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Difference between revisions of "Sonic Heroes/Development"

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Unlike the two previous main series games, ''Sonic Adventure'' and ''[[Sonic Adventure 2]]'', ''Sonic Heroes'' uses the RenderWare engine so that the game could be programmed and ported easily to the GameCube, PlayStation 2, Xbox, and Microsoft Windows. Despite being able to port some textures and character models from the ''Sonic Adventure'' titles, most work on the title was started anew. Despite the use of cross-platform middleware, ''Sonic Heroes'' was Sega's first multi-platform title, and the development team found additional challenges in working with the PlayStation 2 and Xbox, platforms that they had very little experience with.
 
Unlike the two previous main series games, ''Sonic Adventure'' and ''[[Sonic Adventure 2]]'', ''Sonic Heroes'' uses the RenderWare engine so that the game could be programmed and ported easily to the GameCube, PlayStation 2, Xbox, and Microsoft Windows. Despite being able to port some textures and character models from the ''Sonic Adventure'' titles, most work on the title was started anew. Despite the use of cross-platform middleware, ''Sonic Heroes'' was Sega's first multi-platform title, and the development team found additional challenges in working with the PlayStation 2 and Xbox, platforms that they had very little experience with.
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==Prototypes==
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The following Prototype versions of ''Sonic Heroes'' have been released:
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* ''[[Sonic Heroes (GameCube prototype 10.8)]]''
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* ''[[Sonic Heroes (GameCube prototype 11.18)]]''
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* ''[[Sonic Heroes (MKDD Bonus Disc Demo)]]''
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* ''[[Sonic Heroes (Xbox E3 version)]]''
  
 
==Unused Enemy==
 
==Unused Enemy==

Revision as of 22:26, 18 July 2010

Sonic Heroes has gone through several changes over its development process. There are several rejected ideas, levels designs, and other things that were left on the cutting room floor. The following details several of these things.

Development Process

Sonic Heroes was developed to celebrate the twelfth anniversary of Sonic the Hedgehog. The game's director, Takashi Iizuka, stated that he did not want to make Sonic Heroes a continuation of the Sonic Adventure series, as he was worried only core gamers would buy the title, and instead decided to create a game that more casual players could adapt to.

Unlike the two previous main series games, Sonic Adventure and Sonic Adventure 2, Sonic Heroes uses the RenderWare engine so that the game could be programmed and ported easily to the GameCube, PlayStation 2, Xbox, and Microsoft Windows. Despite being able to port some textures and character models from the Sonic Adventure titles, most work on the title was started anew. Despite the use of cross-platform middleware, Sonic Heroes was Sega's first multi-platform title, and the development team found additional challenges in working with the PlayStation 2 and Xbox, platforms that they had very little experience with.

Prototypes

The following Prototype versions of Sonic Heroes have been released:

Unused Enemy

Discovered by KT15, this enemy was found while using Nemesis' DFF import script. It appears in Sonic Adventure and Sonic Adventure 2 but is unused here.

Prototype Music

Several pieces of prototype music can be found here.

Early Game Design

Cutscenes

Seaside Hill

Ocean Palace


Power Plant

Rail Canyon

Bullet Station

Hang Castle


Sonic Heroes
Heroes title.png

Main page
Comparisons
Maps
Credits


Manuals
Promotional material
Magazine articles
Reception


Development
Hidden content
Bugs
Hacking guide
Bootlegs

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  • Enemies
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  • Prereleases
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