Spyro the Dragon
Genre Platform
Developer(s) Insomniac Games
Publisher(s) Universal Interactive Studios
Composer(s) Stewart Copeland
Series Spyro
Platform(s) PlayStation, PlayStation Network
Release Date PlayStation
NA September 10, 1998
JP April 1, 1999
EU October 1998
PlayStation Network
NA October 25, 2007
JP March 12, 2008
Mode(s) Single-Player
ESRB:80px-ESRB Everyone.svg - Everyone
CERO:Cero a - A
ACB:35px-OFLC Australia Rating - G8 - General 8 and older
USK:50px-USK0 neu2.svg - No age restriction

Spyro the Dragon
North America
Spyro the DragonPALboxart

Spyro the Dragon is a PlayStation platformer developed by Insomniac Games and published by Universal Interactive Studios.

Plot Edit

Before the game begins, the five Dragon families lived in harmony in their five worlds (these being Artisans, Peace Keepers, Magic Crafters, Beast Makers and Dream Weavers). Their lives were happy and peaceful until Gnasty Gnorc attacks the dragon realms by using a magic spell that traps all the dragons in crystal, except for Spyro, who dodges the spell because of his small size. He then goes across the dragon realms saving the trapped dragons, who give hints and tips, until Spyro battles with Gnasty. If the player collected all gems, saved all the dragons, and rescued all the eggs, then an alternate ending is presented.

Gameplay Edit

The game is made up of many different HUB worlds that have a few levels/realms, a flying level, and a boss level. The player must collect gems, rescue imprisoned dragons, and rescue dragon eggs from thieves in order to progress to other worlds. However, the main requirement being rescuing dragons. Spyro can breath fire, charge/ram enemies, and glide. There are three types of levels encountered in almost every world. The first are just regular levels which are the most common types of levels. The second type is a flying level which there is one in every world except the last. Flying levels let Spyro fly freely. He must complete many different obstacles within a time limit, usually destroying things and/or flying through arches. Boss levels are optional, except for the final boss, Gnasty Gnorc, where the player has to fight a minion of Gnasty.

Development Edit

The development of Spyro the Dragon began in 1997, one year after Disruptor was released. The idea of a dragon was introduced by Insomniac artist Craig Stitt, while Alex Hastings developed a 3D panoramic engine containing some of the first level of detail renderers used on the PlayStation. During the development of the game, Spyro was originally going to be green, but the developers thought it was a bad idea because he would blend in with the Grass Areas, so they eventually changed him to purple. In an interview, Ted Price stated that they gave up the series after releasing Spyro: Year of the Dragon because his actions were limited, due to not being able to hold anything in his hands.

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