">Voices for some of the dragons &amp; major NPC’s</span></li>
</ul>
</li>
</ul>
<h1 class="p2"><span class="s2">Marketing</span></h1>
<ul class="ul1">
<li class="li3"><span class="s1">Avg age of PS players was decreasing since the price of the of consoles became cheaper and more popular</span></li>
<li class="li3"><span class="s1">Reverse Kirby effect</span>
<ul class="ul1">
<li class="li3"><span class="s1">Relates to Kirby being a cute character that was marketed as ‘cool’ whereas Spyro was ‘cool’ but marketed as cute</span></li>
</ul>
</li>
<li class="li3"><span class="s1">Original name was Pete but Disney would have had a huge problem considering they just released the movie “Pete’s Dragon”</span></li>
<li class="li3"><span class="s1">Product marketing manager, Amy Blair, suggested putting an “S” in front of their original idea for the dragon’s name “Pyro”</span></li>
<li class="li3"><span class="s1">Marked as number #39 in terms of top video game characters in the Guinness book of world records</span></li>
<li class="li3"><span class="s1">Launched with a<span class="Apple-converted-space">  </span>suggested retail price of $14.99</span>
<ul class="ul1">
<li class="li3"><span class="s1">Adjusted for inflation, that’s about $22</span></li>
</ul>
</li>
</ul>
<h1 class="p2"><span class="s2">References</span></h1>
<ul class="ul1">
<li class="li3"><span class="s1">Levels paid tribute to famous movies</span>
<ul class="ul1">
<li class="li3"><span class="s1">Beastmakers hub &#8211; Apocolypse now</span></li>
<li class="li3"><span class="s1">Cliff Town &#8211; Star Wars</span></li>
<li class="li4"><span class="s1">Multiple levels referenced Indiana Jones</span></li>
</ul>
</li>
</ul>
<h1 class="p2"><span class="s2">International</span></h1>
<ul class="ul1">
<li class="li3"><span class="s1">Japanese version of Spyro</span>
<ul class="ul1">
<li class="li3"><span class="s1">More sounds for Spyro</span></li>
<li class="li3"><span class="s1">Sign posts with hints</span></li>
<li class="li3"><span class="s1">A different camera angle</span></li>
<li class="li3"><span class="s1">Slow down issues</span></li>
<li class="li3"><span class="s1">Voiceover (Akiko Yajima) provided more dialogue while gliding or charging</span></li>
</ul>
</li>
</ul>
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