- Feb 1, 2026: The Dead Are Rising
- Jan 24, 2026: Beavis and Butt-Head do Hollywood
- Jan 1, 2026: Year of Spore
- Dec 25, 2025: One Bad Ass Hedgehog - Shadow the Hedgehog
- Nov 26, 2025: A Mojave Thanksgiving - Fallout: New Vegas Prototype
- Oct 31, 2025: Happy Halloween 2025! Dark Empires Prototype & Craig Stitt Interview
- Jun 29, 2025: Animaniacs - Hollywood Hypnotics
- Feb 1, 2025: Frogger 2 Full Development Archive
- Jan 1, 2025: Happy NES Year
- Dec 26, 2024: NESMas - Day 2
- Dec 25, 2024: NESMas - Day 1
- Jul 6, 2024: Vanished without a Trace - Out of the Vortex for the Sega Mega Drive
- Apr 9, 2024: Crash Tag Team Racing (Xbox Prototype)
- Jan 21, 2024: Crash Bash and Spyro 3
- Jan 1, 2024: New Years 2024 - Sonic Heroes
- Dec 25, 2023: A Very Bandicoot Christmas - Crash Bandicoot: Warped Prototype
- Nov 24, 2023: 6GUN: BattleBourne's Unreleased PlayStation 2 Game
- Oct 31, 2023: Daredevil: The Man Without Fear - Unreleased PlayStation 2 Game
- Feb 28, 2023: Phantasy Star Online Prototype
- Feb 15, 2023: PSP Release Candidates
- Dec 25, 2022: Project Deluge: Xbox 360 and Wii
- Dec 9, 2022: Semradical!
- Nov 24, 2022: Sega Technical Institute’s Cancelled Segapede
- (earlier news)
Main Page: Difference between revisions
No edit summary |
No edit summary |
||
| Line 32: | Line 32: | ||
</div> | </div> | ||
<div class="heading">Latest news </div> | <div class="heading">Latest news </div> | ||
<div class="cell">{{:News/ | <div class="cell">{{:News/New_Years_2024_-_Sonic_Heroes}} </div> | ||
</div> | </div> | ||
Revision as of 23:15, January 1, 2024
The Hidden Palace is a community dedicated to the preservation of video game development media (such as prototypes, hardware, source code, artwork, and more). This website can be utilized as a catalog for the items that we and others are able to collect and share.
If you are interested in contributing, please see our How to Contribute page.
- Mar 09, 2026: Ratchet: Deadlocked (Oct 10, 2005 prototype) by ImEliTM
- Mar 03, 2026: Counter-Strike: Global Offensive (Aug 12, 2013 prototype) by CrazyCSIW6, TheTechnoGuy18
- Mar 01, 2026: Taikodom (February 18, 2010 Tech Demo) by Kabojnk
- Mar 01, 2026: Highlander (January 18, 2008) by Kabojnk
- Mar 01, 2026: Highlander (February 28, 2008 11.41 Prototype) by Kabojnk
- Mar 01, 2026: Highlander (February 28, 2008 11.17 Prototype) by Kabojnk
- Mar 01, 2026: Highlander (February 28, 2008 08.57 Prototype) by Kabojnk
- Mar 01, 2026: Highlander (April 8, 2008 13.51 Prototype) by Kabojnk
- Mar 01, 2026: Highlander (April 8, 2008 12.40 Prototype) by Kabojnk
- Mar 01, 2026: Dec 17, 2014 source code by Anon
- Feb 28, 2026: Minecraft Legacy Console Edition (October 10, 2014 Prototype) by
- Feb 28, 2026: Minecraft Legacy Console Edition (Oct 10, 2014 Prototype) by
- Feb 28, 2026: Assets/Minecraft Legacy Console Edition/Jan 1, 2016 Source Code by Anon
- Feb 28, 2026: Assets/Minecraft Legacy Console Edition/Oct 10, 2014 Source Code by Anon
- Feb 27, 2026: Club Penguin: Elite Penguin Force: Herbert's Revenge (Jan 21, 2010 prototype) by Games' Past
- Feb 27, 2026: Club Penguin: Elite Penguin Force: Herbert's Revenge (Jan 20, 2010 F prototype) by Games' Past
- Feb 27, 2026: Club Penguin: Elite Penguin Force: Herbert's Revenge (Jan 20, 2010 E prototype) by Games' Past
- Feb 27, 2026: Club Penguin: Elite Penguin Force: Herbert's Revenge (Jan 20, 2010 D prototype) by Games' Past
- Feb 27, 2026: Club Penguin: Elite Penguin Force: Herbert's Revenge (Jan 20, 2010 C prototype) by Games' Past (more)
Sonic Heroes (Sep 28, 2003 prototype)
Discuss this release on our Discord server!
Presenting, a prototype of Sonic Heroes for the PlayStation 2!
In 1998, Sega would release its Dreamcast console, and with it, Sonic's first foray into the world of 3D platforming: Sonic Adventure. A few years later, a sequel would also come out on the Dreamcast. Sadly, that would be the last new Sonic game to appear on Sega's own hardware, as they would soon after exit the console business and become a third party software developer. For Sonic, this meant ports of his two most recent outings on the Dreamcast to the Nintendo GameCube. On December 30, 2003 Sega would release a new entry in the 3D Sonic series: Sonic Heroes. This would become Sega's first simultaneous multiplatform release, hitting shelves on all three major consoles on the same day.
Development on Sonic Heroes was, to put it mildly: challenging. For Dreamcast games, Sega would be able to rely on their own home-grown Katana SDK, which obviously was not an option option anymore. Instead, Sega adopted RenderWare, a popular 3D graphics abstraction libary that was designed to ease the burden of 3D software development. In particular, it made developing for the relatively complex PlayStation 2 architecture less cumbersome, and allowed developers to re-use more code meant for other consoles.
The game was announced during the leadup to E3 2003, and had a playable demo for all three consoles on the show floor the demo played relatively the same for all versions. On the surface, it appeared development was going smoothly, however behind the scenes, it was anything but. Takashi Iizuka, a Sonic Team mainstay since Sonic 3, had his role split between director and level designer. Iizuka has called the development of Sonic Heroes the most stressful of his career. Iizuka was the only US-based employee working on the game, and one of only two level designers. At some point during development, he became the only level designer when his co-designer got sick and stopped showing up to work. In an interview with Game Informer, he recalled: "I didn’t sleep at all and I was constantly working. I lost about [22 pounds] because I was just cranking away and it was just work, work, work. I didn’t sleep because I had to finish the game on my own. Almost dying!"
Beyond level design, this was Sonic Team's first outing doing multiplatform development, and their first time using RenderWare. Sega's response to the struggles of the development team is one they've used many a time for Sonic games: crunch crunch crunch. In order to meet the deadline, and to make sure all platforms released on the same day, the team worked until the last second to finish the game. Despite having RenderWare in their toolbox, the PS2 version of the game prove to be the most challenging to develop for. In order to maintain a stable framerate, the PS2 version was limited to 30fps instead of the 60fps of the Xbox and GameCube versions. As all prior prototypes of the game have been for Xbox and GameCube, were have not had a deep insight into how the PS2 version development went during this critical crunch period...
...until today!
This 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.
We'd like to thank Sewer56 for helping us secure this build, and doing valuable research into its inner workings. We hope that this release marks the start of a prosperous 2024 for video game preservation.
With that said, until next time and Happy New Year!
- Funtimeandrefoxy: 21,883 edits, 10717 articles
- Tikal.: 6,636 edits, 3489 articles
- Dink: 3,208 edits, 2511 articles
- Glitchmaster: 1,367 edits, 885 articles
- Lilithdesign388: 1,227 edits, 378 articles
- Czykago: 1,143 edits, 538 articles
- Слава України: 1,013 edits, 367 articles
- PopuriAO29: 964 edits, 7 articles
- Starfrost: 882 edits, 415 articles
- Vindico: 620 edits, 306 articles
- Hiccup: 609 edits, 184 articles
- Cheato: 578 edits, 229 articles
- Gonzo: 567 edits, 296 articles
- Rain0x06: 536 edits, 126 articles
- Nex: 521 edits, 149 articles (more)
- Alien: Isolation (prototype) by Funtimeandrefoxy
- Batman: Arkham Asylum (Jul 31, 2009 demo) by Funtimeandrefoxy
- Batman: Arkham Asylum (Dec 14, 2009 demo) by Funtimeandrefoxy
- Batman: Arkham Asylum (Aug 5, 2009 demo) by Funtimeandrefoxy
- Hitman: Absolution (Sep 22, 2010 prototype) by Funtimeandrefoxy
- Build Database PS3 (D prototype) by Funtimeandrefoxy
- Assassin's Creed IV: Black Flag (Jul 22, 2013 prototype) by Funtimeandrefoxy
- Assassin's Creed IV: Black Flag (Jul 24, 2013 prototype) by Funtimeandrefoxy
- Assassin's Creed IV: Black Flag (Jul 18, 2013 prototype) by Funtimeandrefoxy
- Assassin's Creed IV: Black Flag (Jul 19, 2013 prototype) by Funtimeandrefoxy
- Build Database PS3 (C prototype) by Funtimeandrefoxy
- Assassin's Creed: Rogue (Strange Patch Data prototype) by Funtimeandrefoxy
- Leftover Sep 20, 2013 Data by Funtimeandrefoxy
- Assassin's Creed: Rogue (Install Data B prototype) by Funtimeandrefoxy
- Assassin's Creed: Rogue (Install Data A prototype) by Funtimeandrefoxy (more)