Software:Spyro 2: Season of Flame
| Spyro 2: Season of Flame | |
|---|---|
North American box art | |
| Developer(s) | Digital Eclipse |
| Publisher(s) | Universal Interactive |
| Director(s) | Michael Mika Sr. |
| Producer(s) | Trent Ward |
| Programmer(s) | Pierre-Luc Tardif |
| Artist(s) | Ryan Slemko |
| Composer(s) | Robert Baffy[1] Ed Cosico[1] |
| Series | Spyro |
| Platform(s) | Game Boy Advance |
| Release | |
| Genre(s) | Platform, action-adventure |
| Mode(s) | Single-player |
Spyro 2: Season of Flame is a 2002 platform game developed by Digital Eclipse and published by Universal Interactive for the Game Boy Advance. It is the fifth installment in the Spyro video game series and a sequel to Software:Spyro: Season of Ice. The game's story centers on the abduction of the Dragon Realm's fireflies at the hands of the Rhynocs, causing the dragons to lose their ability to breathe fire. The protagonist of the story, Spyro the Dragon, must recover the fireflies and uncover the culprit behind the firefly theft.
The game received generally favorable reviews from critics, many of whom considered the game to be superior to Spyro: Season of Ice, though the game was criticized for its "tricky" controls.
Gameplay

The player controls Spyro the Dragon, who must travel through the Dragon Realms and recover the stolen fireflies. Fireflies can be found in many places, either scurrying around in wide-open spaces or hidden behind obstacles. Fireflies can sometimes be received as rewards for performing tasks for the citizens of the Dragon Realms. Once found, the fireflies can be frozen in place by Spyro's ice breath, allowing Spyro to collect them.[5]
In the Dragon Realms, Spyro can access various other levels by walking through Portals. Entering a Portal will transport Spyro to a world where he will meet creatures that are troubled by the invading Rhynocs. When Spyro helps these creatures, a Portal that leads out of that world will appear, allowing Spyro to return to the Dragon Realms. Some Portals can only be accessed after a certain number of fireflies have been rescued.[6]
At the beginning of the game, Spyro has the ability to breathe freezing cold air to freeze enemies and fireflies, charge to penetrate armoured enemies and containers, glide through the air and hover at the end of his flight to gain more hang time. By rescuing a certain number of fireflies, Spyro can regain the ability to breathe fire, and may still use his ice breath thanks to the select button. Spyro can later gain the ability to headbutt and break rock formations and barriers.[7] During the game, Spyro can also use special gates to temporarily increase the range of his fire breath, increase the potency of his ice breath or gain the ability to breathe electricity to recharge electric generators.[8]
The main collectible item is gems, which are scattered everywhere throughout the game. Some gems are hidden in baskets and vases. To obtain these gems, Spyro must use his flame or charge to break open the containers. Gems are used to buy the various services of the character Moneybags.[9]
Sparx, the dragonfly that follows Spyro, acts as Spyro's health meter. Spyro begins the game with four hit points and four lives. Spyro can be harmed four times before he loses a life. Each time Spyro loses a hit point, Sparx changes color accordingly. When Spyro loses three of his four hit points, Sparx disappears.[10] Spyro can restore hit points by feeding Sparx butterflies, which can be obtained by killing small animals such as rabbits and sheep. Occasionally, a special butterfly can be found that can give Spyro an extra life.[11] Sparx can also give advice on how to accomplish particular challenges and hints on how to perform certain tasks. The ability to receive advice from Sparx can be toggled on and off from the pause menu.[9]
During certain parts of the game, the player's control will switch to either Agent 9 the Monkey or Sheila the Kangaroo. Agent 9 is speedier and more agile than Spyro and is equipped with a laser gun with limited ammunition. Special rooms in which Agent 9 can restock on ammunition can be found throughout the levels in which he is controlled. Sheila can jump higher than Spyro and is equipped with a powerful kick to fend off enemies. When all of the gems and fireflies in the game are collected, a minigame in which Sparx is the player character is made accessible.[12]
Plot
After the events of Software:Spyro: Season of Ice, Spyro returns to the Dragon Realms and learns an army of Rhynocs infiltrated the Dragon Realms and stole all of its fireflies during Spyro's absence.[13] Without the magic of the fireflies, the dragons cannot breathe fire; their breath, including Spyro's, has been turned icy cold. As a result, the temperatures of the Dragon Realms begin to drop, which threatens to force the dragons to migrate.[14] Spyro, Sparx, Bianca and Hunter set out to uncover the culprit behind the stolen fireflies.[15] Later in the game, a fairy informs the trio that Ripto was the one that stole the fireflies. So the trio set out to stop him. Along the way, They fight Crush and Gulp, Ripto's minions. After crossing more levels they face Ripto in a volcano and defeat him. When he is defeated, the fireflies fly out to warm Up the Dragon Realms.
Development
The music and sound effects were created by Robert Baffy, with Ed Cosico composing additional music.[1] The game was announced by Universal Interactive on February 19, 2002.[16]
Reception
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Season of Flame received generally favorable reviews according to the review aggregation website Metacritic.[17] Steve Steinberg of GameSpy praised the game's "challenging and varied gameplay" and "colorful graphics".[23] Anise Hollingshead of GameZone, while criticizing the game's short length and the "sameness" of the minigames, said that it is "a great game for everyone in the family".[24] Craig Harris of IGN and Frank Provo of GameSpot declared that the game was superior to its predecessor in a number of areas.[22][25] Four-Eyed Dragon of GamePro cited the "tricky controls" as the only negative point of the game, saying that "the digital directional pad doesn't allow for smooth diagonal movement, which Spyro does a lot in each world."[21] Ben Kosmina of Nintendo World Report also found fault in the controls, stating that they have not improved from Spyro: Season of Ice and that it is "still incredibly awkward trying to control him while gliding, as he'll go zooming off all over the place with the slightest touch."[27] Game Informer, while concluding that exploring the worlds was enjoyable, said that "the jumping portions of the game are still a little iffy, and I killed myself quite a lot from misreading the view".[20] Scott Alan Marriott of AllGame ("All Game Guide" at the time) cited that the graphics, humor and puzzles were "engaging enough to warrant a purchase for devotees of the purple dragon", but added that the game would benefit from better controls and more varied objectives.[18] Nintendo Power noted that the game was presented in the same style and shown from the same isometric perspective as Spyro: Season of Ice.[26] Martin Taylor of Eurogamer cited "boredom" as the game's major flaw, saying that nothing in the game "really makes you want to carry on the story through to its end because none of it is particularly fun."[19]
The game sold 670,000 units in the U.S. and earned $15 million by August 2006. During the period between January 2000 and August 2006, it was the 39th highest-selling game launched for the Game Boy Advance, Nintendo DS or PlayStation Portable in that country.[28]
References
- ↑ 1.0 1.1 1.2 Spyro 2: Season of Flame instruction booklet. Fresno, California: Universal Interactive. 2002. p. 20.
- ↑ Bramwell, Tom (October 25, 2002). "What's New?". https://www.eurogamer.net/article-46888.
- ↑ "Spyro: Season of Flame". http://gameboy.ign.com/objects/477/477621.html.
- ↑ "Spyro 2: Season of the Flame". http://www.gpstore.com.au/product.x?1457214.
- ↑ Spyro 2: Season of Flame instruction booklet. Fresno, California: Universal Interactive. 2002. p. 6.
- ↑ Spyro 2: Season of Flame instruction booklet. Fresno, California: Universal Interactive. 2002. p. 7.
- ↑ Spyro 2: Season of Flame instruction booklet. Fresno, California: Universal Interactive. 2002. pp. 12–13.
- ↑ Spyro 2: Season of Flame instruction booklet. Fresno, California: Universal Interactive. 2002. p. 14.
- ↑ 9.0 9.1 Spyro 2: Season of Flame instruction booklet. Fresno, California: Universal Interactive. 2002. p. 8.
- ↑ Spyro 2: Season of Flame instruction booklet. Fresno, California: Universal Interactive. 2002. p. 15.
- ↑ Spyro 2: Season of Flame instruction booklet. Fresno, California: Universal Interactive. 2002. p. 16.
- ↑ Blevins, Tal (August 30, 2002). "Spyro Sparx Panic". Ziff Davis. https://www.ign.com/articles/2002/08/30/spyro-sparx-panic.
- ↑ Digital Eclipse Software, Inc. (September 25, 2002). Spyro 2: Season of Flame. Game Boy Advance. Universal Interactive. Level/area: Opening sequence. "Dragon Elder: Spyro! You're back! Something has gone horribly wrong! While you were away, an army of Rhynocs slipped into the Dragon Realms and stole all the fireflies!"
- ↑ Digital Eclipse Software, Inc. (September 25, 2002). Spyro 2: Season of Flame. Game Boy Advance. Universal Interactive. Level/area: Opening sequence. "Dragon Elder: Without firefly magic, we are unable to breathe fire. To make matters worse... / Hunter the Cheetah: Hey! Spyro can still breathe fire! Can't you, Spyro? / Spyro the Dragon: Sure... (Spyro attempts to breathe fire, but instead freezes Hunter) Oops. / Dragon Elder: (ahem) As I was saying, our flame has been turned to ice. The Dragon Realms have been getting colder and colder. Soon, we'll be forced to move."
- ↑ Digital Eclipse Software, Inc. (September 25, 2002). Spyro 2: Season of Flame. Game Boy Advance. Universal Interactive. Level/area: Opening sequence. "Spyro the Dragon: No way! We've got to figure out what's gone wrong! / Bianca: Um, I'd better tag along. You might need some magical help along the way. / Hunter the Cheetah: (thaws) D-d-don't f-f-forget ab-b-bout m-m-me, Sp-sp-spyro... / Spyro the Dragon: Right! Let's go!"
- ↑ Harris, Craig (February 19, 2002). "A Universal Load". Ziff Davis. https://www.ign.com/articles/2002/02/19/a-universal-load. "Third quarter (July–September timeframe) should see the release of both Spyro the Dragon: Season of Flame and Monster Force, both in development at Digital Eclipse."
- ↑ 17.0 17.1 "Spyro 2: Season of Flame for Game Boy Advance Reviews". Red Ventures. https://www.metacritic.com/game/spyro-2-season-of-flame/critic-reviews/?platform=game-boy-advance.
- ↑ 18.0 18.1 Marriott, Scott Alan. "Spyro 2: Season of Flame - Review". All Media Network. http://www.allgame.com/game.php?id=38607&tab=review. "Season of Flame would benefit from better control and more objectives apart from collecting a bazillion trinkets, but the graphics, humor, and puzzles are engaging enough to warrant a purchase for devotees of the purple dragon."
- ↑ 19.0 19.1 Taylor, Martin (November 27, 2002). "Spyro 2: Season Of Flame". Gamer Network. https://www.eurogamer.net/r-spyro2-gba. "...we've just identified Spyro 2's major and quite glaring shortcoming - boredom. There's plenty to do here, but none of it really makes you want to carry on the story through to its end because none of it is particularly fun."
- ↑ 20.0 20.1 "Spyro 2: Season of Flame". Game Informer (FuncoLand) (116): 152. December 2002. "The jumping portions of the game are still a little iffy, and I killed myself quite a lot from misreading the view, but in the end I enjoyed exploring the worlds.".
- ↑ 21.0 21.1 Four-Eyed Dragon (October 14, 2002). "Spyro 2: Season of Flame Review for Game Boy Advance on GamePro.com". GamePro (IDG Entertainment). http://www.gamepro.com/nintendo/gameboy_advance/games/reviews/26609.shtml. Retrieved June 17, 2022. "The only downside to this fabulous adventure is the tricky controls. The digital directional pad doesn't allow for smooth diagonal movement, which Spyro does a lot in each world.".
- ↑ 22.0 22.1 Provo, Frank (October 10, 2002). "Spyro 2: Season of Flame Review". Red Ventures. https://www.gamespot.com/reviews/spyro-2-season-of-flame-review/1900-2885173/. "It looks better, it sounds better, it plays better, and it's ultimately more enjoyable than the original."
- ↑ 23.0 23.1 Steinberg, Steve (October 15, 2002). "GameSpy: Spyro 2: Season of Flame". http://gba.gamespy.com/gameboy-advance/spyro-season-of-flame/598141p1.html. "Colorful graphics combined with challenging gameplay."
- ↑ 24.0 24.1 Hollingshead, Anise (October 10, 2002). "Spyro2: Season of Flame [sic Review"]. http://gameboy.gamezone.com/gzreviews/r20107_GBA.htm. "A great game for everyone in the family! The only things that slightly detract are the shortness of the overall game, and the sameness of many of the mini-games."
- ↑ 25.0 25.1 Harris, Craig (October 10, 2002). "Spyro 2: Season of Flame". Ziff Davis. https://www.ign.com/articles/2002/10/10/spyro-2-season-of-flame. "So much has changed... for the better. Improved, tighter controls, more tasks to complete, more variety in the level design, a longer quest, and a better use of the isometric perspective."
- ↑ 26.0 26.1 "Spyro 2: Season of Flame". Nintendo Power (Nintendo of America) 162: 228. November 2002. "The action is presented in the same style and is shown from the same isometric perspective as Spyro's last GBA adventure.".
- ↑ 27.0 27.1 Kosima, Ben (April 6, 2003). "Spyro 2: Season of Flame". NINWR, LLC. https://www.nintendoworldreport.com/review/4073/spyro-2-season-of-flame-game-boy-advance. "Controlling Spyro hasn't improved. It’s still incredibly awkward trying to control him while gliding, as he'll go zooming off all over the place with the slightest touch."
- ↑ Keiser, Joe (August 2, 2006). "The Century's Top 50 Handheld Games". Future US. http://www.next-gen.biz/index2.php?option=com_content&task=view&id=3557&Itemid=2&pop=1&page=0.
External links
- MobyGames is a commercial database website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes over 300,000 games for hundreds of platforms.[1] Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022.
Features
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.
History

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
On February 13, 2025, Freyholtz stepped down as the site lead to move onto new projects, leaving operations to Tracy Poff, a veteran coder on the site, and Atari staff.[18]
See also
- IGDB – game database used by Twitch for its search and discovery functions
References
- ↑ 1.0 1.1 Sheehan, Gavin (2023-02-22). "Atari Relaunches The Fully Rebuilt & Optimized MobyGames Website". https://bleedingcool.com/games/atari-relaunches-the-fully-rebuilt-optimized-mobygames-website/.
- ↑ Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/.
- ↑ "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1.
- ↑ "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards.
- ↑ 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel.
- ↑ "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/.
- ↑ 7.0 7.1 7.2 Plunkett, Luke (2022-03-10). "Atari Buys MobyGames For $1.5 Million". https://kotaku.com/mobygames-retro-credits-database-imdb-atari-freyholtz-b-1848638521.
- ↑ "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media.
- ↑ Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned.
- ↑ Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. https://www.gamedeveloper.com/business/game-dev-database-mobygames-getting-some-tlc-under-new-owner.
- ↑ "Atari invests in Anstream, may buy MobyGames". November 24, 2021. https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames.
- ↑ Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games.
- ↑ "Atari Completes MobyGames Acquisition, Details Plans for the Site's Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/.
- ↑ "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/.
- ↑ Stanton, Rich (2022-03-10). "Atari buys videogame database MobyGames for $1.5 million". https://www.pcgamer.com/atari-buys-videogame-database-mobygames-for-dollar15-million/.
- ↑ Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/.
- ↑ "MobyGames on Patreon". http://www.patreon.com/mobygames.
- ↑ "An update on MobyGames leadership". 2025-02-13. https://www.mobygames.com/forum/3/thread/269628/an-update-on-mobygames-leadership/#post-269628.
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