Reviews from

in the past


a decent attempt at adapting the spyro formula to a early-00s handheld, but man. i don't have a problem with it being a "3d" platformer in an isometric environment (esp considering GBA limitations), but on top of the level design being easy to get lost in (and no map to help with this), season of ice is also stupid hard for no reason. the speedways especially, man

sequel's better though!

10/6/22 EDIT: apparently the best way to play this game is the japanese version, which actually does introduce a map feature and adds in some QOL features. there's an english patch for it if you know where to look.

Bought this second-hand because it’s a game from my childhood that doesn’t cost a kajillion dollars for an authentic copy, and it was a game I absolutely sucked at as a kid. For most of my life, in fact, I have been really bad at video games. Especially if an important part of the game is “finding out where to go.” Coincidentally, this game’s most glaring issue is that it DOESN’T HAVE A MAP. Areas are pretty big, and feel even bigger when you’re galloping from end-to-end trying to find that last gem to collect, or the last enemy to defeat, or the last bit of a task a character gave you.

Though, the game definitely tries its best to make it up to you. In each stage is an interactable marker that you can use as a way to know where you’ve already been. Flying in an isometric space is hard, so not only does Spyro have an obvious shadow, but also different heights on each stage are designed to be different enough where you know better how high a platform is by its terrain. A platform you can fly to will also always be in view from where you’re standing, too. Now, while these things doesn’t all add up to a flawlessly-executed platformer, I can see the game design underneath what a lot of people might’ve dismissed as soon as this game got frustrating.

Which, it sure can be frustrating, to be fair. One of the most insufferable segments are the Sparx sections, where you play as Spyro’s little dragonfly buddy in a tank-battle-esque, top-down shooter. These levels were mostly unbearable; not so hard to navigate but trying to navigate the enemies with the limited movement is annoying as hell. Again, though, they make up for it by giving you unlimited lives. So, eventually once you’ve found where to go, you can kind of spray-and-pray from the checkpoint and through the boss of the stage and get through it.

Even with its plentiful misgivings, this game did give me the same bemusement for Spyro that I had in the years following my child-self playing this game. Alas, I was not much of a Playstation child (it was the first console I had… but also the first console I broke…), so my actual interaction with Spyro still begins and ends here, on the Gameboy Advance. It’s like Shrek; fairytale creatures, but with that same kind of “isn’t this weird?” wink to camera that Shrek has. I will come back to this game once more before I die, but I sure got my fill of it for the time being (actually getting past the first section).

So I wanted to beat this game and talk about it here but wow this game goes from OK to awful so quickly by the second world. I got around the halfway point of the game. I'm sorry but I just can't do it, it's so annoying.

Was Season of Flame this bad? I remember thinking that game was very good. It's just why is this game so frustrating I'm actually losing it just typing this. Maybe one day I'll come back and beat it but right now that aint happening.

It's a shame cause this game can be decent but once you get to that Hummingbird level it goes to shit! Also you have to get every fairy to beat this game, why even let you go to other worlds without getting every fairy if the end game is just gonna make me get all of them before the final boss? Also if you do play this game, play it in japanese, it may have ugly cutscenes but it has a map feature and apparently it has checkpoints so yeah try to get that version.

yeah they tried to move spyro to handheld but it plays nothing like the main games tbh

GooeyScale: 55/100


Why'd they name the villain after a tumor

This is not an incompetent or technically flawed game (in terms of glitches and such compared to Enter the Dragonfly). However, there are a lot of flaws that make this game kind of meh and frustrating to me. Before I go on, I played a fan version of this game via a romhack, which adds a map feature and has a lot of quality of life fixes. Even then, I couldn't really enjoy the game that much. First things first, the control issues like charging being fast. This leads to Spyro falling from the stage and making him uncontrollable in general. Additionally, trying to catch the thieves is a pain. Another problem with the controls is the backlash you get from the enemies. As a Castlevania fan, I can accept a certain amount of knockback, but the amount of bootemless pits in the levels leads to instant death. Addition to that, there is something else you can't control; when you finish a task in the game, you are always warped to a random section of the level, and you have to come back to where you were. These issues with controls, or the lack of them in this case, made me annoyed with the game. There is another part of the game that complements the control problems, which is the level design. I'm not against isometric platformers. When they are done well, they could provide interesting levels and scenarios. The problem is that Season of Ice has bland level design, which is copied and pasted throughout the game. These bland levels are usually filled with minimal platforming and simple tasks like killing five things or making five things. The control issues, as well as the ocational warping and poorly handled camera, create levels that require frustrating backtracking to find missing items. That was the reason I dropped the game, because I was so annoyed that I couldn't find a gem that I was missing and the level consistently was screwing over with his layout that I stopped playing actively. Some may say Spyro 1 had a lot of repetition in its level design. I disagre. Spyro 1 always had clever platforming sequences and clever ways to explore the levels. In short, this game was tedious.

Conceptually it's a very faithful translation of Spyro to the GBA. However the game is marred by its implementation of difficulty. The final stages are practically unplayable due to how unfair it becomes

I first met Spyro in Year of the Dragonfly, but the GBA "Season" games were the ones I first played through. I definitely played through Season of Fire first, then I... at least started Season of Ice? I genuinely can't remember if I beat Season of Ice as a kid. But hey, I did beat it now. 100%, too, more or less.

Spyro is a hard thing to translate into 2D, even moreso than a lot of your 3D platformer mascots of the era. Banjo-Kazooie, Crash Bandicoot? You can largely replicate their whole thing. Spyro? Well, that's a harder ask.

I think what they came up with - an isometric platformer with an emphasis on running around and flying across gaps - works well enough. Definitely not my preferred mode to play, as the game ends up asking for some leaps of faith every now and again, but it's generally fair with its challenges. Season of Ice generally focuses on the more exploration-based missions from Ripto's Rage/Year of the Dragon than the bigger mechanical missions, so it works out okay. Those thieves are kind of a good showcase why Season of Ice shouldn't be mechanics-driven.

One thing I didn't really appreciate before is how much of an attempt there is to maintain continuity with Year of the Dragon. There's obvious stuff like the presence of Rhynocs (who start their march into inexplicable relevance here) and the core hero friend group being Spyro/Sparx/Hunter/Bianca. But you have deeper cuts as well, like "Hummingbird Fort" being a nod to Sgt. Byrd's backstory (complete with the Hummingbirds all being French), or "Roman City" seeming to take place in Year of the Dragon's "Sunny Villa". Honestly a bit of a nice treat; if I'd been more aware of Spyro lore as a kid, I would've gotten a ton out of all that.

Weirdly, with its limited focus on Spyro and Sparx as the only playable characters, this is perhaps the closest Spyro as a series ever returned to the purity of form of the original title. The only real distractions are the Sparx shmup stages (which, weirdly, may have been one of my first forays into the genre? They're all right) and the Speedway stages. The GBA couldn't possibly replicate the Speedways as they existed on console, so here they're basically Space Harrier-style SHMUPs. They're a'ight, though I don't know what the hell is going on with some of the enemies. Also, while it's cool that the Speedway stages have a time travel motif, what the hell is the "Aqua Age"?

Actually, that Space Age Speedway kinda screwed me over. The palette it uses to differentiate between Green and Yellow enemies is too similar for my colorblindness to distinguish. You need to hit the Yellows to extend your time, while the Greens are just fodder. I'd managed every other Speedway to that point, but no matter how many times I attempted it, I just couldn't get the Hard fairy. I confess I eventually gave up and - since you normally need every fairy in the game to get to the final boss - used a code to cheat my way in. I made up for it by using a glitch to collect two extra gems, so my save file still counted me as having cleared 100.0% of the game. Hopefully that's of some consolation to poor Micki the Fairy?

I owe Season of Flame a revisit to see how well it holds up. I definitely liked it better as a kid, since you get multiple breath types in that game, but who knows? Maybe this'll be another case where I prefer the original's mechanical purity of form on revisit.

Like Crash Bandicoot: The Huge Adventure, Season of Ice's pre-rendered sprites look really good. It controls fairly well, too. And I can commend the game for at least having more levels and content than Enter the Dragonfly.

The most obnoxious thing about the game, though, is that world states are completely reset after dying. With the exception of enemies not respawning or certain objectives like Lighthouses not turning off, that means any Jack-o-Lanterns or Sandcastles you've tried to destroy to save a Fairy completely reset. Any NPCs you've already talked to will repeat their dialogue boxes if you get too close, as well.

Fairies also only function like single-use Checkpoint Crates in Crash rather than checkpoint flags you can repeatedly return to. Once you save a Fairy, that's your checkpoint area now, and if you die, you return there. As far as I know, you can't interact with a different Fairy to set a new checkpoint for yourself, which makes backtracking annoying.

I'll come back to this later, I just don't think it's worth my time right now.

A valiant effort, but it's just annoying.

I think this game is pretty alright. The variety of levels are cool but I think it's otherwise frustrating to try and collect a lot of the stuff in the game.

I remember having fun with this I guess, not a PS classic IP fan

I hate to say it, but this was just terribly boring.

Extremely underrated little string of games. Season of Ice is probably my favorite of the lot. I've always been a sucker for isometric games.

The game does retain the charm of the PS1 installments, & back then my Spyro-addled ass was just happy to play him on a portable system. But isometric platforming - especially combined with Spyro’s gliding mechanic - is just a recipe for disaster.

I tried but the isometric view and the speedway designs are what got in the way for me

This review contains spoilers

- Terrible controls
- Poor, repetetive level design
- Isometric view makes navigation unecessarily tough
- Flying & dragonfly levels even worse
- Would not wish this game on my worst enemy

Isometric Spyro sounded cool on paper, and it was cool for the first 30 minutes. Then I spent 5 minutes fighting the stiff controls trying to blast a fruit or some shit into a hole in the ground while Spyro would just not face the direction I needed him to.

Another half hour later, it was obvious how slow, clunky, and straight up dull the rest of the game is. I was barely an hour into the game and I already wanted to pull up a guide to help me collect faeries. BARELY AN HOUR. Literally the thrill of this kinda game is supposed to be exploration and collecting, and it'd already turned into a chore.

God I hope the classic Spyro games weren't also this frustrating and I was just too young to realize how valuable my time is.

(Replay via a romack of the translated rom of the Japanese version, which has extra features)
While I feel the isometric view is just an inherently bad idea with annoying flaws, it's executed here relatively alright. Doubly so with the map feature of the Japanese version, just makes it easier to deal with.

Season of Ice was the first attempt to bring Spyro to the gameboy advance, and in terms of gameplay, it worked. You collect gems, fight enemies and explore worlds by gliding all over the place. This is all there, and at times it's just as addictive as the console games.

However there's just so many things I cannot stand about this game, Firstly, the isometric perspective. I get why it's like this, but I died so many times due to confusing level structures and layering in a game where they want you to glide and charge everywhere. You can't see enough of the screen to see what's coming when the charge is so fast and your view is so crunched. What this leads to is constantly stopping, standing still and panning the camera, and then finally making the jump. It's a huge pace killer and flies in the face of the fast paced platforming Spyro is known for.

The levels are also huge and very confusing, they try and give each level distinct floors so you know where you can land, but all this does it make it hard to remember where you are when everything looks the same. When you complete any objective, the game loves to warp you away to where you collect the reward instead of just bringing it to you, and this always confused me massively when there's no map.

Outside of the main gameplay, the attempt at speedway levels are straight up atrocious and the top down Sparx shooter missions were passable.

It looks pretty good for the system and the music is very Spyro... it's just not fun, it's annoying. I understand this was. likely a hard transition to make, but this game doesn't stick the landing - 4/10

I honestly really like the isometric look but I do agree that this game becomes quite painful without a minimap and with how hard it is to grasp depth when flying around the map. I played it with a lot of maps for each area on the side and it made the experience way better. Overall I had fun, it was a decent collect-a-thon


Not often are there inherently bad ideas. Most ideas, given creative talent and effort, can be executed well. Unfortunately, “2D sprite-based isometric Collectathon platformer” is not “most ideas”

Positives:

- Manages to bring the spirit of Spyro over to the Game Boy Advance very well.
- Good presentation when it comes to the music and graphics.
- Spyro himself controls good, as indicated by his playstyle barely changing throughout the next games.

Negatives:
- The isometric perspective and clashing background colours of some levels causes severe depth perception issues.
- Generic level goals that are part of every level, only very rarely changing up.
- No memorable set pieces to levels which makes getting lost a very common occurence.

-----------------------------------

''Spyro the Dragon was a massive hit on the PlayStation 1, having a total of three beloved games on the system. The franchise, although commonly associated with Sony, was never first-party, which meant that there was no problem bringing it to other systems. Many studios back in the day also saw potential by transitioning their franchises to a handheld system, as it was a completely different market full of potential new fans. In comes Spyro the Dragon, having a total of 6 games on the Game Boy Advance alone. Though out of those 6 games, the most known ones are the... Advance Trilogy? Seasons Trilogy? The trilogy never got an official name, but are canonically seen as an alternate ending to the first three games on PlayStation 1. The one I'm talking about today, Spyro: Season of Ice, is the first game in this trilogy.

Of course, the Game Boy Advance is a 32-bit platform, so full 3D was never really considered as an option aside from specific cases like racing games. To keep in the spirit of Spyro, the logical decision was made to transform it into an isometric platformer. It's perhaps not everyone's favourite perspective when it comes to platforming, and Season of Ice is arguably a good game to list as an example why people don't like it. As much as I have fond memories of the game, I can't deny that there are multiple levels that have terrible clashing backgrounds while the stage itself is random floating platforms, occasionally at different heights which is something that is very hard to make out; Hummingbird Ford and Twilight Bulb Factory are prime examples of this. Furthermore, jumps of faith are also often part of the levels, some where even the moving camera can't help out. And it really is a shame because it makes some levels unnecessarily hard. And these unfortunately aren't the only issues with these levels, as there are only a small handful of levels that have interesting set pieces in them for easier navigation. I got lost way too often because the levels didn't have memorable locations to indicate if I've already been there or not.

But to not sound too negative, there are enough other levels that don't deal with either the perspective issue or the memorability issue, like Market Mesa and Panda Gardens which are both two of my more favoured levels from this game. Also because both of them are slightly more original when it comes to level design philosophy as it has a few more original missions. The levels overall feel like a mix of the first two Spyro games on PS1, taking the goods of the second game by having a more characteristic feel to them because of the residents, but the bads from the first game by most levels also feeling a bit more on the generic side; find crystals, kill every enemy, and hit various things scattered through the level without dying, rinse and repeat. Placing a lot of emphasis on that last point by the way because god, that was so annoying with how easy it is to die and some levels being so confusing. And that's ultimately what it comes down to: the level design is decent overall, but hard to remember due to no set pieces and generic level goals. Let's put it on a 25% pretty good to 75% just decent scale, and the end result isn't looking that good.

Buuuuut it is still a Spyro games from the golden age, and it controls well overall. Given that it's one of my favourite platforming series ever, being ''just decent for Spyro quality'' means it is still a game I personally really enjoyed despite its shortcomings. And hey, it did try some original stuff as well, like converting speedways to a Space Harrier-like gameplay (which I personally actually really enjoyed), and Sparx is also back with his top-down shooter segments from Spyro: Year of the Dragon--not as fun, but still decent overall. And all in all, the game just really suffers from that ''first-game syndrome'' which, spoiler alert, the next two games will fix in one way or another. But that is something we will be finding out next time!''

Good variety of environments but the layouts are confusing due to the fixed camera position which often leads to instant deaths via drowning or bottomless pits. Completing the game is incredibly difficult as it requires collecting ALL fairies in the game. It's just not worth it.