Here's a treat to ring in the new year - a group of video game preservationists have unveiled a long lost prototype for Sonic Heroes, offering a rare insight into the development process for Sonic's first adventure on Sony's PlayStation 2 console.
Details of the build, dated 28 September 2003, were published on retro archival site Hidden Palace earlier this week. The discovery is significant because until now there has not been a lot of information about the PS2 version of the game.
As it happens, Hidden Palace notes that the prototype in question highlights a lot of the technical differences that exist compared to the Gamecube and Xbox versions of Sonic Heroes. As it is pre-release code, it also includes a number of bugs and unfinished elements that differ from similarly-dated prototypes on other consoles - suggesting that Sonic Team were experiencing some additional development difficulties working with Sony's platform at the time:
QuoteThis build of Sonic Heroes has a burn date of October 2, and its file structure suggests that it was build about 5 days prior. This puts it close to the October 8 build on the GameCube, yet shows some clear differences in terms of performance and general stability. Unlike the final PS2 build, this build actually runs at a 50fps (due to being a PAL build), and is able to maintain that fps for the most part. It also shows some clear signs of divergence to its GameCube contemporary.
For example, the GameCube build has an earlier title screen from the E3 version, and more placeholder text, despite being what appears to be a later build of the game. The file structure and inclusion of more debugging symbols also seems to suggest tht this is more of a "development snapshot" of sorts, perhaps even a "first burn" of sorts of the full game for the PS2 instead of a limited demo. This build gives us another precious puzzle piece to put into the complex and hectic development picture of Sonic Team's first multiplatform experience.
It is well-known that the development cycle for Sonic Heroes was particularly fraught, being the first ever third-party mainline Sonic game (and Sonic Team's first big project on a number of platforms that wasn't made by SEGA). Takashi Iizuka, then a director at the studio, pulled double duty as one of only two level designers and the sole US-based developer working on the game. He has been on record to express how much the development of this game stressed him out.
For us, 20 years on, we can see the fruits of some of Iizuka-san's (and Sonic Team Japan's) sacrifice - a fascinating look back at a snapshot of one of Sonic's most colourful and unique adventures.
Check out a video of the prototype in action below, from Hidden Palace, and check underneath for a list of notable changes found in the code.
Notable Changes:
- Basic debug mode (L+R in-game).
- Runs at 50fps without any frameskip
- 50/60Hz switcher does not work, the game runs at 50Hz regardless of the setting.
- Uses the final title screen despite being older than the 10.8 build
- Subtitles lack background, and many of the subtitles are unescaped, functioning additive color blending like the Mario Kart: Double Dash! demo build.
- Two Player mode has XBOX HUD Elements, and black bar
- Massive slowdown on 2P splitscreen levels
- Team Chaotix uses Sonic level layouts most of the time, sometimes with functional goal rings
- Audio is a mix of English and Japanese voices
- Only the audio tracks from the E3 and TGS Builds are present (Seaside Hill, Rail Canyon, Bullet Station).
- Unique sound effect for score counter at end.
- Omega uses unfiltered voice clips.
- FMVs show corruption on the bottom of the screen.
- Various missing textures
- Some objects don't use special pixel processing render states.
Shiny Gems
- 3
- 2
- 1
- 2
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