Not exact matches
A run through the specifications reveals the degree of engineering that goes into these
products, from the slightly
different final drive ratios for each engine to the fact the diesel has bigger ventilated brakes front and rear
than the others.
«Yes 5 plus
different designs have been floating around to help Apple protect itself from people discovering its next
product look and feel but... the
final design will in fact bear more resemblance to the iPhone 4 stylings
than the original iPad design.»
Although Carolyn's book had a rocky trip through production, and eventually ended up with a
different printer
than it started at, the
final product is beautiful.
- for Sonic's 25th anniversary last year, Iizuka received a task to deliver some sort of
product - the target was «dormant fans» who used to play the SEGA Genesis, but haven't really played any games since - Iizuka met Christian Whitehead, which lead to the creation of Sonic Mania - there was talk of another port, but Iizuka thought fans would desire something new from the old games - this is the first time Iizuka partnered with a team of devs spread across various countries - Iizuka said this team had a greater passion to create - this was in comparison to companies that set decisions on a pre-determined schedule (in meetings, etc)- the team had so many features they still wanted to add after the beta version was complete - since there were only a few spots with text that needed to be localized, they could bring the game to more places quicker - the game has Japanese, English, French, Italian, German, and Spanish support - the Studiopolis stage is included due to receiving the most requests from the Sonic Mania development team - Iizuka actually considered reducing the amount of stages at one point in order to meet the development schedule - Sonic Mania doesn't really have much in the way of cut content like scrapped stages - since Sonic Mania was only distributed digitally, the team was able to continue working very close leading up to launch - this let them put in practically all ideas, and there are currently no plans for DLC - Iizuka recommended Flying Battery Zone for inclusion becaues he likes the music - he also likes when the player goes inside and outside the ship - Iizuka likes Mirage Saloon because the stage structure will be
different depending on the player character chosen - Puyo Puyo gameplay was added because there was a Puyo Puyo game released in the west for the SEGA Genesis - this game was originally called «Dr. Robotnik's Mean Bean Machine», and the team thought it would make a fun boss battle - Iizuka didn't have plans to feature Blue Sphere in the special stages - the Blue Sphere special stages were brought over to Mania as a test, but ended up staying for the
final game - the team felt the need to continuously connect stages from various eras, which is doe with the Phantom Ruby story - for Sonic Mania, it was decided that the technological limit would be set at SEGA CD, - this is higher
than the Genesis but lower
than Saturn - in creating a SEGA CD - grade special stage, they would intentionally make SEGA CD - grade polygons
However, it's important to note that when BioShock: The Collection releases, the
final product has the potential to appear much
different than the footage being used to promote the games, especially when one considers the contrasts that are likely to occur between the PC, PlayStation 4, and Xbox One platforms running the anthology.»
Based on the notes, it sounds as though the changes are dramatic enough that the
final product will be a completely
different game
than the one early buyers have been playing up until now.
Is the wiki exercise appreciably
different than having a student write a research paper, other
than the fact that, as Goldman points out, the
final work
product isn't relegated to a file drawer somewhere?
If you write with that goal, your
final product will be quite
different than if you write to inform or catalog your job history.