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Spyro 2: Ripto's Rage! (PS1, 1999/Multi, 2018 (Remake))

Spyro 2: Ripto's Rage! (PS1, 1999/Multi, 2018 (Remake))

Subgenre: 3D Collectathon Platformer (Need ~4000 gems in total which is 40% of all gems - note that most are worth more than 1) and 40/64 orbs to get to the final boss, need 10+ spirit particles/glowing spheres per level to unlock its power up)


Perspective: TP View (w/ near-FP view free-look/aiming mode)


Other: Hub areas, (Mostly) flight-based bonus levels

  • Gain some new and permanent abilities with which to reach new parts of previously visited areas (need to buy them with gems here): climbing, underwater swimming and charging/boosting (can swim on surfaces by default here) as well as charging into/out of water, headbash - ground stomp

  • Partially non-linear (hub areas with several level entrances open at once (can at most get access to 6 new regular levels at once here), Can exit a partially finished level to go unlock more hub areas and levels, Levels are a bit less linear overall, Can exit levels at any point with your collecting progress saved (except for the glowing spheres progress which resets), Can replay beaten levels (can only enter them from one spot though) and move between hub areas)

  • Mini-map (shows the basic layout in 2D TD view+your position+the current level's exit portal and current side quest NPC but not level entrances nor ability NPCs in hub areas (can talk to Elora and have her teleport you to an unplayed level in the current hub area though (except for in the last area but it's smaller)), can be toggled on/off), Can press all shoulder buttons to make Sparx (the fly mascot) point towards the nearest treasure (seems to work best if the treasure is around the same position as you are vertically?)

  • Frequent checkpoints and you can save your collection progress anywhere (1 slot per game though and only 3 per card, shows current level and overall completion percentage; the game also auto-saves when entering or exiting a level), Still uses extra lives+unlimited continues

  • Many side quests/mini-games inside levels (for getting the green orbs)

  • Each level now has a power up which you can activate for that level by collecting the glowing spheres and moving through its power up gate - temporary but you can move through each gate over and over to keep picking one up while in a level and some are used to increase traversal abilities)

  • Some good puzzles and some decent ones (partially destructible environment)

  • Various possible sequence breaks via an unintended double jump (hold charge without pressing a direction in mid-air before you start falling for a bit and you'll go upwards a little bit, can also use it to bounce off of certain enemies and high into the air but this is much harder to pull off)

  • Basic quest log/journal (shows collecting percentages+number of gems out of the total number per level and if you've gotten the other items for any visited levels, doesn't show previous dialogue)

  • No control config and only single analog stick support


Playthrough - Video Review - Mini Review



Influenced by: Probably Banjo-Kazooie, Ape Escape, possibly Tomba, Sonic Adventure, Crash 2


Influenced: Probably Jak & Daxter, Ratchet & Clank, Sly Cooper, possibly Banjo-Tooie

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