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'''''Spyro: Enter the Dragonfly''''' is a 2002 [[platform game]] released for the [[PlayStation 2]] and [[GameCube]]. The fourth main installment in the ''[[Spyro]]'' series, the game was developed by Check Six Studios and Equinoxe Digital Entertainment, and published by [[Universal Interactive]]. It is the first main game in the series that is not exclusive to the [[PlayStation]] platform, and the first not to be developed by series creator [[Insomniac Games]]. While ''Enter the Dragonfly'' was a commercial success, it received mixed-to-negative reviews from critics due to its short length, controls, lack of originality, long loading times, numerous bugs and other technical issues.
'''''Spyro: Enter the Dragonfly''''' is a 2002 [[platform game]] released for the [[PlayStation 2]] and [[GameCube]]. The fourth main installment in the ''[[Spyro]]'' series, the game was developed by Check Six Studios and Equinoxe Digital Entertainment, and published by [[Universal Interactive]]. It is the first main game in the series that is not exclusive to the [[PlayStation]] platform, and the first not to be developed by the series creator [[Insomniac Games]]. While ''Enter the Dragonfly'' was a commercial success, it received mixed-to-negative reviews from critics due to its short length, controls, lack of originality, long loading times, numerous bugs, and other technical issues.


==Gameplay==
==Gameplay==
The gameplay featured in ''Enter the Dragonfly'' is similar to the previous ''Spyro'' games. However, the game introduces multiple breath attacks, such as bubble breath, ice breath, and electric breath. These abilities are attained from the ancient dragon statue in the homeworld. Spyro also has a block move that will deflect long range attacks and send them back at the enemy.
The gameplay featured in ''Enter the Dragonfly'' is similar to the previous ''Spyro'' games. However, the game introduces multiple breath attacks, such as bubble breath, ice breath, and electric breath. These abilities are attained from the ancient dragon statue in the homeworld. Spyro also has a block move that will deflect long-range attacks and send them back at the enemy.


==Plot==
==Plot==
The story begins shortly after the events of ''[[Spyro: Year of the Dragon|Year of the Dragon]]''. The dragons are celebrating a rite of passage for the young dragons and the Grand Dragon Parade, with the arrival of new young dragonfly guardians for the baby dragons.
The story begins shortly after the events of ''[[Spyro: Year of the Dragon|Year of the Dragon]]''. The dragons are celebrating a rite of passage for the young dragons and the Grand Dragon Parade, with the arrival of new young dragonfly guardians for the baby dragons.


However, during the party, Ripto teleports in via a portal along with his henchmen Crush and Gulp, disrupting the celebration. His intent is to capture the new young dragonflies to weaken the baby dragons, but his spell misfires and the dragonflies become scattered throughout the Dragon Realms.
However, during the party, Ripto teleports in via a portal along with his henchmen Crush and Gulp, disrupting the celebration. His intent is to capture the new young dragonflies to weaken the baby dragons, but his spell misfires, and the dragonflies become scattered throughout the Dragon Realms.


Spyro is tasked with recovering the realms' new crop of dragonflies. Spyro eventually completes his mission and faces Ripto. Spyro wins the battle and Ripto runs for his life, swearing that he will be back. The game ends back at the party, with the celebration being continued.
Spyro is tasked with recovering the realms' new crop of dragonflies. Spyro eventually completes his mission and faces Ripto. Spyro wins the battle and Ripto runs for his life, swearing that he will be back. The game ends back at the party, with the celebration being continued.
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When [[Insomniac Games]] completed work on the ''Spyro'' trilogy for [[Sony PlayStation]], they decided to leave the franchise and move onto developing the ''[[Ratchet & Clank]]'' games. After the publishing agreement between [[Sony Interactive Entertainment|Sony Computer Entertainment]] and [[Universal Interactive Studios]] ended in April 2000, Universal Interactive, who owned the ''Spyro'' [[intellectual property]], was consolidated into [[Havas Interactive]] the following year, becoming a publishing label within the company. Havas then announced that they had plans to bring an original ''Spyro'' game to the [[Xbox (console)|Xbox]], [[PlayStation 2]], [[Personal computer|PC]], and [[Game Boy Advance]].<ref>{{cite web | url=https://www.ign.com/articles/2000/08/30/spyro-spreads-his-wings | title=Spyro Spreads his Wings | author=IGN staff | date=August 29, 2000 | website=[[IGN]] | publisher=[[Ziff Davis]] | access-date=May 27, 2021}}</ref> Universal contracted two [[California]]-based studios to develop the game: Equinoxe Digital Entertainment, who handled the game's art, and Check Six Studios, who handled its design and programming.<ref name="goodsell">{{cite web | url=https://thewumpagem.wordpress.com/2018/10/01/the-enter-the-dragonfly-investigation-part-ii-interview-with-joel-goodsell/ | title=The Enter the Dragonfly Investigation – Part II: Interview with Joel Goodsell | date=October 1, 2018 | website=Wumpa Gem | access-date=May 27, 2021}}</ref><ref name="davis">{{cite web | url=https://thewumpagem.wordpress.com/2018/05/04/the-enter-the-dragonfly-investigation-part-i-interview-with-warren-davis/ | title=The Enter the Dragonfly Investigation – Part I: Interview with Warren Davis | date=May 4, 2018 | website=Wumpa Gem | access-date=May 27, 2021}}</ref>
When [[Insomniac Games]] completed work on the ''Spyro'' trilogy for [[Sony PlayStation]], they decided to leave the franchise and move onto developing the ''[[Ratchet & Clank]]'' games. After the publishing agreement between [[Sony Interactive Entertainment|Sony Computer Entertainment]] and [[Universal Interactive Studios]] ended in April 2000, Universal Interactive, who owned the ''Spyro'' [[intellectual property]], was consolidated into [[Havas Interactive]] the following year, becoming a publishing label within the company. Havas then announced that they had plans to bring an original ''Spyro'' game to the [[Xbox (console)|Xbox]], [[PlayStation 2]], [[Personal computer|PC]], and [[Game Boy Advance]].<ref>{{cite web | url=https://www.ign.com/articles/2000/08/30/spyro-spreads-his-wings | title=Spyro Spreads his Wings | author=IGN staff | date=August 29, 2000 | website=[[IGN]] | publisher=[[Ziff Davis]] | access-date=May 27, 2021}}</ref> Universal contracted two [[California]]-based studios to develop the game: Equinoxe Digital Entertainment, who handled the game's art, and Check Six Studios, who handled its design and programming.<ref name="goodsell">{{cite web | url=https://thewumpagem.wordpress.com/2018/10/01/the-enter-the-dragonfly-investigation-part-ii-interview-with-joel-goodsell/ | title=The Enter the Dragonfly Investigation – Part II: Interview with Joel Goodsell | date=October 1, 2018 | website=Wumpa Gem | access-date=May 27, 2021}}</ref><ref name="davis">{{cite web | url=https://thewumpagem.wordpress.com/2018/05/04/the-enter-the-dragonfly-investigation-part-i-interview-with-warren-davis/ | title=The Enter the Dragonfly Investigation – Part I: Interview with Warren Davis | date=May 4, 2018 | website=Wumpa Gem | access-date=May 27, 2021}}</ref>


Joel Goodsell, a game designer who had previously worked on the [[Disney Interactive Studios]] titles ''[[Gargoyles (video game)|Gargoyles]]'' and ''[[Toy Story 2: Buzz Lightyear to the Rescue]]'', joined the project after seeing a Spyro-themed demo they developed. Goodsell served as the original project lead, and felt that Spyro needed a "tone update" going from PS1 to PS2. The developers initially created a darker, more adult take on ''Spyro'', integrating [[steampunk]] visuals into the design and art. Based on Universal's feedback, the game was rewritten to be more traditional, with a plot involving [[Gnasty Gnorc]] and [[Ripto]], antagonists from the previous games, teaming up and demanding revenge on Spyro. Universal replied that the game was "just a standard ''Spyro'' game design", asking what was special about it.<ref name="goodsell"/> Goodsell then wrote "an epic ''[[The Legend of Zelda|Zelda]]''-esque [[Role-playing video game|RPG]]-lite Spyro design" including a hub-town and surrounding open world field with changing seasons. Universal signed off on this design in January 2002, leaving no feedback.<ref name="goodsell"/> ''Spyro: Enter the Dragonfly'' for the PS2 was unveiled on February 19, 2002, at Vivendi Universal Games' First Annual Games Fair in [[France]];<ref>{{cite web | url=https://www.ign.com/articles/2002/02/19/universal-announces-spyro-enter-the-dragonfly | title=Universal Announces Spyro: Enter the Dragonfly | author=IGN staff | date=February 19, 2002 | website=IGN | publisher=Ziff Davis | access-date=May 27, 2021}}</ref> a [[GameCube]] version was confirmed in July.<ref>{{cite web | url=https://www.ign.com/articles/2002/07/09/spyro-enter-the-gamecube | title=Spyro: Enter the GameCube | author=IGN staff | date=July 9, 2002 | website=IGN | publisher=Ziff Davis | access-date=May 27, 2021}}</ref>
Joel Goodsell, a game designer who had previously worked on the [[Disney Interactive Studios]] titles ''[[Gargoyles (video game)|Gargoyles]]'' and ''[[Toy Story 2: Buzz Lightyear to the Rescue]]'', joined the project after seeing a Spyro-themed demo they developed. Goodsell served as the original project lead and felt that Spyro needed a "tone update" going from PS1 to PS2. The developers initially created a darker, more adult take on ''Spyro'', integrating [[steampunk]] visuals into the design and art. Based on Universal's feedback, the game was rewritten to be more traditional, with a plot involving [[Gnasty Gnorc]] and [[Ripto]], antagonists from the previous games, teaming up and demanding revenge on Spyro. Universal replied that the game was "just a standard ''Spyro'' game design", asking what was special about it.<ref name="goodsell"/> Goodsell then wrote "an epic ''[[The Legend of Zelda|Zelda]]''-esque [[Role-playing video game|RPG]]-lite Spyro design" including a hub-town and surrounding open world field with changing seasons. Universal signed off on this design in January 2002, leaving no feedback.<ref name="goodsell"/> ''Spyro: Enter the Dragonfly'' for the PS2 was unveiled on February 19, 2002, at Vivendi Universal Games' First Annual Games Fair in [[France]];<ref>{{cite web | url=https://www.ign.com/articles/2002/02/19/universal-announces-spyro-enter-the-dragonfly | title=Universal Announces Spyro: Enter the Dragonfly | author=IGN staff | date=February 19, 2002 | website=IGN | publisher=Ziff Davis | access-date=May 27, 2021}}</ref> a [[GameCube]] version was confirmed in July.<ref>{{cite web | url=https://www.ign.com/articles/2002/07/09/spyro-enter-the-gamecube | title=Spyro: Enter the GameCube | author=IGN staff | date=July 9, 2002 | website=IGN | publisher=Ziff Davis | access-date=May 27, 2021}}</ref>


Several months into the game's development, Check Six and Equinoxe moved into a single office space in [[Venice, California]].<ref name="goodsell"/><ref name="davis"/> The game struggled with low [[framerate]]s, even as the visuals were simplified.<ref name="goodsell"/><ref name="fourier">{{cite video | url=https://www.youtube.com/watch?v=fWgWT_p24L4 | title=Jason Fourier (Check Six Programmer) - Full Audio Interview | author=Mr. FO1 | date=August 29, 2018 | website=[[YouTube]] | publisher=[[Google]] | archive-url=https://ghostarchive.org/varchive/youtube/20211221/fWgWT_p24L4 | archive-date=December 21, 2021 | url-status=live | access-date=May 27, 2021}}{{cbignore}}</ref> Check Six had difficulty paying their developers, missing paychecks, and the team was also pressured to release the game in time for the Christmas season.<ref name="fourier"/> Goodsell felt that having two directors on the team, including Ricci Rukavina of Universal Interactive, hurt the team's morale and was a drain on Check Six's limited financial resources, so he left the studio.<ref name="goodsell"/>
Several months into the game's development, Check Six and Equinoxe moved into a single office space in [[Venice, California]].<ref name="goodsell"/><ref name="davis"/> The game struggled with low [[framerate]]s, even as the visuals were simplified.<ref name="goodsell"/><ref name="fourier">{{cite video | url=https://www.youtube.com/watch?v=fWgWT_p24L4 | title=Jason Fourier (Check Six Programmer) - Full Audio Interview | author=Mr. FO1 | date=August 29, 2018 | website=[[YouTube]] | publisher=[[Google]] | archive-url=https://ghostarchive.org/varchive/youtube/20211221/fWgWT_p24L4 | archive-date=December 21, 2021 | url-status=live | access-date=May 27, 2021}}{{cbignore}}</ref> Check Six had difficulty paying their developers, missing paychecks, and the team was also pressured to release the game in time for the Christmas season.<ref name="fourier"/> Goodsell felt that having two directors on the team, including Ricci Rukavina of Universal Interactive, hurt the team's morale and was a drain on Check Six's limited financial resources, so he left the studio.<ref name="goodsell"/>
Line 75: Line 75:
A large body of criticism for the game was caused by its numerous bugs and glitches. Some reviewers speculated that this was caused by a rushed development cycle to reach a scheduled release date.<ref name="NWR"/> Matthew Gallant, writing for ''[[GameSpot]]'', said, "Even the biggest fans of Spyro are going to have a hard time enjoying this game. The leap to the latest generation of consoles leaves them with a slower game, a shorter game (10 hours), and an all-around less enjoyable game, not to mention a buggy one."<ref name="GSpotGC"/><ref name="GSpotPS2"/> Critics also reported that the technical issues extended to sound. ''Gamershell'' claimed: "Let's remember some basic school knowledge first: sounds that originate from far away are more silent than sounds which are near us. Not so in Spyro. Something went very wrong with the sound positioning system. Sounds from far away often sound like they are directly in front of you."<ref>{{cite web | url=http://www.gamershell.com/reviews_SpyroEntertheDragonflyRe.shtml | title=Spyro Enter the Dragonfly Review| year=2002 | website=Gamershell | archive-url=https://web.archive.org/web/20030414043636/http://www.gamershell.com/reviews_SpyroEntertheDragonflyRe.shtml | archive-date=April 14, 2003 | url-status=dead | access-date=October 21, 2020}}</ref>
A large body of criticism for the game was caused by its numerous bugs and glitches. Some reviewers speculated that this was caused by a rushed development cycle to reach a scheduled release date.<ref name="NWR"/> Matthew Gallant, writing for ''[[GameSpot]]'', said, "Even the biggest fans of Spyro are going to have a hard time enjoying this game. The leap to the latest generation of consoles leaves them with a slower game, a shorter game (10 hours), and an all-around less enjoyable game, not to mention a buggy one."<ref name="GSpotGC"/><ref name="GSpotPS2"/> Critics also reported that the technical issues extended to sound. ''Gamershell'' claimed: "Let's remember some basic school knowledge first: sounds that originate from far away are more silent than sounds which are near us. Not so in Spyro. Something went very wrong with the sound positioning system. Sounds from far away often sound like they are directly in front of you."<ref>{{cite web | url=http://www.gamershell.com/reviews_SpyroEntertheDragonflyRe.shtml | title=Spyro Enter the Dragonfly Review| year=2002 | website=Gamershell | archive-url=https://web.archive.org/web/20030414043636/http://www.gamershell.com/reviews_SpyroEntertheDragonflyRe.shtml | archive-date=April 14, 2003 | url-status=dead | access-date=October 21, 2020}}</ref>


Another criticism for the game was the framerate. Ben Kosmina of ''Nintendo World Report'' said, "While running around the Dragon Realms (the overworld of the game) if there's too many sheep or moving characters on screen, the game will skip frames excessively. It also happens while running or flying through levels where there are a lot of characters, and even sometimes when there aren't any characters in the area! This is just unacceptable."<ref name="NWR"/> ''IGN'' shared this complaint, adding "The [[Frame rate|framerate]] suffers often, chugging from around a maximum of 30 fps downward, depending on the area. Which is kind of strange, because these worlds aren't much bigger than those on the PlayStation versions of Spyro. There aren't many more enemies on screen, and the textures are still the same, simple flat shaded swaths of primary colours, just like the others. Oftentimes, entire areas pop in because of weird problems with load issues."<ref name="IGN"/>
Another criticism of the game was the framerate. Ben Kosmina of ''Nintendo World Report'' said, "While running around the Dragon Realms (the overworld of the game) if there's too many sheep or moving characters on screen, the game will skip frames excessively. It also happens while running or flying through levels where there are a lot of characters, and even sometimes when there aren't any characters in the area! This is just unacceptable."<ref name="NWR"/> ''IGN'' shared this complaint, adding "The [[Frame rate|framerate]] suffers often, chugging from around a maximum of 30 fps downward, depending on the area. Which is kind of strange, because these worlds aren't much bigger than those on the PlayStation versions of Spyro. There aren't many more enemies on screen, and the textures are still the same, simple flat shaded swaths of primary colours, just like the others. Oftentimes, entire areas pop in because of weird problems with load issues."<ref name="IGN"/>


Critics also had issues with control and collision detection. Kosmina mentioned, "Due to the awful control you have over Spyro when he's flying, you'll be plummeting off cliffs, missing switches you're trying to ground pound, swerving all over the place while trying to land properly and falling off small platforms for no reason at all."<ref name="NWR"/>
Critics also had issues with control and collision detection. Kosmina mentioned, "Due to the awful control you have over Spyro when he's flying, you'll be plummeting off cliffs, missing switches you're trying to ground pound, swerving all over the place while trying to land properly and falling off small platforms for no reason at all."<ref name="NWR"/>

Revision as of 14:03, 17 July 2022

Spyro: Enter the Dragonfly
Developer(s)Check Six Studios
Equinoxe Digital Entertainment
Publisher(s)Universal Interactive
Director(s)Aryeh Richmond
Producer(s)Ricci Rukavina
Designer(s)Saji A. Johnson
Joel Goodsell[1]
Programmer(s)John Bojorquez
Artist(s)Sean Ro
Composer(s)Kenneth Burgomaster
Peter Neff
Stewart Copeland
SeriesSpyro
Platform(s)PlayStation 2, GameCube
Release
  • NA: November 5, 2002 (PS2)
  • NA: November 19, 2002 (GC)
  • EU: November 29, 2002
Genre(s)Platform
Mode(s)Single-player

Spyro: Enter the Dragonfly is a 2002 platform game released for the PlayStation 2 and GameCube. The fourth main installment in the Spyro series, the game was developed by Check Six Studios and Equinoxe Digital Entertainment, and published by Universal Interactive. It is the first main game in the series that is not exclusive to the PlayStation platform, and the first not to be developed by the series creator Insomniac Games. While Enter the Dragonfly was a commercial success, it received mixed-to-negative reviews from critics due to its short length, controls, lack of originality, long loading times, numerous bugs, and other technical issues.

Gameplay

The gameplay featured in Enter the Dragonfly is similar to the previous Spyro games. However, the game introduces multiple breath attacks, such as bubble breath, ice breath, and electric breath. These abilities are attained from the ancient dragon statue in the homeworld. Spyro also has a block move that will deflect long-range attacks and send them back at the enemy.

Plot

The story begins shortly after the events of Year of the Dragon. The dragons are celebrating a rite of passage for the young dragons and the Grand Dragon Parade, with the arrival of new young dragonfly guardians for the baby dragons.

However, during the party, Ripto teleports in via a portal along with his henchmen Crush and Gulp, disrupting the celebration. His intent is to capture the new young dragonflies to weaken the baby dragons, but his spell misfires, and the dragonflies become scattered throughout the Dragon Realms.

Spyro is tasked with recovering the realms' new crop of dragonflies. Spyro eventually completes his mission and faces Ripto. Spyro wins the battle and Ripto runs for his life, swearing that he will be back. The game ends back at the party, with the celebration being continued.

Development

When Insomniac Games completed work on the Spyro trilogy for Sony PlayStation, they decided to leave the franchise and move onto developing the Ratchet & Clank games. After the publishing agreement between Sony Computer Entertainment and Universal Interactive Studios ended in April 2000, Universal Interactive, who owned the Spyro intellectual property, was consolidated into Havas Interactive the following year, becoming a publishing label within the company. Havas then announced that they had plans to bring an original Spyro game to the Xbox, PlayStation 2, PC, and Game Boy Advance.[2] Universal contracted two California-based studios to develop the game: Equinoxe Digital Entertainment, who handled the game's art, and Check Six Studios, who handled its design and programming.[3][1]

Joel Goodsell, a game designer who had previously worked on the Disney Interactive Studios titles Gargoyles and Toy Story 2: Buzz Lightyear to the Rescue, joined the project after seeing a Spyro-themed demo they developed. Goodsell served as the original project lead and felt that Spyro needed a "tone update" going from PS1 to PS2. The developers initially created a darker, more adult take on Spyro, integrating steampunk visuals into the design and art. Based on Universal's feedback, the game was rewritten to be more traditional, with a plot involving Gnasty Gnorc and Ripto, antagonists from the previous games, teaming up and demanding revenge on Spyro. Universal replied that the game was "just a standard Spyro game design", asking what was special about it.[3] Goodsell then wrote "an epic Zelda-esque RPG-lite Spyro design" including a hub-town and surrounding open world field with changing seasons. Universal signed off on this design in January 2002, leaving no feedback.[3] Spyro: Enter the Dragonfly for the PS2 was unveiled on February 19, 2002, at Vivendi Universal Games' First Annual Games Fair in France;[4] a GameCube version was confirmed in July.[5]

Several months into the game's development, Check Six and Equinoxe moved into a single office space in Venice, California.[3][1] The game struggled with low framerates, even as the visuals were simplified.[3][6] Check Six had difficulty paying their developers, missing paychecks, and the team was also pressured to release the game in time for the Christmas season.[6] Goodsell felt that having two directors on the team, including Ricci Rukavina of Universal Interactive, hurt the team's morale and was a drain on Check Six's limited financial resources, so he left the studio.[3]

Stewart Copeland, composer of the previous three Spyro games as well as Enter the Dragonfly stated he started to feel a "divergence" with Universal Interactive, stating "I remember the team came in to create the promotional materials for Enter The Dragonfly. They showed me an ad they had, which I didn’t even recognize as Spyro. It was country and western-themed, and I think that’s where the divergence happened for me. We were not on the same page any more."[7]

Spyro: Enter the Dragonfly was the only game developed by Check Six and Equinoxe before they closed down. Check Six was working on Aliens: Colonial Marines simultaneously with Spyro, which was cancelled due to performance and production issues.[3][8] Equinoxe developed a prototype for a Nintendo game "that had a lot of promise, but Nintendo elected to not continue funding it after one particular milestone."[1]

Reception

The PlayStation 2 version received "mixed" reviews, while the GameCube version received "unfavorable" reviews, according to the review aggregation website Metacritic.[9][10]

IGN said of the PS2 version, "Enter the Dragonfly is essentially a replica game, a side step or a lateral move rather than a step forward. So, what it comes down to is this: Are you up for more of the exact same Spyro game?" Ted Price, the President of Insomniac Games, even spoke out about how bad he found the game; in an interview, he stated, "Spyro has become an abused stepchild... Spyro: Enter the Dragonfly on PS2 and GameCube was an absolute travesty."[20]

A large body of criticism for the game was caused by its numerous bugs and glitches. Some reviewers speculated that this was caused by a rushed development cycle to reach a scheduled release date.[22] Matthew Gallant, writing for GameSpot, said, "Even the biggest fans of Spyro are going to have a hard time enjoying this game. The leap to the latest generation of consoles leaves them with a slower game, a shorter game (10 hours), and an all-around less enjoyable game, not to mention a buggy one."[14][15] Critics also reported that the technical issues extended to sound. Gamershell claimed: "Let's remember some basic school knowledge first: sounds that originate from far away are more silent than sounds which are near us. Not so in Spyro. Something went very wrong with the sound positioning system. Sounds from far away often sound like they are directly in front of you."[25]

Another criticism of the game was the framerate. Ben Kosmina of Nintendo World Report said, "While running around the Dragon Realms (the overworld of the game) if there's too many sheep or moving characters on screen, the game will skip frames excessively. It also happens while running or flying through levels where there are a lot of characters, and even sometimes when there aren't any characters in the area! This is just unacceptable."[22] IGN shared this complaint, adding "The framerate suffers often, chugging from around a maximum of 30 fps downward, depending on the area. Which is kind of strange, because these worlds aren't much bigger than those on the PlayStation versions of Spyro. There aren't many more enemies on screen, and the textures are still the same, simple flat shaded swaths of primary colours, just like the others. Oftentimes, entire areas pop in because of weird problems with load issues."[20]

Critics also had issues with control and collision detection. Kosmina mentioned, "Due to the awful control you have over Spyro when he's flying, you'll be plummeting off cliffs, missing switches you're trying to ground pound, swerving all over the place while trying to land properly and falling off small platforms for no reason at all."[22]

The GameCube version was a runner-up for the "Worst Game on GameCube" award at GameSpot's Best and Worst of 2002 Awards, which went to Jeremy McGrath Supercross World.[26]

The PlayStation 2 version received a "Platinum" sales award from the Entertainment and Leisure Software Publishers Association (ELSPA),[27] indicating sales of at least 300,000 units in the UK.[28]

On March 28, 2007, a lawsuit was filed against Universal, Check Six, Equinoxe and Sony by the parents of a child who suffered epileptic seizures after playing Enter The Dragonfly.[29]

References

  1. ^ a b c d "The Enter the Dragonfly Investigation – Part I: Interview with Warren Davis". Wumpa Gem. May 4, 2018. Retrieved May 27, 2021.
  2. ^ IGN staff (August 29, 2000). "Spyro Spreads his Wings". IGN. Ziff Davis. Retrieved May 27, 2021.
  3. ^ a b c d e f g "The Enter the Dragonfly Investigation – Part II: Interview with Joel Goodsell". Wumpa Gem. October 1, 2018. Retrieved May 27, 2021.
  4. ^ IGN staff (February 19, 2002). "Universal Announces Spyro: Enter the Dragonfly". IGN. Ziff Davis. Retrieved May 27, 2021.
  5. ^ IGN staff (July 9, 2002). "Spyro: Enter the GameCube". IGN. Ziff Davis. Retrieved May 27, 2021.
  6. ^ a b Mr. FO1 (August 29, 2018). Jason Fourier (Check Six Programmer) - Full Audio Interview. YouTube. Google. Archived from the original on December 21, 2021. Retrieved May 27, 2021.{{cite AV media}}: CS1 maint: numeric names: authors list (link)
  7. ^ "Talking Spyro with The Police's Stewart Copeland". GamesTM. Imagine Publishing. 2016. Archived from the original on February 6, 2017. Retrieved December 24, 2018.
  8. ^ "Aliens: Colonial Marine [PS2 – Cancelled]". Unseen64. April 15, 2008. Retrieved May 27, 2021.
  9. ^ a b "Spyro: Enter the Dragonfly for GameCube Reviews". Metacritic. Red Ventures. Retrieved October 2, 2013.
  10. ^ a b "Spyro: Enter the Dragonfly for PlayStation 2 Reviews". Metacritic. Red Ventures. Retrieved October 2, 2013.
  11. ^ "Spyro: Enter the Dragonfly (GC)". Game Informer. No. 117. FuncoLand. January 2003. p. 101.
  12. ^ Four-Eyed Dragon (January 7, 2003). "Spyro: Enter the Dragonfly Review for GameCube on GamePro.com". GamePro. IDG Entertainment. Archived from the original on August 28, 2005. Retrieved October 13, 2021.
  13. ^ "Spyro: Enter the Dragonfly Review for PS2 on GamePro.com". GamePro. IDG Entertainment. Archived from the original on October 25, 2005. Retrieved October 13, 2021.
  14. ^ a b Gallant, Matthew (November 15, 2002). "Spyro: Enter the Dragonfly Review (GC) [date mislabeled as "November 18, 2002"]". GameSpot. Red Ventures. Archived from the original on January 27, 2005. Retrieved June 17, 2022.
  15. ^ a b Gallant, Matthew (November 15, 2002). "Spyro: Enter the Dragonfly Review (PS2) [date mislabeled as "November 18, 2002"]". GameSpot. Red Ventures. Archived from the original on January 13, 2005. Retrieved June 17, 2022.
  16. ^ Williams, Bryn (November 28, 2002). "GameSpy: Spyro: Enter the Dragonfly (PS2)". GameSpy. IGN Entertainment. Retrieved June 17, 2022.
  17. ^ Bedigian, Louis (December 8, 2002). "Spyro: Enter the Dragonfly - GC - Review". GameZone. Archived from the original on January 25, 2009. Retrieved June 18, 2022.
  18. ^ Lafferty, Michael (November 20, 2002). "Spyro: Enter the Dragonfly - PS2 - Review". GameZone. Archived from the original on January 25, 2009. Retrieved June 18, 2022.
  19. ^ Perry, Douglass C. (November 18, 2002). "Spyro: Enter the Dragonfly (NGC)". IGN. Ziff Davis. Retrieved June 17, 2022.
  20. ^ a b c Perry, Douglass C. (November 8, 2002). "Spyro: Enter the Dragonfly (PS2)". IGN. Ziff Davis.
  21. ^ "Spyro: Enter the Dragonfly". Nintendo Power. Vol. 163. Nintendo of America. December 2002. p. 218.
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