u/Kenniron

Spyro 2 CTR Demo Details

I never knew Spyro 2 Ripto’s Rage had a CTR demo until I was reading the game manual yesterday. As an avid enjoyer of CTR, I had to check it out and I noticed a few interesting things about it. Sorry if some of this information is redundant or not as in depth as others may have gone into it, but I couldn’t find anything on Reddit about them. The demo has you select 1, 2, or 4 players, which is kind of wild, then throws you into Papu’s Pyramid.

It seemed to me that the karts and characters were ever so slightly smaller in the demo, although I haven’t done a side by side comparison to confirm it. What tipped me off to it was the pyramid section. It felt wider and easier to maneuver through while maintaining boost/reserves.

It seemed like Crash’s character model was higher quality compared to what we get in the full game, although again, I didn’t do a side by side comparison.

There’s no button to look behind you. Instead, R2 can be used as another option to throw items.

I couldn’t jump a TNT crate off my head, although I only tried to do so once.

Sometimes hopping off a jump will send you way higher than normal.

Characters dropped items like crazy with no regard for the boxes (occasionally they’d drop beakers or tnt at the same rate a boss would for a short time).

It was relatively easy to do the wall jump without a mask at the beginning of the track, but I couldn’t get the lap counter to go up when doing it. Could be a skill issue, as I haven’t been able to do it in the final version of the game.

In the last turn of the track where you can jump over the gap for a skip, the demo has the wall pulled back a bit, making it easier to perform with less speed required.

There’s air brake turning and the ground variant present, but there’s no brake U turning on the ground or in the air.

The menu ui is stripped back, the speedometer looks slightly different, and the finish line doesn’t have an overhead sign.

There’s no voice lines and some missing sound effects.

Playing around with it, I found that if you drive the wrong way on the track from the second boost pad, you can jump off the track once you turn to the right (right behind the wall) and land back in the pyramid section. This will allow you to jump back down where the 2 plants are without the game resetting you back towards the start of the track like it normally would. I only ever pulled off the jump back to the pyramid with an Aku Aku mask, good boosting, and a good jump.

Once, after I had jumped back to the pyramid section with an Aku Aku mask active, I hit an opponent with the mask head on and it caused my character to do a slow spin out animation a few times, however I was still able to drive/control the kart. I tried to get it to happen again, but I wasn’t successful.

I noticed a character getting hit by the warp orb power up spun out for much longer than with the other power ups.

Now that I think about it, I don’t remember seeing a character get hit and bounce in the demo. They only spun, similar to how they would if hit by a seal or armadillo in the final game.

I might’ve missed some details, but I thought it was interesting to see how the demo version differed from the final version of the game.

reddit.com
u/Kenniron — 2 days ago