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One entirely new feature to the game is the use of Dragon Time. Dragon Time is essentially Spyro’s version of bullet time, which allows you to temporarily slow down the world around you in order to gain an advantage over opponents or obstacles. For example, Spyro must often fly and land on platforms moving at great speeds. Employing Dragon Time allows Spyro to slow the environment down, making it easier to cross. Dragon Time has a small meter which refills over time.
As Spyro moves through the various worlds, defeating members of the Ape Army, there are a few, but essential, pickups along the way. Most environments are littered with different colored crystals to collect. Red crystals give back health, green replenish magic, blue feed an ability to upgrade attacks and purple contribute toward an ability to perform special moves. You can also collect quills, which unlock artwork from the game for you to view.
The controls of the game try to use of some of the Wii’s motion controls, albeit in limited capacity. Most of the actions and attacks are activated using the buttons, but can be substituted for waves and shakes of the Wiimote, should you desire. There are some exceptions to this, however, as you can perform an uppercut attack, sending your opponent hurling through the air, by flicking the Wiimote upwards quickly. When Spyro is fully charged, you can jolt both the Wiimote and nunchuck up in this manner to release a special attack.
The question is, after 10 years and a reboot, is Spyro emerging as a strong, long lasting franchise?
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