How many levels in beast makers world
Proto:Spyro the Dragon (PlayStation)/June 15th, 1998 build/Beast Makers
This is a sub-page of
Proto:Spyro the Dragon (PlayStation)/June 15th, 1998 build
.
The fourth world of the game. From this point onwards, all dragons have no dialogue whatsoever and disappear as soon as they're collected.
For some reason, all of the themes used in this world loop every 2 minutes and 4 seconds - the length of Stone Hill's theme. As a result, the themes played in Terrace Village, Misty Bog and Tree Tops are cut off early, while the theme played in Wild Flight has an unusually long silence at the end before looping.
Differences
Beast Makers Home
Jun 15
Aug 12 Final
Like the other worlds, a balloonist can be found behind where you enter the level.
The wells are significantly deeper, meaning that falling into one would guarantee Spyro's death. As such, the player would have to actively look down to spot which of the wells contain water, rather than being able to see whilst standing on the rim.
The level seems to be lit a lot less well than in the final. The lighting around the Misty Bog portal in particular is a noticeably different colour.
On the building op
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This guide lists out all collectibles, skill points, and achievements for every world and level, in order. It also has cumulative totals for every world so you can make sure you haven't missed anything before proceeding to the next world and keep track of what you still need to do. This guide does NOT include detailed instructions for every achievement and collectible, it is designed to be used as a checklist as you play through the game.
Spyro The Dragon
36 achievements
120% on title screen
14000/12000 gems
80 dragons
12 eggs
14 skill points
This game does not have any acquired skills, so all achievements are obtainable the first time you enter a level. Nothing is permanently missable, and you can leave and re-enter a level to reset it as man
An Any% Analysis of
Spyro the Dragon
.
As a child I enjoyed the collecting/exploring aspect that the Spyro games heavily encourage, but I used to find it just as captivating to gain access to more real estate (levels/worlds) as soon as possible so that I had more choice of area to play with. For me, not having a memory card at the very start of the Playstation lifespan likely lent itself to this initial play style. Time was of the essence before my parents said I played enough for the day (I was 8 years old when
Spyro the Dragon
released) so there was an arcade aspect to my playthroughs like putting quarters in the machine for a limited time use. Also having to learn the game’s hidden locations as a kid from scratch meant I didn’t always 100% every level before moving on regardless. Current me knows the game much more intuitively through muscle memory and I’ve grown to become an obsessive completionist with any video game I play so
Spyro the Dragon’s
inclination to prevent the player from progressing to each homeworld has been virtually lost on me. I simply know the game inside and out when it comes to a 100% playthrough and if you’re
I suck at estimating times, but I think you could get sub 1 hour 30 minutes.
CTTR Master and Spyro 2 Master
I recommend you just go through levels grabbing all the gems in your way and get only the easiest dragon. As for dragon eggs there's about 4 in Magic Crafters. When I get my hands on this game(at last) I will write a list of dragons. A 100% run would be a lot easier but some dragons are difficult.
The rout planning for this run will be horrendous. You have to remember that reaching the end of any of the (non-Gnasty Gnork) levels is compleatly optional and the only thing you have to reach to progress are the balloonist requirements..
This would be very difficult. That means finishing the game with
exactly
51 Dragons (50 needed to get to the Dream Weavers' world, plus a necessary one in Gnorc Gnexus), 6,075 Gems (6,000 required to get to Gnasty's World, 75 automatic when you defeat Gnasty) and five Dragon Eggs (easy enough).
Getting through the whole of Gnasty's World without collecting any gems is near-impossible.
I think an Any % Run would be better.
I agree. Go for an any% run, please.
The route planning is
interesting
, not horrendo