Probably the most infamous of Sonic's failed attempts, the cancellation of Sonic X-Treme
was the final nail in the Saturn's coffin. Of course, if the game was really all that
bad, perhaps X-Treme itself was the final nail.
The well-known legend dates back to early 1996. In May of that year, Sega of America proudly
announced the development of a true 3D Sonic game for the Sega Saturn. The team in charge of
production was Sega Technical Institute, who had helped produce Sonic the Hedgehog 2,
Sonic Spinball, Sonic the Hedgehog 3, and Sonic & Knuckles previously.
There was just one problem this time...Yuji Naka wasn't around to lead them. Infact, none of the
original Sonic Team was around to help. With Naka-san and the gang busy working on NiGHTS
into Dreams..., Sega decided to let STI introduce Sonic to the third dimension on their own.
Big mistake.
It was decided early on that the game would utilize polygonal levels, but that
Sonic himself and other on-screen characters would be sprite-based. STI did pull out some
impressive graphical tricks, and early builds of X-Treme really were looking pretty good.
Another major implementation was the "wrap-around" camera system. Designed to give players a
full view of the level to the left and right as well as in and out, the camera distorted the
screen to seem as though you were viewing it through a peephole. Apparently, this worked better
in practice than in writing...
Much like the Special Stages in Knuckles' Chaotix, all of X-Treme's
worlds were built inside giant "tubes" with no center of gravity, allowing the player to run up
walls. (Although to be fair, the level design looked much more complex than the Chaotix Special
Stages.)
The other "big" thing for X-Treme was Sonic's vastly expanded roster of moves.
Aside from the standard Sonic Spin, here's a list of some cool-sounding moves that, as fate
would have it, never made it into Sonic's collective arsenal:
The game's main characters were Sonic, Tiara, Professor Gazebo, and Dr.
Robotnik. Nack the Weasel and Metal Sonic were set to cameo as boss characters, but there was no
sign at all of Tails, Knuckles, or anyone else. The boss stages were largely based on the
NiGHTS board...a giant, circular arena. In the middle of these arenas was a large circle
on the ground, above which a giant spiral of Rings towered into the air, circling a giant jewel
(Chaos Emeralds, presumably)...interesting, I never did find out what the deal with that was.
At risk of my own life, I now post a list of the group responsible for what
may have turned out to be Sonic's miserable death (you may recognize a few names from the
credits of successful Sonic games, Sonic 3 & Knuckles in particular):
Well, just about a month before the game's planned release, Sega of Japan
pulled the plug on it. Some Japanese execs who saw the game apparently weren't too impressed,
and didn't allow Sega of America to release a game that may have damaged their mascot's
reputation beyond repair. Although to me (and many other gamers) the game was looking pretty
good, the novel 3D tricks implemented did seem just a little too left-field to risk on a
character as important as Sonic. Personally, I kind of wish they'd have shipped the game anyway,
only maybe with another character...Espio the Chameleon would've been a good choice, as he can
run up walls and ceilings anyway. But then, the game only looked good, and as gaming
history has proven, looks can be unforgivably deceiving. Some folks who played the short demo at
E3 '96 weren't too impressed with the game, so maybe X-Treme is better off in the infinite bounds
of gaming limbo. I end this historical essay off with a quote from an interview with Mike
Wallis, the game's producer: "This isn't going to be the only Sonic game on Saturn by any means.
He is Sega's flagship guy." It's just too shameful to comment further...
The planned Zones were (only four that I know of):
Screenshots thanks to Jonathan "WB" Gray. Information compiled and
arranged by Jared "Green Gibbon!" Matte. |