[New Unseen Interview] Raven Software’s Manveer Heir

The issue we face most in our archiving is the lack of information that is given to the public about what happens to their favorite series, so many stories left untold so to speak. The most we ever get are early demonstrations, as security today on what gets left behind is much stricter than that of the 80’s. We had the chance to chat with Manveer Heir from Raven Software and asked him some questions about games’ development! >> Read the full interview 

Unseen Interview: Raven Software’s Manveer Heir

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The issue we face most in our archiving is the lack of information that is given to the public about what happens to their favorite series, so many stories left untold so to speak. The most we ever get are early demonstrations, as security today on what gets left behind is much stricter than that of the 80’s. We had the chance to chat with Manveer Heir from Raven Software and asked him some questions about games’ development!

[Interview by Rowedahelicon]

U64: How much of a game actually is left out? Comparing to movies where things are written into the script but are later left out due to budget? Time constraints?

Manveer Heir: It’s hard to say honestly. Every game is different and every dev comes to realization about scope and schedules at different times. Ideas, concepts, and levels are almost always cut, but that’s not necessarily bad. Often, to put them in would have hurt the overall product, since they may not be at the quality levels from before. I’ve heard of cases where you see a car chase in a cinematic, but originally you would have played that car chase. In cases like this, you aren’t missing any story, you are just losing out on some gameplay.

As devs, we try to cut smart and in ways that don’t affect the entire product. Other times, you make cuts early and save that work for later (DLC or expansion, when you know you have time to do it right). I worked on a RTS game for a short period of time where we knew we weren’t going to be able to make all the sides you can play cool and balanced and so one side was cut, to be saved for the expansion pack. In that case an entire storyline was lost, but it didn’t impact the rest of the game too greatly.

U64: In terms of what is left behind, what actually happens to things you cannot use? Resources, scripts etc, there are cases where things are left in the game files but never used but what about the majority of it? Does it get saved somewhere for reference? Deleted? So on? 

Dimm and Witt [PSX – Cancelled]

Dimm and Witt is a cancelled game that was in development in 1995 by PF Magic (creators of Ballz and the Petz series) for the original Playstation. The project was never released and we dont even know much about its gameplay: seeing their past works and the only screenshot preserved, it could have been a fighting game or a sidescroller action game.

If you worked on Dimm and Witt and have more screens / info on the project, please let us know!

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dimm-and-witt-pf-magic 

Sonic Rush [DS – Beta / Unused Stuff]

Sonic Rush is a platform game developed by Sonic Team and Dimps, published in 2005 for the Nintendo DS.  Various screenshots from pre-release versions of the game show slightly different areas, different HUD, slightly different gameplay and the first screenshot of Blaze the Cat shows a Sonic life icon while, in the final version, Blaze has her own life icon. We can also notice a different main menu screen.

The Beta version had a totally different  soundtrack for the main menu, for the Leaf Forest, for the boss stages and the end of an act. Also, some FX sounds are different from the final version (Sonic’s voice is different too).

In January 2007 DRX from the Hidden Palace released a prototype version of the game, that was shown at E3 2005. In the E3 version you were meant to play only one level, but Tanks from Sonic Retro has found out that there are 7 zones listed in the proto,  and 3 are playable via hacking. He also found an unused set of sprites  from Sonic Advance 3, but we don’t know how they were used in the development of Sonic Rush.

More info can be found at Sonic Retro and Sonic Retro Forum (this and this topics)

Thanks to Hiccup and YamiHoshi for the contributions!

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Heavy Machinery [Sega 32X – Cancelled]

Heavy Machinery is a cancelled racing / car combat game that was in development by Scavenger for the Sega 32X. The project started as a game called Nitro Wreaks, that was meant to be published for the Mega Drive / Genesis, but after some time the team decided to move it to the 32X. As we can read at the 32X Memorial Site:

According to a magazine preview of a nearly complete test version, the game was to consist of nine missions through many types of locales, weather, and road conditions. Enemy vehicles would attack you and attempt to block your path, while helicopters and planes fired on you from above. Your mission was to destroy as many enemies as possible with your weaponry, as well as make it to the next checkpoint within the required time. Hazards and power-ups littered your path, creating an obstacle course that was said to really effect the gameplay.

Even if it was almost finished, Heavy Machinery was never released, probably because of the failure of the 32X add-on.

Thanks to Celine for the contribution!

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