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Video Game / Spyro: Attack of the Rhynocs

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The seventh Spyro the Dragon game and the last one developed by Digital Eclipse, released on the Game Boy Advance in 2003.

In a terrible mishap, Spyro, Sparx, and the Professor have inadvertently torn a hole in the fabric of space between the Rhynoc and Dragon Realms. Now, at the command of the elusive Ripto, droves of Rhynocs are pouring into the Dragon Realms in yet another attempt to make life miserable. Spyro must help the Professor close the hole quickly before both the gate and Ripto's giant ego get too big and the two realms fuse together permanently!

This game contains examples of:

  • Alternate Continuity: The world of this game has the characters of previous games all living in the same world and working jobs they never had before or since. Sgt. Byrd for example works with a platoon of other penguins, not hummingbirds as originally shown in Year of The Dragon.
  • And Your Reward Is Clothes: Most of the late-game upgrades are powders than change Spyro's color palette. The earliest one could give Spyro all of the possible colors based on which colored gem he had just collected.
  • Awesome, but Impractical: The charge abilities just take too long to charge in order to be practical outside of puzzling. Too bad that's how you have to defeat Ripto.
  • Big Damn Heroes: Butler preventing Ripto from killing the Professor at the end of the game.
  • Bond Villain Stupidity: Ripto has the Professor completely at his mercy for the entire game, yet does nothing aside from hanging him over a lava pit. He doesn't try to kill the Professor until Spyro's got him backed into a corner.
  • Bragging Rights Reward: You unlock Sgt. Byrd's levels for co-op and competitive multiplayer by getting 100% Completion. You need to collect every gem just to get Moneybags' Heart (not that one).
  • Cash Gate: Moneybags, as usual. If you want to 100% the game he will suck you completely dry of all your hard-earned gems (which bizarrely includes loads that you looted from his various vaults to begin with, not to mention his mansion).
  • Chuck Cunningham Syndrome: Ripto does not have Crush and Gulp with him, with no explanation of where they are.
  • Cool and Unusual Punishment: In the credits, Ripto is being cared for like a baby by Butler.
  • Gotta Catch Them All: The ultimate objective of the game is to collect all the Hearts of the Realms. And in most cases, in order to get a Realm's Heart, you need to collect a number of other items so that the current keeper can either retrieve it from wherever it's kept, or be able to spare it from whatever task it's being used for. And in some cases you have to complete a pair of rescue mission subquests (One each for Sergeant Byrd and Agent 9) to get the key to the chest in which an item you need to acquire a Heart is found, making it a three layer deep Fetch Quest.
  • Heart of the Matter: This game consists of several lands each with their own Heart. Each Heart of the Land is an object that is both emblematic and vital to the operations of each land, and obtaining them to defeat the Big Bad forms the core of the game. While they're all different objects, each Heart also incorporates, well, heart imagery on them.
  • Infinite Flashlight: You get a lantern from a yeti relatively early in the game, which is necessary to complete the game. It will automatically light up dark areas and never turn off while Spyro and Sparx remain in said area.
  • Kangaroos Represent Australia: Kangaroo Hoodoos, a kangaroo-inhabited land filled with such Australian artifacts as boomerangs and didgeridoos.
  • Market-Based Title: Spyro Adventure in Europe.
  • Memento MacGuffin: You receive the Heart for the Rhynocs n' Clocks realm halfway through the adventure, after defeating Ripto in a mid-game boss battle. Also serves as foreshadowing.
  • Metroidvania: Instead of the hub and level formula of previous GBA Spyro games the game takes place in an open world that Spyro must open up with new abilities while still being an isometric collect-a-thon platformer.
  • Mythology Gag: Sheila's action figure has boxing gloves, like she did in early pieces of concept art.
  • Nuclear Candle: The Yeti Lamp is powerful enough to light up entire caves on its own.
  • Power Glows: Spyro flashes on and off when the player charges up a super breath.
  • Power-Up Food:
    • A penguin trooper gives Spyro a powerful breath mint which enables him to puff out a freezing cold mist cloud, which also freezes shallow water to make temporary bridges.
    • A monkey worker gives Spyro a hot banana pepper which powers up his flame breath into the Super Flame, which like in the original games means Spyro can now shoot a fireball to hit enemies and targets from a distance.
    • After dislodging a stuck spinach bar for a cheetah at the Cheetah Spa (which involved a bomb and destroying the vending machine), two bars fly out, with one given to Sparx and apparently eats it. This grants an extra health state.
  • Safecracking: The Master Thief locked the Heart of his Realm into his safe, and needs his tools to get it out. He ultimately ends up destroying the safe completely in his efforts to open it. When you consider the fact that it's his safe to begin with, this seems really odd, as he should have already known the combination.
  • See-Thru Specs: The Phoenix Shades, a pair of ruby-tinted heart-shaped glasses that allow Spyro to see invisible teleporters.
  • Shout-Out:
    • The Rhynocs n' Clocks world is an obvious yet rather obscure reference (considering the intended audience demographic) to Salvador Dali's The Persistence of Memory.
    • The walls in the Sgt. Byrd mission in Chateau Ripto also contain famous paintings such as the Mona Lisa and The Scream defaced with Ripto's face.
  • Stock Animal Diet: The monkey-inhabited land is called Banana Savannah, home to a plantation of... take a wild guess. As a bonus, the Heart of this land is a literal banana made of gold with a heart imprint on it.

Alternative Title(s): Spyro Adventure