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The History of Spyro the Dragon

A dragon built to see forever.

Spyro the Dragon (PlayStation, 1998) was Insomniac Games' second game and the PlayStation's answer to Super Mario 64: an open 3D platformer whose levels stretch to the horizon with no fog and no pop-in, drawn by an engine built for exactly that trick. It sold nearly five million copies, made Spyro a PlayStation mascot beside Crash Bandicoot, and then, in Japan, became a different and stranger game. That rebuild has its own page in this Library; this page is the whole story around it.

THE MAKING

Insomniac, 1997 to 1998

Insomniac's first game, the shooter Disruptor (1996), sold poorly but reviewed well enough that Universal Interactive encouraged a second project. Artist Craig Stitt suggested a game about a dragon. The first tone was darker, influenced in part by the film DragonHeart, until producer Mark Cerny steered the team toward mass appeal: the PlayStation's audience was getting younger, and its children's catalogue was thin beside the Nintendo 64's. The game turned whimsical.

The hero nearly shipped under other names. He was "Pete" until the resemblance to Disney's Pete's Dragon raised copyright worries, then "Pyro," judged too mature, before the team settled on Spyro. Character designer Charles Zembillas, who had worked on Crash Bandicoot, drew him green at first; the developers changed him to purple so he would not blend into the grass. Insomniac worked across the hall from Naughty Dog, and the two studios played each other's early builds and shared technology; a demo of Crash Bandicoot: Warped hides inside Spyro, and vice versa.

THE DESIGN

An engine for distance, a drummer for music

Producer Michael John cited Super Mario 64 as an influence, its long views, landmarks, and hub worlds, and Insomniac deliberately packed in more collectibles. The technical heart was a panoramic engine by programmer Alex Hastings: every level exists in two versions, a detailed render and a simple textureless one, and distant objects are drawn from the simple version, so a player gliding from a peak can see across a whole world that the PlayStation's memory could never hold at full detail. It was one of the first uses of shifting levels of detail in a game of this kind.

The camera nearly sank it. The first camera chased directly behind Spyro, and its rapid tilts made playtesters nauseous; Matt Whiting, a NASA engineer who specialised in flight controls, helped rework the movement and camera until the motion steadied. That detail matters to this Library: the same sickness problem, met again in Japan, is why the Japanese edition was rebuilt, as the Japanese version page documents in full.

Stewart Copeland, the Police's drummer, composed the score by playing early builds of each level, cheats and all, writing roughly three songs a day and polishing them the next. Carlos Alazraqui voiced Spyro, aiming, he said, for "a kid at camp that everybody likes."

THE EDITIONS

West first, Japan rebuilt
Original · 1998
PlayStation: North America September 9, 1998; Europe October 23, 1998. Marketed as part of Sony's push toward younger players against the Nintendo 64.
Greatest Hits · 1999
Announced for Sony's budget Greatest Hits line on August 16, 1999, alongside a PlayStation price drop aimed at the Dreamcast launch.
Japan · 1999
Released April 1, 1999, rebuilt slower with a calmer camera, signposts, and a PocketStation side game. The Library's Japanese version page tells that story; it sold a fraction of the Western hit.
Reignited · 2018
Remade with both sequels as the Spyro Reignited Trilogy for PlayStation 4 and Xbox One in November 2018, reaching Switch and Windows in 2019.

THE RECEPTION

Praise, with the dissent kept
GameRankings · 85%
The aggregate across 18 reviews: graphics, gameplay, and Copeland's music praised throughout.
IGN · 9 / 10
Craig Harris called it the most fun 3D platformer he had played since Crash Bandicoot: "Two claws up. Way up."
GameSpot · 8.3 / 10
Joe Fielder praised the level design and the near-complete lack of pop-up, and marked it down mainly for low difficulty.
The Dissent · Edge 7 / 10
Edge named it the best 3D platformer on the PlayStation while criticising Spyro's limited abilities and the game's lesser variety beside Super Mario 64.

Sales started slowly, then the 1998 holiday season carried the game: third best seller in the UK in the last week of November, one million copies in North America by December 1999, and nearly five million worldwide in the end. Spyro stood as a PlayStation mascot next to Crash, and Insomniac's rendering system went on to be used across later 3D games.

THE GAME ON THE SHELF

Spyro the Dragon · PlayStation
Spyro the Dragon American box
American box art · 1998
Insomniac's 1998 original, Stewart Copeland's score, nearly five million copies.
The GalleryWhy is the Japanese version different?The History of Spyro 2
MORE FROM THE SPYRO THE DRAGON ARCHIVE →
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THE FIRST WORD

New pages and new pieces, first.