Spyro 2: Ripto's Rage
Reviewed by Console Codex Editorial Team ·
Insomniac's refinement of Spyro the Dragon — 30 levels with unique characters, expanded abilities (swimming, headbash, climbing), NPCs with voiced quests, and greater world variety than the original.
💡 Spyro 2: Ripto's Rage — Key Facts
- → Spyro 2: Ripto's Rage was developed by Insomniac Games and published by Sony
- → Released in 1999 on PLAYSTATION
- → Genre: Platformer, Action
- → We rate it 9/10 — an absolute classic
- → Part of the Spyro franchise
- → Insomniac's refinement of Spyro the Dragon — 30 levels with unique characters, expanded abilities (swimming, headbash, climbing), NPCs with voiced quests, and greater world variety than the original.
Overview
Insomniac Games had a problem most developers would envy: their debut title shipped 1.5 million units in three months, establishing Spyro as PlayStation’s answer to Nintendo’s plumber. The pressure of the sequel wasn’t whether Spyro 2: Ripto’s Rage could match the original’s charm — it was whether Insomniac could justify returning to the same purple dragon without simply repainting the same walls. Their solution was almost brash in its ambition: gut the collectible structure, rebuild the NPC economy from scratch, add three entirely new movement verbs, and populate 30 worlds with characters who actually have something to say.
Released in November 1999, sandwiched between Crash Team Racing and the North American launch of Final Fantasy VIII, Ripto’s Rage landed in a holiday season thick with prestige titles. It held its own not through spectacle but through density. Where the original Spyro felt like a series of beautiful dioramas, the sequel felt inhabited. The Gemcutters of Glimmer are being terrorized by armadillos. The monks of Colossus want to play hockey. The Fauns of Fracture Hills need their magic instruments recovered from stone-encrusted thieves. Each world had a problem, and Spyro was the variable introduced to solve it.
Historically, this is the moment the collectathon platformer began to mature past its N64 adolescence. Banjo-Kazooie had arrived the previous year with its Jiggy-centric design; Mario 64 had already codified the star-hunting loop. Ripto’s Rage pushed in a different direction — toward narrative coherence at the world level, toward NPCs as more than furniture. It wouldn’t be until Jak and Daxter and Ratchet & Clank that this approach would fully crystallize, and both of those franchises owe a visible debt to what Insomniac built here.
Movement and Level Design
Before you understand Ripto’s Rage as a game, you feel it as a body. Spyro moves with a momentum that rewards aggression — the sprint builds naturally as you hold forward, the charge attack snaps enemies backward with satisfying weight, and the jump-into-glide combination lets you trace long arcs across level geometry in a way that feels genuinely expressive. The hover at the apex of a glide gives you just enough hang time to recalculate your approach. What’s striking is how little resistance there is: Spyro doesn’t fight you. The camera, rebuilt from the original, tracks him with an intelligence that rarely needs manual correction. For 1999 PlayStation hardware, this is remarkable — most 3D platformers of the era made you wrestle the camera as a second, unwanted antagonist.
The three new abilities — swimming, headbash, and wall-climbing — aren’t uniformly brilliant, but they’re all purposeful. Swimming opens Aquaria Towers to genuine vertical exploration underwater, the game confident enough to hand you full three-dimensional movement in a medium that usually treated water as an instakill. The headbash is more utilitarian: a ground pound that cracks open specific containers and triggers floor switches, used in Skelos Badlands to flatten dinosaur eggs back into their nests. Climbing appears sparingly but changes the geometry of levels like Breeze Harbor, where vertical surfaces become shortcuts rather than barriers. Insomniac understood that new moves justify themselves only when the levels are designed around their absence first and their presence second.
The world structure — Summer Forest, Autumn Plains, Winter Tundra as three connected homeworlds rather than a single Artisans-style hub — creates a sense of seasonal journey that the original never attempted. Summer Forest announces itself with Elora the Faun standing in sunlit grass, visually establishing the stakes before any exposition. By the time you reach Winter Tundra, the color palette has shifted to blues and greys, and the world design reflects a harder, more mechanical edge: Metropolis sends Spyro through an industrial city of robots and electrical grids, a tonal shift that would’ve felt jarring in the original’s more pastoral register but lands cleanly here because the game has earned its variety. Individual levels reward memorization: Fracture Hills has those bagpipe-playing Fauns whose music literally animates the landscape, and Colossus contains the single best boss-adjacent encounter in the game — a hockey match against a team of yetis that functions as a skill test disguised as a minigame.
Difficulty scaling is gentle but real. Early worlds like Glimmer and Idol Springs are forgiving, giving you room to experiment with your movement kit before Ripto’s Lair starts demanding precision. The Moneybags economy — paying that insufferable bear in gems to unlock abilities or free imprisoned characters — functions as a soft gating mechanism, ensuring players who explore more aggressively unlock advantages earlier. It’s a small complaint, but Moneybags himself has aged into the game’s most polarizing design choice: a tollbooth character whose repeated appearances shade from amusing to antagonistic around the fourth or fifth transaction.
Why It’s a Classic
The specific decision that elevates Ripto’s Rage above most of its contemporaries is the choice to make every quest completion feel narratively closed. When you recover the instruments in Fracture Hills, the Fauns play again and something in the world audibly shifts. When you score the winning goal in Colossus, the monks celebrate with specific, voiced reactions. This wasn’t technically unprecedented — Rare had done something similar in Banjo-Kazooie — but Insomniac committed to it across all 30 worlds rather than deploying it selectively. The game understands that players form emotional contracts with the worlds they inhabit, and that satisfying those contracts requires resolution, not just reward icons. Stewart Copeland’s score, carrying forward his work from the original with new world-specific themes, provides the emotional punctuation — Fracture Hills’ Celtic pipes, Metropolis’s industrial pulse, the deceptively quiet tension of Ripto’s Arena.
The influence is clearest in what Insomniac built next. Ratchet & Clank (2002) is structurally Ripto’s Rage with a weapon economy bolted on — world-by-world quest completion, NPC-driven objectives, movement abilities unlocked progressively. The willingness to let different worlds have radically different tones (whimsical beach rescue in Sunny Beach, political satire in Zephyr with its warring populations of birds and frogs) gave Insomniac a template for tonal range that defined their subsequent decade. Ripto’s Rage didn’t invent the 3D platformer, and it didn’t transcend the genre. What it did was demonstrate that a sequel could be more generous, more densely populated, and more emotionally coherent than its predecessor while remaining formally conservative — a lesson the industry took roughly five more years to fully absorb.
Our Review
Gameplay
Spyro gains swimming, climbing, and new charge/flame combinations. 30 stages each contain unique NPC characters with voiced quest lines — helping ballet-dancing bears, solving dragon puzzles, winning skateboard races. The orb collection system replaces egg collection with more diverse objectives per level.
Graphics
Expanded draw distances, more detailed NPCs with personality, and greater visual variety across the three homeworlds. Insomniac's PS1 technical artistry advances noticeably from the original.
Audio
Stewart Copeland returns with expanded compositions. Each homeworld has a distinct musical identity, and NPC character themes add variety.
Replayability
High. 100% orb collection requires completing all NPC quests, some of which are deliberately challenging. Sparx (health indicator) can be leveled up for deeper exploration.
Historical Significance
Spyro 2 is frequently cited as the series' peak and one of the PS1's best platformers. The voiced NPC quest system influenced subsequent open-world platformers.
✅ Pros
- + 30 levels with unique voiced NPC quests per world
- + Expanded swimming and climbing adds exploration depth
- + Greater world variety than the original
- + Charming character designs and personality
❌ Cons
- - Some NPC quests are frustrating rather than fun
- - Ripto as villain less memorable than Gnasty Gnorc
- - No new homeworld themes as distinctive as Artisans