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History Trivia / SpyroEnterTheDragonfly

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Per TRS, Feelies is now Trivia.

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* {{Feelies}}: Early copies of the game included a seven-track music CD, which had a few tracks that weren't used in the final version of the game.
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* ActingForTwo: Creator/GreggBerger voices Ripto once again, and now voices his two minions Crush and Gulp, both of whose only spoken lines are with the former.

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* ActingForTwo: Creator/GreggBerger voices Ripto once again, and now voices his two minions Crush and Gulp, both of whose whom only spoken lines are speak with the former.

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* ActingForTwo: Creator/GreggBerger voices Ripto once again, and now voices his two minions Crush and Gulp, both of whose only spoken lines are with the former.



* TalkingToHimself: Creator/GreggBerger voices Ripto once again, and now voices his two minions Crush and Gulp, both of whom's only spoken lines are with the former.
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** As Check Six was still a start-up company, and with the constant revisions of what was demanded, employees frequently had to work long hours at no extra pay, with one worker spending two nights in a row at the office. In addition, several paychecks were missed, with the missing pay still unresolved to this day.

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** As Check Six was still a start-up company, and with the constant revisions of what was demanded, employees frequently had to work long hours at no extra pay, with one worker spending two nights in a row at the office. In addition, several paychecks were missed, with the missing pay still unresolved to this day.day.
* WhatCouldHaveBeen: [[WhatCouldHaveBeen/SpyroTheDragon Shares a Page]].
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Removing redundant 'very'.


* HostilityOnTheSet: During the game's troubled production hostility between employees was rampant, with one major case going to a worker who would snap on a whim and spent a lot of time in confrontations, even escalating to the point of violence on numerous occasions. Other employees would get in arguments often and this in turn led to a very toxic environment that was very difficult to stay productive in.

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* HostilityOnTheSet: During the game's troubled production hostility between employees was rampant, with one major case going to a worker who would snap on a whim and spent a lot of time in confrontations, even escalating to the point of violence on numerous occasions. Other employees would get in arguments often and this in turn led to a very toxic environment that was very difficult to stay productive in.
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The parralels to Crash are already noted above in Executive Meddling.


** As stated in ExecutiveMeddling, Universal frequently would demand things and change their demands on a whim, outright asking for unrealistic goals. Much like with the last game for Playstation's other big mascot "Crash Bandicoot" ''VideoGame/CrashBandicootTheWrathOfCortex'', this game was helmed by a completely different development team from the original trilogy who wanted to try something new, but Universal kept insisting it "wasn't Spyro enough" and wanted a game more in the vein of the Insomniac titles, which frequently meant a lot of hours were wasted working on things that wouldn't be in the final product.

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** As stated in ExecutiveMeddling, Universal frequently would demand things and change their demands on a whim, outright asking for unrealistic goals. Much like with the last game for Playstation's other big mascot "Crash Bandicoot" ''VideoGame/CrashBandicootTheWrathOfCortex'', this This game was helmed by a completely different development team from the original trilogy who wanted to try something new, but Universal kept insisting it "wasn't Spyro enough" and wanted a game more in the vein of the Insomniac titles, which frequently meant a lot of hours were wasted working on things that wouldn't be in the final product.
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* ExecutiveMeddling: The game's development cycle can best be summed up as "Spyro: Fledgling Developers vs. Universal Executives". During development, the Universal Interactive producer of the project would often force in his own take on what should and what shouldn't be in the game without consulting with the rest of the development team. This caused their work environment to be in a state of toxicity between each member(s) that was never resolved by the publisher. The biggest bone of contention was that the devs wanted more open and less linear levels, whereas Universal wanted to stick with the more traditional and linear gameplay of the Insomniac trilogy, though ironically the more open direction that Check Six wanted would appear in the next game, ''A Hero's Tail''. It was a case of HistoryRepeats, as a year earlier, [[VideoGame/CrashBandicoot another big Playstation mascot franchise]] also had its [[VideoGame/CrashBandicootTheWrathOfCortex fourth mainline title]] helmed by a completely different development team from the original trilogy, who wanted to take the franchise in a new direction with more open-ended and less linear levels, only to be forced to make the gameplay more traditional and in-line with the original games, only for the [[VideoGame/CrashTwinsanity next game]] to have the open-ended levels the dev-team wanted on the previous game.

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* ExecutiveMeddling: The game's development cycle can best be summed up as "Spyro: Fledgling Developers vs. Universal Executives". During development, the Universal Interactive producer of the project would often force in his own take on what should and what shouldn't be in the game without consulting with the rest of the development team. This caused their work environment to be in a state of toxicity between each member(s) that was never resolved by the publisher. The biggest bone of contention was that the devs wanted more open and less linear levels, whereas Universal wanted to stick with the more traditional and linear gameplay of the Insomniac trilogy, though ironically the more open direction that Check Six wanted would appear in the next game, ''A Hero's Tail''. It was a case of HistoryRepeats, as a year earlier, [[VideoGame/CrashBandicoot another big Playstation mascot franchise]] also had its [[VideoGame/CrashBandicootTheWrathOfCortex fourth mainline title]] helmed by a completely different development team from the original trilogy, who trilogy; they too wanted to take the franchise in a new direction with more open-ended and less linear levels, only to be forced to make the gameplay more traditional and in-line with the original games, only for the [[VideoGame/CrashTwinsanity next game]] to have the open-ended levels the dev-team wanted on the previous game.
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* ExecutiveMeddling: The game’s development cycle can best be summed up as “Spyro: Fledgling Developers Vs. Universal Executives”. During development, the Universal Interactive producer of the project would often force in his own take on what should and what shouldn't be in the game without consulting with the rest of the development team. This caused their work environment to be in a state of toxicity between each member(s) that was never resolved by the publisher. The biggest bone of contention was that the devs wanted more open and less linear levels whereas Universal wanted to stick with the more traditional and linear gameplay of the Insomniac trilogy, though ironically the more open director that Check Six wanted would appear in the next game "A Hero's Tail". It was a case of HistoryRepeats as a year earlier [[VideoGame/CrashBandicoot another big Playstation mascot franchise]] also had it's [[VideoGame/CrashBandicootTheWrathOfCortex fourth mainline title]] helmed by a completely different development team from the original trilogy who wanted to take the franchise in a new direction with more open-ended and less linear levels, only to be forced to make the gameplay more traditional and in-line with the original games, only for the [[VideoGame/CrashTwinsanity next game]] to have the open-ended levels the dev-team wanted on the previous game.

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* ExecutiveMeddling: The game’s game's development cycle can best be summed up as “Spyro: "Spyro: Fledgling Developers Vs. vs. Universal Executives”.Executives". During development, the Universal Interactive producer of the project would often force in his own take on what should and what shouldn't be in the game without consulting with the rest of the development team. This caused their work environment to be in a state of toxicity between each member(s) that was never resolved by the publisher. The biggest bone of contention was that the devs wanted more open and less linear levels levels, whereas Universal wanted to stick with the more traditional and linear gameplay of the Insomniac trilogy, though ironically the more open director direction that Check Six wanted would appear in the next game "A game, ''A Hero's Tail". Tail''. It was a case of HistoryRepeats HistoryRepeats, as a year earlier earlier, [[VideoGame/CrashBandicoot another big Playstation mascot franchise]] also had it's its [[VideoGame/CrashBandicootTheWrathOfCortex fourth mainline title]] helmed by a completely different development team from the original trilogy trilogy, who wanted to take the franchise in a new direction with more open-ended and less linear levels, only to be forced to make the gameplay more traditional and in-line with the original games, only for the [[VideoGame/CrashTwinsanity next game]] to have the open-ended levels the dev-team wanted on the previous game.

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* DummiedOut: Among the game's cut content is a level called "Enchanted Forest" that got decently far in development and appeared in early screenshots; remains of its data such as its music track still exist in the game.

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* DummiedOut: DummiedOut:
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Among the game's cut content is a level called "Enchanted Forest" that got decently far in development and appeared in early screenshots; remains of its data such as its music track still exist in the game.

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* CreatorBacklash: Nearly everyone who worked on this game would like to forget about it, due to its TroubledProduction and the excessive amount of drama and friction going on between all three companies involved (Universal, Equinox, and Check Six). This general distaste extends to the final quality of the eventual product as well. As stated in the documentary, several former employees were so traumatized by the experience that they outright refused to be interviewed for it.

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* CreatorBacklash: CreatorBacklash:
**
Nearly everyone who worked on this game would like to forget about it, due to its TroubledProduction and the excessive amount of drama and friction going on between all three companies involved (Universal, Equinox, and Check Six). This general distaste extends to the final quality of the eventual product as well. As stated in the documentary, several former employees were so traumatized by the experience that they outright refused to be interviewed for it.
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This isn't a Trivia item. Moving to the main page.


* CanonDiscontinuity: The events of this game and its established dragon-dragonfly companion lore aren't referenced and carried over in later ''Spyro'' games before ''VideoGame/TheLegendOfSpyro'' reboot. Young dragons like Flame and Ember from ''VideoGame/SpyroAHerosTail'', and baby Zinc in ''VideoGame/SpyroShadowLegacy'' don't even have their own dragonfly companions.

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