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Prerelease:Heroes of Might and Magic II

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This page details pre-release information and/or media for Heroes of Might and Magic II.

“Art helps a game, but sometimes it also hurts it,” Mark explains. “Our users expected iteration, not revolution, as far as art style goes. We would oversee the process, but the style and quality came from the art director and artists, and since they remained from our previous games, so did the quality and style.” - Mark Caldwell [1]


Jon explains the decision to stick with the art style as, “Two parts, one was for speed of getting a game done. Going with the 2D art was faster as we already had the engine. And secondly, we already knew we had a fan base with Heroes, so we wanted to live up to it.” Interestingly, Jon remembers a discussion that almost led to Heroes II going 3D. “We actually did some experimenting with 3D characters using a 3D engine. At the time, there were software renders for 3D and not hardware, you had to have a high-end machine and there was a huge trade-off between the detail of the polygons versus the speed of the rendering. In an experiment we did, the creatures didn’t look very good due to low polygon counts. “You also have to think about your staff. My staff was full of 2D artists, and 3D was just coming along. So we didn’t have much experience building 3D assets. I felt we could get a much higher fidelity using bitmap art than we could with the state of 3D engines at the time. And I just viewed the town screens as an inspirational point, like, ‘Wow, look at my beautiful town in all its glory.’ If we had gone 3D it wouldn’t have looked anything like what it did. Because we were just using straight bitmaps it had that hand-drawn look and I have to give credit to the fantastic artists we had at the time.” - Jon Van Caneghem[1]

Concept Art

SW Manual

PoL Manual

In colour

Skills and Artifacts by Steve Wasaff[2]

"All examples shown were created using Deluxe Paint II Enhanced." - Steve Wasaff[2]

Early Skills Icons

"Here are a few of my favorite ones... I think there where 14 or so of them." - Steve Wasaff[2]

Release Prerelease
HoMM2 prerelcomp Skull.png HoMM2 prerel skull.png

Early Necromancy Skill Icon

Artifacts

"Here are a few of my favorite ones out of the 50..." - Steve Wasaff[2]

Release Prerelease
HoMM2 PrerelComp Artifacts.png HoMM2 prerel Artifacts.png

Final versions have blurred edges.

Creatures

"All graphics created for Heroes of Magic II were hand-painted pixel-by-pixel in Deluxe Paint II Enhanced using a fixed palette of 256 colors. Character animations were also created in this most traditional manner, frame by hand-painted frame, and previewed using Deluxe Animator." - Phelan Sykes[3]


"The first game I worked on. Pixel pushing with DPaint and a shared palette of 256 for everything. The only thing nice was the rotating color wheel to simulate moving water or fire. I did the character development of the monsters and riders, which took a while to nail down. As with future projects, the characters went thru variations before they got approved. (...) After the character design came the animation. NWC had hired in artists so the task was divided up between us."[4] "We later got in a version of Animator Pro which had a beefier animation toolset.[5] - Tracy Iwata

Tracy Iwata's Sketchbook

HoMM2 prerelSketchbook.jpg

"I did the character development of the monsters and riders, which took a while to nail down. As with future projects, the characters went thru variations before they got approved." - Tracy Iwata[4]

Toad by Tracy Iwata

HoMM2 Prerelease Toad.png

"Take the toad, which was later replaced by the boar...just a few of us knew it ever existed :P (of course, now a lot more folks will know of it)." - Tracy Iwata[4]

Phoenixes by Tracy Iwata

HoMM2 Prerelease Phoenixes.png

"Some of creatures went through modifications before approval, but I remember the Phoenix being overhauled a lot. The first one looked a bit like a turkey and was also posed like a dragon, the second one too hefty (recycled that body shape for Roc), finally got the more dainty shape that was approved - Tracy Iwata [5]

Creatures from manual

Release Prerelease - Manual
HoMM2 PrerelCreatComp2.png HoMM2 PrerelCreat2.png

HoMM2 manual contains earlier versions of a few creatures.

Early Paul Anthony Romero Compositions

“There was a lot of fun and vibrant discussions around the opera stuff. My internal audio producer Rob King was Paul’s partner and we just told them to go for it. And so, they came back and showed everyone in the studio and we had such debates about the opera. We even had to make two tracks in the UI by adding an option to turn off the opera for the player. But it was fantastic pieces of music and today is just as loved as the actual games themselves." - Jon Van Caneghem[1]

Ancient Evocations

Famous "Ancient Evocations" theme[6], so-called Grass theme, went through different variations before and after it's first release with HoMM2.

Final Grass Theme Unused Grass Theme[7]

Sea theme

Final Sea Theme Sea Theme without a sea sound [8]

Unused Battle Theme

HoMM1 came with 4 different Battle themes and although HoMM2 draw on from it's predecessor in every aspect, both HoMM2 MIDI and CD audio soundtracks contain only 3 Battle themes. Moreover the names of MIDI files in HoMM2 start from MIDI0002 - one of a three battle themes available in vanilla version of the game, making us wonder what was the missing 0001 track? By courtesy of Paul Anthony Romero, who shared with us with his early "Best of" album from 1997 and gave this track hashtags #homm might magic and #heroesofmight&magic, we can guess that this is the missing theme[9][10]:

Early Townscreens

Release Prerelease
HoMM2 SetupMill PrerelNecComp.png HoMM2 SetupMill PrereleaseNec.png
Release Prerelease
HoMM2 SetupMill PrereSorcComp.png HoMM2 SetupMill PrereleaseSorc.png
Release Prerelease
HoMM2 SetupMill PrerelWizComp.png HoMM2 SetupMill PrereleaseWiz.png

Above fragments of towns were used in a HoMM2 Millenium Edition setup previews. The screenshots were made on a very early stages of development and present raw models of some dwellings and structures.

Release Prerelease
HoMM2 PrerelWarlOldComp.png HoMM2 PrerelWarlOld.png

The oldest Warlock's townscreen prerelease screenshot. Can be found on an advertisements from the time, e.g. CGW 147 1996/10, p.78, CGW 148 1996/11 p.188, CGW 152 1997/03. The most noticeable differences are very dark shadows of a Castle, Statue, wrong angle of Mages's Guild shadow, strangely lighted Well. The minor changes affected Boat, Minotaur's Labyrinth entrance, lighting of Dragon's Tower, Waterfall, marketplace and creatures' backgrounds among other.

Release Prerelease
HoMM2 PrerelWarlockComp.png HoMM2 PrerelWarlock.png

Townscreen from CD covers and boxes. Late stages of development: alternative Mage's Guild, non-glitched Waterfall, additional small towers for a castle.

Release Prerelease
HoMM2 PrerelKnightComp.png HoMM2 PrerelKnight.png

City of the Knight as seen on covers and boxes. Unused building next to the Cathedral. Red flags on a castle walls, no smoke from chimneys.

M&MVIIMarProto loadingscreen.png

Loading screen from Might and Magic VII Prototype shows early models of Captain's Quartes, Peasant Hut, Blacksmith, Cathedral and Mage Guild from Knight Castle, Tavern and Thieves' Guild from Warlock Castle, Mage Guild from Barbarian Castle, and trees used on a Fortress townscreen from HoMM3.

Heroes of Might and Magic 2 E3 1996 Trailer

Release Prerelease
HoMM2 prerelcomp Battle2.png H2PoL Prerelease BattlescreenGrass.png

A mockup - there are 13 dead or alive units on a battlefield, while under normal circumstances maximum is 10. Old versions of Skeleton, Medusa and Minotaur dead bodies. The most prominent diferences from final version is blue Mage without his wand casting fireball?, Crusader with red cape, different Cyclop attack, unpolished Warlock and Steel Golem and of course early variant of Grass battlefield with unused obstacles.

Release Prerelease
HoMM2 PrerelBattleComp1.png H2PoL Prerelease Battlescreen.png

Another mockup - yellow has six creatures (additional dead Troll), while the limit is five. Unused Troll's dead body, unused black Druid variant, little changes to all creatures and a battlefield.

Official Screenshots from 3DO website, 1997[11]

Release Preview
HoMM2 Prerelease HeroScreenComp.png HoMM2 Prerelease HeroScreen.png

Different creatures' backgrounds, slightly different layout, special bound for Ultimate Artifact, unused in a final release, no blue pixels on Jezebel's nose

Release Preview
HoMM2 Prerelease TownscreenComp.png HoMM2 Prerelease Townscreen.png

No flags, no shining lights in a windows, no smoke from Golems' factory stacks, blue crest from HoMM1, different creatures' backgrounds

Release Preview
HoMM2 Prerelease BarbarianVillageComp.png HoMM2 Prerelease BarbarianVillage.png

No smoke on preview image, also roofs are displaced

Release Preview
HoMM2 Prerelease AdventureMapComp.png HoMM2 Prerelease AdventureMap.png

Prerelease adventure map; mountains, trees and obstacles were placed with Map Editor, creatures, heroes and resources were placed by hand. Slightly brighter grass' gamma. Old portrait of Brother Brax. There is also cut from the game bunch of dead trees.

Manual

Screenshots from the game's manual show late stages of development.

Release Manual
HoMM2 ManualAdvM1Comp.png HoMM2 manual AdvMap3.png

"Tutorial" map. Interface has brighter gamma. Red flowers decorations positions slightly changed.

Release Prerelease
HoMM2 PreKnPikeComp.png HoMM2 PrerelKnightPike.png

The manual also contains Knight townscreen screenshot from "Tutorial" map, showing Pikeman's old variant. Moreover creatures icons doesn't have shadows, Peasant's position is slightly displaced, "exit" button is yellow just like in HoMM 1 and town's name is slightly higher.

Release Manual
HoMM2 PreTownOptions1Comp.png HoMM2 PreTownOptions1.png

Once again "Tutorial" map. Buildings has golden bounds even if they're not built yet. Maximus has sandy background used for neutral creatures in vanilla, Barok uses his old portrait from HoMM1. Yellow "exit" button. Captain's Quarters shown with the other buildings.

Release Manual
HoMM2 ManualBattle1Comp.png HoMM2 ManualBattle1.png

Battle with Zombies from "Tutorial" map. Slightly different decorations on the left and right. Distant trees in the background has less lush crowns. One tree is missing in a final release. Pikeman's graphic is the same as vanilla, although it's icon in a castle was still older version.

Release Manual
HoMM2 ManualAdvM2Comp.png HoMM2 manual AdvMap4.png

"Beltway" map. Interface and grass terrain has brighter gamma. No water decorations. Less automatically generated decorations on the ground.

Release Manual
HoMM2 ManualMeetScr1Comp.png HoMM2 ManualMeetScr1.png

Meeting screen. Carlawn and Vatawna use their old portraits from HoMM1.

Release Prerelease - Manual
HoMM2 ManualComp Siege.png HoMM2 Manual Siege.png

Wider moat, Centaur has different tail, background obstacles don't have shadows, number of units in stack is slightly higher.

Release Prerelease - Manual
HoMM2 manualWiz prerelcomp.png HoMM2 manualWiz prerel.png

Older versions of Roc, Steel Golem and Boar icons, minor changes to Archmages, Halflings have no shadow.

Release Manual
HoMM2 BrotherBraxComp.png HoMM2 BrotherBraxPrerel.png

An old portrait of Brother Brax, when he was still known as Rogrog.

Other Promo Screenshots

Release Preview
HoMM2 prerelcomp Cutscene2.png HoMM2 prerel cutscene2.png

Preview image shows lightning striking a ship. In final animation strike comes a few frames later and thunderbolt is a bit different.

Release Preview
HoMM2 prerelesiegeComp.png HoMM2 prereleasesiege.png

This screenshot can be found in a "previews" folder on many 3DO CDs from the time, including the HoMM2 CD. It's simply a mashup (Hero on the left commands six stacks of creatures, while since HoMM1 it was max five stacks). The most noticeable is an old version of a Knight town walls, unused stone obstacles and background decorations, old version of a beach battlefield, Wizard without his wand and old Water Elemental.

Release Preview
HoMM2 compareworld.png HoMM2 prereleaseAdvmap.png

Different gamma of a trees. Less colours on a minimap. Unused bunch of dead trees.

Release Prerelease[13]
HoMM2 prerelcomp ADV3.png HoMM2 prerel ADV3.png

Earliest screenshot of Adventure Map. Dug holes and some of sea reefs are leftovers from HoMM1. Artifacts are tiny, probably the remnant of this miniatures is art32.icn. Dead trees are different and some of Heroes and Towns are placeholders from HoMM1.

Another version of this image can be found on an old Phelan Sykes portfolio[3]. Artifacts are big variants already.
Release Prerelease[14]
HoMM2 prerelcomp ADV2.png HoMM2 prerel ADV2.png

Unlike final version, here Spellbook is lying on the ground and probably could be obtained just like any other artifact. Trolley is empty. Creatures are facing different directions.

Release Prerelease
HoMM2 prerelcomp ADV4.png HoMM2 prerel ADV4.png

In vanilla Troll Bridge isn't passable and mapmakers can't put creatures on them.

Preview Screenshots from Magazines

Release Prerelease
HoMM2 prerelcomp joystick076 p181 2.png HoMM2 prerel joystick 076 p181 4.png

Early, unpolished version of "Mountain King" map as seen in when zoomed in a map editor.

Release Prerelease
HoMM2 Prerelease Townscreen2Comp.png HoMM2 Prerelease Townscreen2.png

CGW 148 1996/11 p.50 gameplay preview[15]. No evident changes to the Wizard's Town. Different creatures backgrounds, yellow "exit" button instead of light brown.

Price of Loyalty Promo Screenshots

“Cyberlore were a very talented group who also loved Heroes. I don’t remember the details but we only had limited resources to start working on Heroes III. It was a way for us to expand our development capability by hiring Cyberlore to build the expansion.” - Jon Van Caneghem[1]

Release Prerelease
HoMM2 prerelcomp adv5.png HoMM2 prerel adv5.jpg

Promo screenshot from Ubi Soft Deutschland website[17], also present on advertisements from the time, e.g. CGW 153 1997/04 p.58. Unlike previous screenshots, this one shows existing map - Lost Continent and arguably the map looks the same as in-game, but low quality render comparing details impossible. It's very likely that the screenshot was taken from vanilla game during development of PoL expansion and that an author was trying to make it look like one of original SW promo screenshots - creature panel, Brother Brax and Sandro portraits were cut from screenshot of green island from 3DO website; movement points bar of Sandro and Brother Brax have brighter gamma than female heroes bars, so we can guess that primarily they weren't there.

Official Screenshots of Price of Loyalty expansion from 3DO website, 1997[18]

Release Preview
H2PoL Prerelease HeroInventoryComp.png H2PoL Prerelease HeroInventory.png

Different position of new artifacts and Hero icon, legitimate Arm of Martyr shadow and unclear changes to the shield representing defense skill.

Release Preview
H2PoL Prerelease TownHallcomp.png H2PoL Prerelease TownHall.png

Different position of Heroes portraits - it looks like the the lower portrait was poorly pasted on an another portrait, while the portrait above seems to be cut from a slightly larger image, but it was shifted a few pixels when compared with vanilla.

Links

  • [1] — Discussion on Forums of Enroth with images and confirmation from Tracy Iwata

References