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''Sonic X-treme'' was planned to have two gameplay modes. Standard levels would have a fisheye camera known as the "Reflex Lens" which made levels appear as though they were moving around Sonic. Levels would also rotate around a fixed center of gravity as though they were small planetoids, allowing Sonic to run up walls and ceilings If this sounds familiar, some of those ideas were realized in the largely-forgotten ''VideoGame/SonicLostWorld'' 17 years later. Meanwhile, boss stages were free-roaming, with the boss fights themselves fixing the camera on an enemy in the middle of the arena, and Sonic running rings around them.

to:

''Sonic X-treme'' was planned to have two gameplay modes. Standard levels would have a fisheye camera known as the "Reflex Lens" which made levels appear as though they were moving around Sonic. Levels would also rotate around a fixed center of gravity as though they were small planetoids, allowing Sonic to run up walls and ceilings ceilings. If this sounds familiar, some of those ideas were realized in the largely-forgotten ''VideoGame/SonicLostWorld'' 17 years later. Meanwhile, boss stages were free-roaming, with the boss fights themselves fixing the camera on an enemy in the middle of the arena, and Sonic running rings around them.
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[[caption-width-right:243:The ''Sonic'' game which never was...]]

If you ever wondered why Creator/{{Sega}} never made a mainline [[Franchise/SonicTheHedgehog Sonic]] game for the entire lifespan of the UsefulNotes/SegaSaturn, then the answer is that they did. [[{{Vaporware}} It was just never finished.]]

to:

[[caption-width-right:243:The ''Sonic'' Sonic game which never was...was.]]

If you ever wondered why Creator/{{Sega}} never made a mainline [[Franchise/SonicTheHedgehog Sonic]] game for the entire lifespan of the UsefulNotes/SegaSaturn, then the answer is that they did. [[{{Vaporware}} It was just never finished.]]



Following the release of ''VideoGame/Sonic3AndKnuckles'', series co-creator Yuji Naka and the Japanese staff at STI returned to Japan, while all the other members of Creator/SonicTeam remained in the U.S. While Naka and co. were off making ''VideoGame/NightsIntoDreams'', the Americans were assigned to make the new Sonic game. What exactly the plot would entail changed a lot throughout development. It was originally conceived as taking place in the same continuity as the cult ''WesternAnimation/SonicSatAM'' cartoon on which the [[ComicBook/ArchieComicsSonicTheHedgehog Archie comic book series]] was based, along with popular {{Canon Foreigner}}s like Princess Sally and the Freedom Fighters, but Sega vetoed that. Other ideas ranged from Sonic battling demons who were sealed in the Master Emerald (a kernel of this idea made it into ''VideoGame/SonicAdventure'' in '98) to him trying to make it to a hot date with "Tiara Boobowski" (no relation to Rogue the Bat). Many of these pitches involved playing as Tails and Knuckles, plus the new addition Tiara. But as the production shifted to the Saturn, it was agreed that Sonic should be the sole playable character in order to keep things simple.

to:

Following the release of ''VideoGame/Sonic3AndKnuckles'', series co-creator Yuji Naka and the Japanese staff at STI returned to Japan, while all the other members of Creator/SonicTeam remained in the U.S. While Naka and co. were off making ''VideoGame/NightsIntoDreams'', the Americans were assigned to make the new Sonic game. What exactly the plot would entail changed a lot throughout development. It was originally conceived as taking place in the same continuity as the cult ''WesternAnimation/SonicSatAM'' cartoon on which the [[ComicBook/ArchieComicsSonicTheHedgehog Archie comic book series]] was based, along with popular {{Canon Foreigner}}s like Princess Sally and the Freedom Fighters, but Sega vetoed that. Other ideas ranged from Sonic battling demons who were sealed in the Master Emerald (a kernel of this idea made it into ''VideoGame/SonicAdventure'' in '98) to him [[BadDate trying to make it to a hot date date]] with "Tiara Boobowski" (no relation to Rogue the Bat). Many of these pitches involved playing as Tails and Knuckles, plus the new addition Tiara. But as the production shifted to the Saturn, it was agreed that Sonic should be the sole playable character in order to keep things simple.
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Watch the [[https://www.youtube.com/watch?v=W6kdd8ZVf3g 4worlds demo footage here]]. For more detail on the game's development, see [[https://www.youtube.com/playlist?list=PL6v-_nC2CZZhetZnyLvxnGLzRzWiouEc7 the three-part video series]] by [=YouTuber=] miiyouandmii2, and Sonic Retro's [[http://info.sonicretro.org/Sonic_Mars comprehensive]] [[http://info.sonicretro.org/Sonic_X-treme guide]] which includes characters, stories, scripts, and artwork. As a sidenote, this game was at one point meant as a tie-in for a [[WhatCouldHaveBeen proposed live-action film]] called ''Sonic the Hedgehog: Wonders of the World''. The plot of the movie would have involved Sonic and Robotnik escaping from ''Sonic X-treme'' [[RefugeeFromTVLand into the real world]].

A special Christmas episode of ''WesternAnimation/AdventuresOfSonicTheHedgehog'' was to be titled "An X-Tremely Sonic Christmas" in order to promote it. After the game's cancellation, it was renamed "Sonic Christmas Blast"[[note]]most likely to tie in with the aforementioned ''Sonic 3D'' port instead, whose American title is ''Sonic 3D Blast''[[/note]].

to:

Watch the [[https://www.youtube.com/watch?v=W6kdd8ZVf3g 4worlds demo footage here]]. For more detail on the game's development, see [[https://www.youtube.com/playlist?list=PL6v-_nC2CZZhetZnyLvxnGLzRzWiouEc7 the three-part video series]] by [=YouTuber=] miiyouandmii2, and Sonic Retro's [[http://info.sonicretro.org/Sonic_Mars comprehensive]] [[http://info.sonicretro.org/Sonic_X-treme guide]] which includes characters, stories, scripts, and artwork. artwork.

As a sidenote, this game was at one point meant as a tie-in for a [[WhatCouldHaveBeen proposed live-action film]] film called ''Sonic the Hedgehog: Wonders of the World''. The plot of the movie would have involved Sonic and Robotnik escaping from ''Sonic X-treme'' [[RefugeeFromTVLand into the real world]].

world]]. A special Christmas episode ChristmasEpisode of the ''WesternAnimation/AdventuresOfSonicTheHedgehog'' cartoon was to be titled "An X-Tremely Sonic Christmas" in order to promote it. After the game's cancellation, it was renamed "Sonic Christmas Blast"[[note]]most Blast", most likely to tie in with the aforementioned ''Sonic 3D'' port instead, whose American (whose U.S. title is ''Sonic 3D Blast''[[/note]].Blast'') instead.

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So what led to the game's cancellation? Basically, the dev team split into two (Team A and Team B), which is always a mistake. One team would concentrate on action stages and the other on boss stages. Team A's engine for the action stages ran great on computers, but struggled on the Saturn's hardware. They managed to get it working decently, but the team members who were supposed to demo it were just seconds late to a meeting (no joke) held with CEO Hayao Nakayama in March '96. Team A ended up demo'ing the beta version to Nakayama, who demanded that all of their inferior work be scrapped and the entire game be done in the style of the boss stages. And to get the game done by Christmas to compete with ''VideoGame/SuperMario64''.

to:

So what led to the game's cancellation? Basically, the dev team split into two (Team A and Team B), which is always a mistake. One team would concentrate on action stages and the other on boss stages. Team A's engine for the action stages ran great on computers, but struggled on the Saturn's hardware. They managed to get it working decently, but the team members who were supposed to demo it were just seconds late to a meeting (no joke) held with CEO Hayao Nakayama in March '96. Team A ended up demo'ing the beta version to Nakayama, who demanded that all of their inferior work be scrapped and the entire game be done in the style of the boss stages. And to [[ChristmasRushed get the game done by Christmas Christmas]] to compete with ''VideoGame/SuperMario64''.



Watch the [[https://www.youtube.com/watch?v=W6kdd8ZVf3g 4worlds demo footage here]]. For more detail on the game's development, see [[https://www.youtube.com/playlist?list=PL6v-_nC2CZZhetZnyLvxnGLzRzWiouEc7 the three-part video series]] by [=YouTuber=] miiyouandmii2, and Sonic Retro's [[http://info.sonicretro.org/Sonic_Mars comprehensive]] [[http://info.sonicretro.org/Sonic_X-treme guide]] which includes characters, stories, scripts, and artwork. As a sidenote, this game was at one point meant as a tie-in for a [[WhatCouldHaveBeen proposed live-action film]] called ''Sonic the Hedgehog: Wonders of the World''. The plot of the movie would have involved Sonic and Robotnik escaping from ''Sonic X-treme'' [[RefugeeFromTVLand into the real world]]. A special Christmas episode of ''WesternAnimation/AdventuresOfSonicTheHedgehog'' was to be titled "An X-Tremely Sonic Christmas" in order to promote it. After the game's cancellation, it was renamed "Sonic Christmas Blast"[[note]]most likely to tie in with the aforementioned ''Sonic 3D'' port instead, whose American title is ''Sonic 3D Blast''[[/note]].

to:

Watch the [[https://www.youtube.com/watch?v=W6kdd8ZVf3g 4worlds demo footage here]]. For more detail on the game's development, see [[https://www.youtube.com/playlist?list=PL6v-_nC2CZZhetZnyLvxnGLzRzWiouEc7 the three-part video series]] by [=YouTuber=] miiyouandmii2, and Sonic Retro's [[http://info.sonicretro.org/Sonic_Mars comprehensive]] [[http://info.sonicretro.org/Sonic_X-treme guide]] which includes characters, stories, scripts, and artwork. As a sidenote, this game was at one point meant as a tie-in for a [[WhatCouldHaveBeen proposed live-action film]] called ''Sonic the Hedgehog: Wonders of the World''. The plot of the movie would have involved Sonic and Robotnik escaping from ''Sonic X-treme'' [[RefugeeFromTVLand into the real world]]. world]].

A special Christmas episode of ''WesternAnimation/AdventuresOfSonicTheHedgehog'' was to be titled "An X-Tremely Sonic Christmas" in order to promote it. After the game's cancellation, it was renamed "Sonic Christmas Blast"[[note]]most likely to tie in with the aforementioned ''Sonic 3D'' port instead, whose American title is ''Sonic 3D Blast''[[/note]].



* TwoAndAHalfD: The game uses 2D sprites on a 3D plain. This element eventually came to a detriment of the title: the Saturn was designed for 2D games and ''Sonic X-treme'' was an early 3D platformer, however ''VideoGame/SuperMario64'''s changed the game on how a 3D platformer "should" be. ''Sonic X-treme'' didn't look that technologically impressive when compared to its rival ''Mario'' game or the other 3D platformers. Attempts to fix this by making ''X-Treme'' more 3D failed.

to:

* TwoAndAHalfD: The game uses 2D sprites on a 3D plain. This element eventually came to a detriment of the title: the Saturn was designed for 2D games and ''Sonic X-treme'' was an early 3D platformer, however ''VideoGame/SuperMario64'''s ''Mario 64'' changed the game on how a 3D platformer "should" be. whole paradigm. ''Sonic X-treme'' didn't look that technologically impressive when compared to its rival ''Mario'' game or the other 3D platformers. Attempts to fix this by making ''X-Treme'' more 3D failed.
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Depending on who you ask, Team B's attempts to make this happen either compelled them to steal the engine from ''[=NiGHTS=]'' or create content that looked very similar to it; regardless, Yuki Naka saw this version of the game, went bannanas and threatened to quit Sega if Team B's engine wasn't scrapped entirely. The stress of having to finish a game from absolute scratch in just a few months made the project head, Chris Senn, contract pneumonia. Told that he would only have six months to live if he kept working at his current pace, he left the project and the game as a whole was cancelled, as it would no longer release by the holiday season. With no 3D Sonic to speak of, Sega decided to port over ''VideoGame/Sonic3DFlickiesIsland'' in its stead.

to:

Depending on who you ask, Team B's attempts to make this happen either compelled them to steal the engine from ''[=NiGHTS=]'' or create content that looked very similar to it; regardless, Yuki Naka saw this version of the game, went bannanas bananas and threatened to quit Sega if Team B's engine wasn't scrapped entirely. The stress of having to finish a game from absolute scratch in just only a few months made the project head, Chris Senn, contract pneumonia. Told that he would only have six months to live if he kept working at his current pace, he left the project and the game as a whole was cancelled, as it would could no longer release by the holiday season. With no 3D Sonic to speak of, Sega decided to port over ''VideoGame/Sonic3DFlickiesIsland'' in its stead.

Added: 756

Changed: 781

Is there an issue? Send a MessageReason:
None


Following the release of ''VideoGame/Sonic3AndKnuckles'', series co-creator Yuji Naka and the Japanese staff at STI returned to Japan, while all the other members of Creator/SonicTeam remained in the U.S. While Naka and co. were off making ''VideoGame/NightsIntoDreams'', the Americans were assigned to make the new Sonic game. What exactly the plot would entail changed a lot throughout development. It was originally conceived as taking place in the same continuity as the cult ''WesternAnimation/SonicSatAM'' cartoon on which the [[ComicBook/ArchieComicsSonicTheHedgehog Archie comic book series]] was based, along with popular {{Canon Foreigner}}s like Princess Sally and the Freedom Fighters, but Sega vetoed that. Other ideas ranged from Sonic battling demons who were sealed in the Master Emerald (a kernel of this idea made it into ''VideoGame/SonicAdventure'' in '98) to him trying to make it to a hot date with "Tiara Boobowski" (no relation to Rogue the Bat). Many of these pitches involved playing as Tails and Knuckles, plus the new addition Tiara. But as the production shifted to the Saturn, it was agreed that Sonic should be the sole playable character in order to keep things simple.

to:

Following the release of ''VideoGame/Sonic3AndKnuckles'', series co-creator Yuji Naka and the Japanese staff at STI returned to Japan, while all the other members of Creator/SonicTeam remained in the U.S. While Naka and co. were off making ''VideoGame/NightsIntoDreams'', the Americans were assigned to make the new Sonic game. What exactly the plot would entail changed a lot lot throughout development. It was originally conceived as taking place in the same continuity as the cult ''WesternAnimation/SonicSatAM'' cartoon on which the [[ComicBook/ArchieComicsSonicTheHedgehog Archie comic book series]] was based, along with popular {{Canon Foreigner}}s like Princess Sally and the Freedom Fighters, but Sega vetoed that. Other ideas ranged from Sonic battling demons who were sealed in the Master Emerald (a kernel of this idea made it into ''VideoGame/SonicAdventure'' in '98) to him trying to make it to a hot date with "Tiara Boobowski" (no relation to Rogue the Bat). Many of these pitches involved playing as Tails and Knuckles, plus the new addition Tiara. But as the production shifted to the Saturn, it was agreed that Sonic should be the sole playable character in order to keep things simple.



So what led to the game's cancellation? Basically, the dev team split into two (Team A and Team B), which is always a mistake. One team would concentrate on action stages and the other on boss stages. Team A's engine for the action stages ran great on computers, but struggled on the Saturn's hardware. They managed to get it working decently, but the team members who were demo it were just seconds late to a meeting held with CEO Hayao Nakayama in March '96. Team A ended up demoing the beta version to Nakayama, who demanded that all of their inferior work be scrapped and the entire game be done in the style of the boss stages. And to get the game done by Christmas to compete with ''VideoGame/SuperMario64''. Depending on who you ask, Team B's attempts to make this happen either compelled them to steal the engine from ''[=NiGHTS=]'' or create content that looked very similar to it; regardless, Yuki Naka saw this version of the game, went bannanas and threatened to quit Sega if Team B's engine wasn't scrapped entirely. The stress of having to finish a game from absolute scratch in just a few months made the project head, Chris Senn, contract pneumonia. Told that he would only have six months to live if he kept working at his current pace, he left the project and the game as a whole was cancelled, as it would no longer release by the holiday season. With no 3D Sonic to speak of, Sega decided to port over ''VideoGame/Sonic3DFlickiesIsland'' in its stead.

to:

So what led to the game's cancellation? Basically, the dev team split into two (Team A and Team B), which is always a mistake. One team would concentrate on action stages and the other on boss stages. Team A's engine for the action stages ran great on computers, but struggled on the Saturn's hardware. They managed to get it working decently, but the team members who were supposed to demo it were just seconds late to a meeting (no joke) held with CEO Hayao Nakayama in March '96. Team A ended up demoing demo'ing the beta version to Nakayama, who demanded that all of their inferior work be scrapped and the entire game be done in the style of the boss stages. And to get the game done by Christmas to compete with ''VideoGame/SuperMario64''. ''VideoGame/SuperMario64''.

Depending on who you ask, Team B's attempts to make this happen either compelled them to steal the engine from ''[=NiGHTS=]'' or create content that looked very similar to it; regardless, Yuki Naka saw this version of the game, went bannanas and threatened to quit Sega if Team B's engine wasn't scrapped entirely. The stress of having to finish a game from absolute scratch in just a few months made the project head, Chris Senn, contract pneumonia. Told that he would only have six months to live if he kept working at his current pace, he left the project and the game as a whole was cancelled, as it would no longer release by the holiday season. With no 3D Sonic to speak of, Sega decided to port over ''VideoGame/Sonic3DFlickiesIsland'' in its stead.
Is there an issue? Send a MessageReason:
None


Following the release of ''VideoGame/Sonic3AndKnuckles'', series co-creator Yuji Naka and the Japanese staff at STI returned to Japan, while all the other members of Creator/SonicTeam remained in the U.S. While Naka and co. were off making ''VideoGame/NightsIntoDreams'', the Americans were assigned to make the new Sonic game. What exactly the plot would entail changed a lot throughout development. It was originally conceived as taking place in the same continuity as the cult ''WesternAnimation/SonicSatAM'' cartoon on which the [[ComicBook/ArchieComicsSonicTheHedgehog Archie comic book series]] was based, along with popular {{Canon Foreigner}}s like Princess Sally and the Freedom Fighters, but Sega vetoed that. Other ideas ranged from Sonic battling demons who were sealed in the Master Emerald (a kernel of this idea made it into ''VideoGame/SonicAdventure'' in '98) to him trying to make it to a hot date with "Tiara Boobowski" (no relation to Rogue the Bat). Many of these pitches involved playing as Tails and Knuckles, plus the new addition Tiara. But as the production shifted to the Saturn, it was agreed that Sonic should be the sole playable character in order to keep things simple.

''Sonic X-treme'' was planned to have two gameplay modes. Standard levels would have a fisheye camera known as the "Reflex Lens" which made levels appear as though they were moving around Sonic. Levels would also rotate around a fixed center of gravity as though they were small planetoids, allowing Sonic to run up walls and ceilings If this sounds familiar, some of those ideas were realized in the largely-forgotten ''VideoGame/SonicLostWorld'' 17 years later. Meanwhile, boss stages were more free-roaming levels, with the boss fights themselves centering the camera on an enemy in the middle of the arena and Sonic running around them.

So what led to the game's cancellation? Basically, the dev team split into two (Team A and Team B), which is always a mistake. One team would concentrate on action stages and the other on boss ones, Team A's engine for the action stages ran great on computers, but struggled on the Saturn's hardware. They managed to get it working decently, but the team members who were demo it to the suits at Sega were just seconds late to a meeting held with CEO Hayao Nakayama in March '96. Team A ended up demoing the beta version to Nakayama, who demanded that all of their inferior work be scrapped and the entire game be done in the style of the boss stages. And to get the game done by Christmas to compete with ''VideoGame/SuperMario64''. Depending on who you ask, Team B's attempts to make this happen either compelled them to steal the engine from ''[=NiGHTS=]'' or create content that looked very similar to it; regardless, Yuki Naka saw this version of the game, went bannanas and threatened to quit Sega if Team B's engine wasn't scrapped entirely. The stress of having to finish a game from absolute scratch in just a few months made the project head, Chris Senn, contract pneumonia. Told that he would only have six months to live if he kept working at his current pace, he left the project and the game as a whole was cancelled, as it would no longer release by the holiday season. With no 3D Sonic to speak of, Sega decided to port over ''VideoGame/Sonic3DFlickiesIsland'' in its stead.

to:

Following the release of ''VideoGame/Sonic3AndKnuckles'', series co-creator Yuji Naka and the Japanese staff at STI returned to Japan, while all the other members of Creator/SonicTeam remained in the U.S. While Naka and co. were off making ''VideoGame/NightsIntoDreams'', the Americans were assigned to make the new Sonic game. What exactly the plot would entail changed a lot lot throughout development. It was originally conceived as taking place in the same continuity as the cult ''WesternAnimation/SonicSatAM'' cartoon on which the [[ComicBook/ArchieComicsSonicTheHedgehog Archie comic book series]] was based, along with popular {{Canon Foreigner}}s like Princess Sally and the Freedom Fighters, but Sega vetoed that. Other ideas ranged from Sonic battling demons who were sealed in the Master Emerald (a kernel of this idea made it into ''VideoGame/SonicAdventure'' in '98) to him trying to make it to a hot date with "Tiara Boobowski" (no relation to Rogue the Bat). Many of these pitches involved playing as Tails and Knuckles, plus the new addition Tiara. But as the production shifted to the Saturn, it was agreed that Sonic should be the sole playable character in order to keep things simple.

''Sonic X-treme'' was planned to have two gameplay modes. Standard levels would have a fisheye camera known as the "Reflex Lens" which made levels appear as though they were moving around Sonic. Levels would also rotate around a fixed center of gravity as though they were small planetoids, allowing Sonic to run up walls and ceilings If this sounds familiar, some of those ideas were realized in the largely-forgotten ''VideoGame/SonicLostWorld'' 17 years later. Meanwhile, boss stages were more free-roaming levels, free-roaming, with the boss fights themselves centering fixing the camera on an enemy in the middle of the arena arena, and Sonic running rings around them.

So what led to the game's cancellation? Basically, the dev team split into two (Team A and Team B), which is always a mistake. One team would concentrate on action stages and the other on boss ones, stages. Team A's engine for the action stages ran great on computers, but struggled on the Saturn's hardware. They managed to get it working decently, but the team members who were demo it to the suits at Sega were just seconds late to a meeting held with CEO Hayao Nakayama in March '96. Team A ended up demoing the beta version to Nakayama, who demanded that all of their inferior work be scrapped and the entire game be done in the style of the boss stages. And to get the game done by Christmas to compete with ''VideoGame/SuperMario64''. Depending on who you ask, Team B's attempts to make this happen either compelled them to steal the engine from ''[=NiGHTS=]'' or create content that looked very similar to it; regardless, Yuki Naka saw this version of the game, went bannanas and threatened to quit Sega if Team B's engine wasn't scrapped entirely. The stress of having to finish a game from absolute scratch in just a few months made the project head, Chris Senn, contract pneumonia. Told that he would only have six months to live if he kept working at his current pace, he left the project and the game as a whole was cancelled, as it would no longer release by the holiday season. With no 3D Sonic to speak of, Sega decided to port over ''VideoGame/Sonic3DFlickiesIsland'' in its stead.
Is there an issue? Send a MessageReason:
None


Following the release of ''VideoGame/Sonic3AndKnuckles'', series co-creator Yuji Naka and the Japanese staff at STI returned to Japan, while all the other members of Creator/SonicTeam remained in the U.S. While Naka and co. were off making ''VideoGame/NightsIntoDreams'', the Americans were assigned to make the new Sonic game. What exactly the plot would entail changed a lot throughout development. It was originally conceived as taking place in the same continuity as the cult ''WesternAnimation/SonicSatAM'' cartoon on which the [[ComicBook/ArchieComicsSonicTheHedgehog Archie comic book series]] was based, along with popular {{Canon Foreigner}}s like Princess Sally and the Freedom Fighters, but Sega vetoed that. Other ideas ranged from Sonic battling demons who were sealed in the Master Emerald (a kernel of this idea made it into ''VideoGame/SonicAdventure'' in '98) to him trying to make it to a hot date with "Tiara Boobowski" (no relation to Rogue the Bat). Many of these story pitches involved multiple characters such as Tails and Kunckles, plus the new addition Tiara. But as the production shifted to the Saturn, it was agreed that Sonic should be the sole playable character in order to keep things simple.

to:

Following the release of ''VideoGame/Sonic3AndKnuckles'', series co-creator Yuji Naka and the Japanese staff at STI returned to Japan, while all the other members of Creator/SonicTeam remained in the U.S. While Naka and co. were off making ''VideoGame/NightsIntoDreams'', the Americans were assigned to make the new Sonic game. What exactly the plot would entail changed a lot lot throughout development. It was originally conceived as taking place in the same continuity as the cult ''WesternAnimation/SonicSatAM'' cartoon on which the [[ComicBook/ArchieComicsSonicTheHedgehog Archie comic book series]] was based, along with popular {{Canon Foreigner}}s like Princess Sally and the Freedom Fighters, but Sega vetoed that. Other ideas ranged from Sonic battling demons who were sealed in the Master Emerald (a kernel of this idea made it into ''VideoGame/SonicAdventure'' in '98) to him trying to make it to a hot date with "Tiara Boobowski" (no relation to Rogue the Bat). Many of these story pitches involved multiple characters such playing as Tails and Kunckles, Knuckles, plus the new addition Tiara. But as the production shifted to the Saturn, it was agreed that Sonic should be the sole playable character in order to keep things simple.
Is there an issue? Send a MessageReason:
None


Following the release of ''VideoGame/Sonic3AndKnuckles'', series co-creator Yuji Naka and the Japanese staff at STI returned to Japan, while all the other members of Creator/SonicTeam remained in the U.S. While Naka and co. were off making ''VideoGame/NightsIntoDreams'', the Americans were assigned to make the new Sonic game. What exactly the plot would entail changed a lot throughout development. It was originally conceived as taking place in the same continuity as the cult ''WesternAnimation/SonicSatA'' cartton on which the [[ComicBook/ArchieComicsSonicTheHedgehog Archie comic book series]] was based, but Sega vetoed that. Other ideas ranged from Sonic battling demons who were sealed in the Master Emerald (a kernel of this idea made it into ''VideoGame/SonicAdventure'' in '98) to him trying to make it to a hot date with "Tiara Boobowski" (no relation to Rogue the Bat). Many of these story pitches involved multiple characters such as Tails and Kunckles, plus the new addition Tiara. But as the production shifted to the Saturn, it was agreed that Sonic should be the sole playable character in order to keep things simple.

to:

Following the release of ''VideoGame/Sonic3AndKnuckles'', series co-creator Yuji Naka and the Japanese staff at STI returned to Japan, while all the other members of Creator/SonicTeam remained in the U.S. While Naka and co. were off making ''VideoGame/NightsIntoDreams'', the Americans were assigned to make the new Sonic game. What exactly the plot would entail changed a lot lot throughout development. It was originally conceived as taking place in the same continuity as the cult ''WesternAnimation/SonicSatA'' cartton ''WesternAnimation/SonicSatAM'' cartoon on which the [[ComicBook/ArchieComicsSonicTheHedgehog Archie comic book series]] was based, along with popular {{Canon Foreigner}}s like Princess Sally and the Freedom Fighters, but Sega vetoed that. Other ideas ranged from Sonic battling demons who were sealed in the Master Emerald (a kernel of this idea made it into ''VideoGame/SonicAdventure'' in '98) to him trying to make it to a hot date with "Tiara Boobowski" (no relation to Rogue the Bat). Many of these story pitches involved multiple characters such as Tails and Kunckles, plus the new addition Tiara. But as the production shifted to the Saturn, it was agreed that Sonic should be the sole playable character in order to keep things simple.

Changed: 4364

Removed: 1619

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[[caption-width-right:243:The ''Sonic'' game that never was...]]

If you ever wondered why Creator/{{Sega}} never bothered to make a new mainline ''Franchise/SonicTheHedgehog'' game for the entire lifespan of the UsefulNotes/SegaSaturn, then the answer is that they did. Okay, well, they tried to make one anyway. They just hit a few snags along the way. [[DevelopmentHell A lot of snags]].

Originally intended for the UsefulNotes/SegaGenesis 32X add-on under the codename ''Sonic Mars'', but moving over to the upcoming console during production, ''Sonic X-treme'' was a PlatformGame developed by Creator/SegaTechnicalInstitute. Intended to be the franchise's big [[VideoGame3DLeap transition from 2D to 3D gameplay]], the game began production in late 1994 before being [[{{Vaporware}} unceremoniously cancelled]] in 1997.

Following the completion of ''VideoGame/SonicAndKnuckles'', series co-creator Yuji Naka and all the Japanese staff at Sega Technical Institute went back to Japan, while all the other members remained in the United States. While the Japanese Creator/SonicTeam was off making ''VideoGame/NightsIntoDreams'', the American crew was given the task to make a new mainline ''Sonic'' game.

What exactly this new ''Sonic'' game would entail on the story side of things changed quite a bit throughout development. It was originally conceived as taking place in the same continuity as the [[WesternAnimation/SonicSatAM 90s Saturday Morning cartoon]] and the [[ComicBook/ArchieComicsSonicTheHedgehog comic book series]], sharing the same basic plot and characters. Sega would [[ExecutiveMeddling veto this idea]], and the team would go on to give their game several different plot proposals even into its final year of development. This included everything from a story where Sonic had to stop demons that were [[SealedEvilInACan trapped in the Master Emerald]] to one where our hero is just trying to get to a date with new character and LoveInterest Tiara Boobowski [[RaceAgainstTheClock on time]]. Many of these plots also involved having multiple playable characters, such as Tails and Kunckles, in addition to the aforementioned Tiara. But as the production shifted to the Saturn, it was decided that Sonic would be the sole playable character in order to keep things simple.

''Sonic X-treme'' was meant to have two different gameplay styles. Standard levels would have a fisheye camera known as the "Reflex Lens" that made levels appear as though they were moving around Sonic. Levels would also rotate around a fixed center of gravity as though they were small planetoids, allowing Sonic to run up walls and ceilings.[[note]]If this sounds a little familiar, some of these ideas came to be realized to some extent in ''VideoGame/SonicLostWorld'' seventeen years later.[[/note]] Meanwhile, boss stages were more free-roaming levels, with the boss fights themselves having the camera centered on the enemy in the middle and Sonic running around them in an arena.

So what led to the game's cancellation? Basically, the game started with two development teams (Team A and Team B) that dealt with normal levels and boss levels, respectively. Team A's engine for the normal levels ran great on computers, but struggled on the Sega Saturn's hardware. While they managed to get it working decently well after some time, the ones who could demonstrate this version were just ''seconds'' late to a meeting held with CEO Hayao Nakayama in March '96, who ended up seeing an earlier poorly-running version and demanded that all of that work be scrapped and the whole game done in the style of the boss stages instead. And to get the game done by Christmas to compete with ''VideoGame/SuperMario64''. Depending on who you ask, Team B's attempts to make this happen either had them use the engine for ''[=NiGHTS=]'' or create content that looked very similar to that game: regardless, Yuki Naka saw this version of the game, got quite irate about his engine being used, and threatened to quit Sega if it wasn't scrapped. The stress of having to now start from scratch to complete a game in just a few months had the head of the project Chris Senn contract pneumonia. Told that he would only have six months to live if he kept working at his current pace, he had to leave the project and the game as a whole was cancelled, as it would no longer release by the holiday season. With no 3D Sonic to speak of, Sega decided to port over ''VideoGame/Sonic3DFlickiesIsland'' in its stead, and the blue hedgehog wouldn't see his first true 3D adventure [[VideoGame/SonicAdventure for another two years]].

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[[caption-width-right:243:The ''Sonic'' game that which never was...]]

If you ever wondered why Creator/{{Sega}} never bothered to make made a new mainline ''Franchise/SonicTheHedgehog'' [[Franchise/SonicTheHedgehog Sonic]] game for the entire lifespan of the UsefulNotes/SegaSaturn, then the answer is that they did. Okay, well, they tried to make one anyway. They [[{{Vaporware}} It was just hit a few snags along the way. [[DevelopmentHell A lot of snags]].

never finished.]]

Originally intended for the UsefulNotes/SegaGenesis 32X add-on [[UsefulNotes/OtherSegaSystems 32X]] under the codename ''Sonic Mars'', but moving over to the upcoming console during production, ''Sonic X-treme'' was a PlatformGame developed by Creator/SegaTechnicalInstitute. Intended to be the franchise's big [[VideoGame3DLeap transition from 2D to 3D gameplay]], the game began production in late 1994 before being [[{{Vaporware}} unceremoniously cancelled]] cancelled in 1997.

'97.

Following the completion release of ''VideoGame/SonicAndKnuckles'', ''VideoGame/Sonic3AndKnuckles'', series co-creator Yuji Naka and all the Japanese staff at Sega Technical Institute went back STI returned to Japan, while all the other members remained in the United States. While the Japanese of Creator/SonicTeam was remained in the U.S. While Naka and co. were off making ''VideoGame/NightsIntoDreams'', the American crew was given the task Americans were assigned to make a the new mainline ''Sonic'' game.

Sonic game. What exactly this new ''Sonic'' game the plot would entail on the story side of things changed quite a bit lot throughout development. It was originally conceived as taking place in the same continuity as the [[WesternAnimation/SonicSatAM 90s Saturday Morning cartoon]] and cult ''WesternAnimation/SonicSatA'' cartton on which the [[ComicBook/ArchieComicsSonicTheHedgehog Archie comic book series]], sharing the same basic plot and characters. series]] was based, but Sega would [[ExecutiveMeddling veto this idea]], and the team would go on to give their game several different plot proposals even into its final year of development. This included everything vetoed that. Other ideas ranged from a story where Sonic had to stop battling demons that who were [[SealedEvilInACan trapped sealed in the Master Emerald]] Emerald (a kernel of this idea made it into ''VideoGame/SonicAdventure'' in '98) to one where our hero is just him trying to get make it to a hot date with new character and LoveInterest Tiara Boobowski [[RaceAgainstTheClock on time]]. "Tiara Boobowski" (no relation to Rogue the Bat). Many of these plots also story pitches involved having multiple playable characters, characters such as Tails and Kunckles, in plus the new addition to the aforementioned Tiara. But as the production shifted to the Saturn, it was decided agreed that Sonic would should be the sole playable character in order to keep things simple.

''Sonic X-treme'' was meant planned to have two different gameplay styles. modes. Standard levels would have a fisheye camera known as the "Reflex Lens" that which made levels appear as though they were moving around Sonic. Levels would also rotate around a fixed center of gravity as though they were small planetoids, allowing Sonic to run up walls and ceilings.[[note]]If ceilings If this sounds a little familiar, some of these those ideas came to be were realized to some extent in the largely-forgotten ''VideoGame/SonicLostWorld'' seventeen 17 years later.[[/note]] later. Meanwhile, boss stages were more free-roaming levels, with the boss fights themselves having centering the camera centered on the an enemy in the middle of the arena and Sonic running around them in an arena.

them.

So what led to the game's cancellation? Basically, the game started with dev team split into two development teams (Team A and Team B) that dealt with normal levels B), which is always a mistake. One team would concentrate on action stages and the other on boss levels, respectively. ones, Team A's engine for the normal levels action stages ran great on computers, but struggled on the Sega Saturn's hardware. While they They managed to get it working decently well after some time, decently, but the ones team members who could demonstrate this version were demo it to the suits at Sega were just ''seconds'' seconds late to a meeting held with CEO Hayao Nakayama in March '96, who '96. Team A ended up seeing an earlier poorly-running demoing the beta version and to Nakayama, who demanded that all of that their inferior work be scrapped and the whole entire game be done in the style of the boss stages instead.stages. And to get the game done by Christmas to compete with ''VideoGame/SuperMario64''. Depending on who you ask, Team B's attempts to make this happen either had compelled them use to steal the engine for from ''[=NiGHTS=]'' or create content that looked very similar to that game: it; regardless, Yuki Naka saw this version of the game, got quite irate about his engine being used, went bannanas and threatened to quit Sega if it Team B's engine wasn't scrapped. scrapped entirely. The stress of having to now start finish a game from absolute scratch to complete a game in just a few months had the head of made the project head, Chris Senn Senn, contract pneumonia. Told that he would only have six months to live if he kept working at his current pace, he had to leave left the project and the game as a whole was cancelled, as it would no longer release by the holiday season. With no 3D Sonic to speak of, Sega decided to port over ''VideoGame/Sonic3DFlickiesIsland'' in its stead, and the blue hedgehog wouldn't see his first true 3D adventure [[VideoGame/SonicAdventure for another two years]].
stead.

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Watch the [[https://www.youtube.com/watch?v=W6kdd8ZVf3g 4worlds demo footage here]]. For more detail on the game's development, see [[https://www.youtube.com/playlist?list=PL6v-_nC2CZZhetZnyLvxnGLzRzWiouEc7 the three-part video series]] by [=YouTuber=] miiyouandmii2, and Sonic Retro's [[http://info.sonicretro.org/Sonic_Mars comprehensive]] [[http://info.sonicretro.org/Sonic_X-treme guide]] which includes characters, stories, scripts, and artwork. As a sidenote, this game was at one point meant as a tie-in for a [[WhatCouldHaveBeen proposed live-action film]] called ''Sonic the Hedgehog: Wonders of the World''. The plot of the movie would have involved Sonic and Robotnik escaping from ''Sonic X-treme'' [[RefugeeFromTVLand into the real world]].

to:

Watch the [[https://www.youtube.com/watch?v=W6kdd8ZVf3g 4worlds demo footage here]]. For more detail on the game's development, see [[https://www.youtube.com/playlist?list=PL6v-_nC2CZZhetZnyLvxnGLzRzWiouEc7 the three-part video series]] by [=YouTuber=] miiyouandmii2, and Sonic Retro's [[http://info.sonicretro.org/Sonic_Mars comprehensive]] [[http://info.sonicretro.org/Sonic_X-treme guide]] which includes characters, stories, scripts, and artwork. As a sidenote, this game was at one point meant as a tie-in for a [[WhatCouldHaveBeen proposed live-action film]] called ''Sonic the Hedgehog: Wonders of the World''. The plot of the movie would have involved Sonic and Robotnik escaping from ''Sonic X-treme'' [[RefugeeFromTVLand into the real world]]. A special Christmas episode of ''WesternAnimation/AdventuresOfSonicTheHedgehog'' was to be titled "An X-Tremely Sonic Christmas" in order to promote it. After the game's cancellation, it was renamed "Sonic Christmas Blast"[[note]]most likely to tie in with the aforementioned ''Sonic 3D'' port instead, whose American title is ''Sonic 3D Blast''[[/note]].


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* PolygonCeiling: In some ways, the downfall of this game could be considered the first stumble in Sonic's long and troubled history with this.

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So what led to the game's cancellation? Basically, the game started with two development teams (Team A and Team B) that dealt with normal levels and boss levels, respectively. Team A's engine for the normal levels ran great on computers, but struggled on the Sega Saturn's hardware. While they managed to get it working decently well after some time, the ones who could demonstrate this version were just ''seconds'' late to a meeting held with CEO Hayao Nakayama in March '96, who ended up seeing an earlier poorly-running version and demanded that all of that work be scrapped and the whole game done in the style of the boss stages instead. And to get the game done by Christmas to compete with ''VideoGame/SuperMario64''. Depending on who you ask, Team B's attempts to make this happen either had them use the engine for ''[=NiGHTS=]'' or create content that looked very similar to that game: regardless, Yuki Naka saw this version of the game, got quite irate about his engine being used, and threatened to quit Sega if it wasn't scrapped. The stress of having to now start from scratch to complete a game in just a few months had the head of the project contract pneumonia. Told that he would only have six months to live if he kept working at his current pace, he had to leave the project and the game as a whole was cancelled, as it would no longer release by the holiday season. With no 3D Sonic to speak of, Sega decided to port over ''VideoGame/Sonic3DFlickiesIsland'' in its stead, and the blue hedgehog wouldn't see his first true 3D adventure [[VideoGame/SonicAdventure for another two years]].

to:

So what led to the game's cancellation? Basically, the game started with two development teams (Team A and Team B) that dealt with normal levels and boss levels, respectively. Team A's engine for the normal levels ran great on computers, but struggled on the Sega Saturn's hardware. While they managed to get it working decently well after some time, the ones who could demonstrate this version were just ''seconds'' late to a meeting held with CEO Hayao Nakayama in March '96, who ended up seeing an earlier poorly-running version and demanded that all of that work be scrapped and the whole game done in the style of the boss stages instead. And to get the game done by Christmas to compete with ''VideoGame/SuperMario64''. Depending on who you ask, Team B's attempts to make this happen either had them use the engine for ''[=NiGHTS=]'' or create content that looked very similar to that game: regardless, Yuki Naka saw this version of the game, got quite irate about his engine being used, and threatened to quit Sega if it wasn't scrapped. The stress of having to now start from scratch to complete a game in just a few months had the head of the project Chris Senn contract pneumonia. Told that he would only have six months to live if he kept working at his current pace, he had to leave the project and the game as a whole was cancelled, as it would no longer release by the holiday season. With no 3D Sonic to speak of, Sega decided to port over ''VideoGame/Sonic3DFlickiesIsland'' in its stead, and the blue hedgehog wouldn't see his first true 3D adventure [[VideoGame/SonicAdventure for another two years]].


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* RaceAgainstTheClock: One of the many proposed plotlines for the game would've involved Sonic having to find the antidote to a deadly super-virus, which he himself has contracted. According to project head Chris Senn, there was to be a mechanic where the player needed to complete the game in a certain amount of time before Sonic succumbs to the illness.
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''Sonic X-treme'' was meant to have two different gameplay styles. Standard levels would have a fisheye camera known as the "Reflex Lens" that made levels appear as though they were moving around Sonic. Levels would also rotate around a fixed center of gravity as though they were small planetoids, allowing Sonic could run up walls and ceilings.[[note]]If this sounds a little familiar, some of these ideas came to be realized to some extent in ''VideoGame/SonicLostWorld'' seventeen years later.[[/note]] Meanwhile, boss stages were more free-roaming levels, with the boss fights themselves having the camera centered on the enemy in the middle and Sonic running around them in an arena.

to:

''Sonic X-treme'' was meant to have two different gameplay styles. Standard levels would have a fisheye camera known as the "Reflex Lens" that made levels appear as though they were moving around Sonic. Levels would also rotate around a fixed center of gravity as though they were small planetoids, allowing Sonic could to run up walls and ceilings.[[note]]If this sounds a little familiar, some of these ideas came to be realized to some extent in ''VideoGame/SonicLostWorld'' seventeen years later.[[/note]] Meanwhile, boss stages were more free-roaming levels, with the boss fights themselves having the camera centered on the enemy in the middle and Sonic running around them in an arena.
Is there an issue? Send a MessageReason:
None


''Sonic X-Treme'' was meant to have two different gameplay styles. Standard levels would have a fisheye camera known as the "Reflex Lens" that made levels appear as though they were moving around Sonic. Levels would also rotate around a fixed center of gravity as though they were small planetoids, allowing Sonic could run up walls and ceilings.[[note]]If this sounds a little familiar, some of these ideas came to be realized to some extent in ''VideoGame/SonicLostWorld'' seventeen years later.[[/note]] Meanwhile, boss stages were more free-roaming levels, with the boss fights themselves having the camera centered on the enemy in the middle and Sonic running around them in an arena.

to:

''Sonic X-Treme'' X-treme'' was meant to have two different gameplay styles. Standard levels would have a fisheye camera known as the "Reflex Lens" that made levels appear as though they were moving around Sonic. Levels would also rotate around a fixed center of gravity as though they were small planetoids, allowing Sonic could run up walls and ceilings.[[note]]If this sounds a little familiar, some of these ideas came to be realized to some extent in ''VideoGame/SonicLostWorld'' seventeen years later.[[/note]] Meanwhile, boss stages were more free-roaming levels, with the boss fights themselves having the camera centered on the enemy in the middle and Sonic running around them in an arena.



For more detail on the game's development, see [[https://www.youtube.com/playlist?list=PL6v-_nC2CZZhetZnyLvxnGLzRzWiouEc7 the three-part video series]] by [=YouTuber=] miiyouandmii2, and Sonic Retro's [[http://info.sonicretro.org/Sonic_Mars comprehensive]] [[http://info.sonicretro.org/Sonic_X-treme guide]] which includes characters, stories, scripts, and artwork. As a sidenote, this game was at one point meant as a tie-in for a [[WhatCouldHaveBeen proposed live-action film]] called ''Sonic the Hedgehog: Wonders of the World''. The plot of the movie would have involved Sonic and Robotnik escaping from ''Sonic X-treme'' [[RefugeeFromTVLand into the real world]].

to:

Watch the [[https://www.youtube.com/watch?v=W6kdd8ZVf3g 4worlds demo footage here]]. For more detail on the game's development, see [[https://www.youtube.com/playlist?list=PL6v-_nC2CZZhetZnyLvxnGLzRzWiouEc7 the three-part video series]] by [=YouTuber=] miiyouandmii2, and Sonic Retro's [[http://info.sonicretro.org/Sonic_Mars comprehensive]] [[http://info.sonicretro.org/Sonic_X-treme guide]] which includes characters, stories, scripts, and artwork. As a sidenote, this game was at one point meant as a tie-in for a [[WhatCouldHaveBeen proposed live-action film]] called ''Sonic the Hedgehog: Wonders of the World''. The plot of the movie would have involved Sonic and Robotnik escaping from ''Sonic X-treme'' [[RefugeeFromTVLand into the real world]].



* TwoAndAHalfD: The game uses 2D sprites on a 3D plain. This element eventually came to a detriment of the title: the Saturn was designed for 2D games and ''Sonic X-Treme'' was an early 3D platformer, however ''VideoGame/SuperMario64'''s changed the game on how a 3D platformer "should" be. ''Sonic X-Treme'' didn't look that technologically impressive when compared to its rival ''Mario'' game or the other 3D platformers. Attempts to fix this by making ''X-Treme'' more 3D failed.

to:

* TwoAndAHalfD: The game uses 2D sprites on a 3D plain. This element eventually came to a detriment of the title: the Saturn was designed for 2D games and ''Sonic X-Treme'' X-treme'' was an early 3D platformer, however ''VideoGame/SuperMario64'''s changed the game on how a 3D platformer "should" be. ''Sonic X-Treme'' X-treme'' didn't look that technologically impressive when compared to its rival ''Mario'' game or the other 3D platformers. Attempts to fix this by making ''X-Treme'' more 3D failed.
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* AttackOfTheFiftyFootWhatever: At one point in development, Nack the Weasel/Fang the Sniper was to be fought as a supersized boss.

to:

* AttackOfTheFiftyFootWhatever: AttackOfTheFiftyFootWhatever:
**
At one point in development, Nack the Weasel/Fang the Sniper was to be fought as a supersized boss.boss.
** All the bosses were unusually sized in order to help gamers new to 3D games defeat them more easily.
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So what lead to the game's cancellation? Basically, the game started with two development teams (Team A and Team B) that dealt with normal levels and boss levels, respectively. Team A's engine for the normal levels ran great on computers, but struggled on the Sega Saturn's hardware. While they managed to get it working decently well after some time, the ones who could demonstrate this version were just ''seconds'' late to a meeting held with CEO Hayao Nakayama in March '96, who ended up seeing an earlier poorly-running version and demanded that all of that work be scrapped and the whole game done in the style of the boss stages instead. And to get the game done by Christmas to compete with ''VideoGame/SuperMario64''. Depending on who you ask, Team B's attempts to make this happen either had them use the engine for ''[=NiGHTS=]'' or create content that looked very similar to that game: regardless, Yuki Naka saw this version of the game, got quite irate about his engine being used, and threatened to quit Sega if it wasn't scrapped. The stress of having to now start from scratch to complete a game in just a few months had the head of the project contract pneumonia. Told that he would only have six months to live if he kept working at his current pace, he had to leave the project and the game as a whole was cancelled, as it would no longer release by the holiday season. With no 3D Sonic to speak of, Sega decided to port over ''VideoGame/Sonic3DFlickiesIsland'' in its stead, and the blue hedgehog wouldn't see his first true 3D adventure [[VideoGame/SonicAdventure for another two years]].

For more detail on the game's development, see [[https://www.youtube.com/playlist?list=PL6v-_nC2CZZhetZnyLvxnGLzRzWiouEc7 the three-part video series]] by YouTuber miiyouandmii2, and Sonic Retro's [[http://info.sonicretro.org/Sonic_Mars comprehensive]] [[http://info.sonicretro.org/Sonic_X-treme guide]] which includes characters, stories, scripts, and artwork. As a sidenote, this game was at one point meant as a tie-in for a [[WhatCouldHaveBeen proposed live-action film]] called ''Sonic the Hedgehog: Wonders of the World''. The plot of the movie would have involved Sonic and Robotnik escaping from ''Sonic X-treme'' [[RefugeeFromTVLand into the real world]].

to:

So what lead led to the game's cancellation? Basically, the game started with two development teams (Team A and Team B) that dealt with normal levels and boss levels, respectively. Team A's engine for the normal levels ran great on computers, but struggled on the Sega Saturn's hardware. While they managed to get it working decently well after some time, the ones who could demonstrate this version were just ''seconds'' late to a meeting held with CEO Hayao Nakayama in March '96, who ended up seeing an earlier poorly-running version and demanded that all of that work be scrapped and the whole game done in the style of the boss stages instead. And to get the game done by Christmas to compete with ''VideoGame/SuperMario64''. Depending on who you ask, Team B's attempts to make this happen either had them use the engine for ''[=NiGHTS=]'' or create content that looked very similar to that game: regardless, Yuki Naka saw this version of the game, got quite irate about his engine being used, and threatened to quit Sega if it wasn't scrapped. The stress of having to now start from scratch to complete a game in just a few months had the head of the project contract pneumonia. Told that he would only have six months to live if he kept working at his current pace, he had to leave the project and the game as a whole was cancelled, as it would no longer release by the holiday season. With no 3D Sonic to speak of, Sega decided to port over ''VideoGame/Sonic3DFlickiesIsland'' in its stead, and the blue hedgehog wouldn't see his first true 3D adventure [[VideoGame/SonicAdventure for another two years]].

For more detail on the game's development, see [[https://www.youtube.com/playlist?list=PL6v-_nC2CZZhetZnyLvxnGLzRzWiouEc7 the three-part video series]] by YouTuber [=YouTuber=] miiyouandmii2, and Sonic Retro's [[http://info.sonicretro.org/Sonic_Mars comprehensive]] [[http://info.sonicretro.org/Sonic_X-treme guide]] which includes characters, stories, scripts, and artwork. As a sidenote, this game was at one point meant as a tie-in for a [[WhatCouldHaveBeen proposed live-action film]] called ''Sonic the Hedgehog: Wonders of the World''. The plot of the movie would have involved Sonic and Robotnik escaping from ''Sonic X-treme'' [[RefugeeFromTVLand into the real world]].
Is there an issue? Send a MessageReason:
None


So what lead to the game's cancellation? Basically, the game started with two development teams (Team A and Team B) that dealt with normal levels and boss levels, respectively. Team A's engine for the normal levels ran great on computers, but struggled on the Sega Saturn's hardware. While they managed to get it working decently well after some time, the ones who could demonstrate this version were just ''seconds'' late to a meeting held with CEO Hayao Nakayama in March '96, who ended up seeing an earlier poorly-running version and demanded that all of that work be scrapped and the whole game done in the style of the boss stages instead. And to get the game done by Christmas to compete with ''VideoGame/SuperMario64''. Depending on who you ask, Team B's attempts to make this happen either had them use the engine for ''[=NiGHTS=]'' or create content that looked very similar to that game: regardless, Yuki Naka saw this version of the game and threatened to quit Sega if it wasn't scrapped. The stress of having to now start from scratch to complete a game in just a few months had the head of the project contract pneumonia. Told that he would only have six months to live if he kept working at his current pace, he had to leave the project and the game as a whole was cancelled, as it would no longer release by the holiday season. With no 3D Sonic to speak of, Sega decided to port over ''VideoGame/Sonic3DFlickiesIsland'' in its stead, and the blue hedgehog wouldn't see his first true 3D adventure [[VideoGame/SonicAdventure for another two years]].

to:

So what lead to the game's cancellation? Basically, the game started with two development teams (Team A and Team B) that dealt with normal levels and boss levels, respectively. Team A's engine for the normal levels ran great on computers, but struggled on the Sega Saturn's hardware. While they managed to get it working decently well after some time, the ones who could demonstrate this version were just ''seconds'' late to a meeting held with CEO Hayao Nakayama in March '96, who ended up seeing an earlier poorly-running version and demanded that all of that work be scrapped and the whole game done in the style of the boss stages instead. And to get the game done by Christmas to compete with ''VideoGame/SuperMario64''. Depending on who you ask, Team B's attempts to make this happen either had them use the engine for ''[=NiGHTS=]'' or create content that looked very similar to that game: regardless, Yuki Naka saw this version of the game game, got quite irate about his engine being used, and threatened to quit Sega if it wasn't scrapped. The stress of having to now start from scratch to complete a game in just a few months had the head of the project contract pneumonia. Told that he would only have six months to live if he kept working at his current pace, he had to leave the project and the game as a whole was cancelled, as it would no longer release by the holiday season. With no 3D Sonic to speak of, Sega decided to port over ''VideoGame/Sonic3DFlickiesIsland'' in its stead, and the blue hedgehog wouldn't see his first true 3D adventure [[VideoGame/SonicAdventure for another two years]].

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For more detail on the game's development, see [[https://www.youtube.com/playlist?list=PL6v-_nC2CZZhetZnyLvxnGLzRzWiouEc7 the three-part video series]] by Youtuber miiyouandmii2, and Sonic Retro's [[http://info.sonicretro.org/Sonic_Mars comprehensive]] [[http://info.sonicretro.org/Sonic_X-treme guide]] which includes characters, stories, scripts, and artwork. As a sidenote, this game was at one point meant as a tie-in for a [[WhatCouldHaveBeen proposed live-action film]] called ''Sonic the Hedgehog: Wonders of the World''. The plot of the movie would have involved Sonic and Robotnik escaping from ''Sonic X-treme'' [[RefugeeFromTVLand into the real world]].

to:

For more detail on the game's development, see [[https://www.youtube.com/playlist?list=PL6v-_nC2CZZhetZnyLvxnGLzRzWiouEc7 the three-part video series]] by Youtuber YouTuber miiyouandmii2, and Sonic Retro's [[http://info.sonicretro.org/Sonic_Mars comprehensive]] [[http://info.sonicretro.org/Sonic_X-treme guide]] which includes characters, stories, scripts, and artwork. As a sidenote, this game was at one point meant as a tie-in for a [[WhatCouldHaveBeen proposed live-action film]] called ''Sonic the Hedgehog: Wonders of the World''. The plot of the movie would have involved Sonic and Robotnik escaping from ''Sonic X-treme'' [[RefugeeFromTVLand into the real world]].



* AttackOfTheFiftyFootWhatever: At one point in development Nack/Fang was to be fought as a supersized boss.

to:

* AttackOfTheFiftyFootWhatever: At one point in development Nack/Fang development, Nack the Weasel/Fang the Sniper was to be fought as a supersized boss.boss.
* FishEyeLens: All non-boss stages would have used this effect.



* TakeThat: A live-action E3 promotional video features Mario and Luigi of ''Franchise/SuperMarioBros'' fame worrying about Sonic's next title. It even ends with the tagline "Mario Who?", implying gamers will forget all about Mario.

to:

* TakeThat: [[https://youtu.be/ue-jo2qWiFA A live-action E3 promotional video video]] features Mario and Luigi of ''Franchise/SuperMarioBros'' fame worrying about Sonic's next title. It even ends with the tagline "Mario Who?", implying gamers will forget all about Mario.
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For more detail on the game's development, see [[https://www.youtube.com/playlist?list=PL6v-_nC2CZZhetZnyLvxnGLzRzWiouEc7 the three-part video series]] by Youtuber miiyouandmii2, and Sonic Retro's [[http://info.sonicretro.org/Sonic_X-treme comprehensive guide]]. Oh, and as a sidenote, this game was at one point meant as a tie-in for a [[WhatCouldHaveBeen proposed live-action film]] called ''Sonic the Hedgehog: Wonders of the World''. The plot of this movie would have involved Sonic and Robotnik escaping from ''Sonic X-treme'' [[RefugeeFromTVLand into the real world]].

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For more detail on the game's development, see [[https://www.youtube.com/playlist?list=PL6v-_nC2CZZhetZnyLvxnGLzRzWiouEc7 the three-part video series]] by Youtuber miiyouandmii2, and Sonic Retro's [[http://info.sonicretro.org/Sonic_Mars comprehensive]] [[http://info.sonicretro.org/Sonic_X-treme comprehensive guide]]. Oh, guide]] which includes characters, stories, scripts, and as artwork. As a sidenote, this game was at one point meant as a tie-in for a [[WhatCouldHaveBeen proposed live-action film]] called ''Sonic the Hedgehog: Wonders of the World''. The plot of this the movie would have involved Sonic and Robotnik escaping from ''Sonic X-treme'' [[RefugeeFromTVLand into the real world]].
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* AttackOfTheFiftyFootWhatever: At one point in development Nack/Fang wass to be fought as a supersized boss.

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* AttackOfTheFiftyFootWhatever: At one point in development Nack/Fang wass was to be fought as a supersized boss.

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For more detail on the game's development, see [[https://www.youtube.com/playlist?list=PL6v-_nC2CZZhetZnyLvxnGLzRzWiouEc7 the three-part video series]] by Youtuber miiyouandmii2. Oh, and as a sidenote, this game was at one point meant as a tie-in for a [[WhatCouldHaveBeen proposed live-action film]] called ''Sonic the Hedgehog: Wonders of the World''. The plot of this movie would have involved Sonic and Robotnik escaping from ''Sonic X-treme'' [[RefugeeFromTVLand into the real world]].

to:

For more detail on the game's development, see [[https://www.youtube.com/playlist?list=PL6v-_nC2CZZhetZnyLvxnGLzRzWiouEc7 the three-part video series]] by Youtuber miiyouandmii2.miiyouandmii2, and Sonic Retro's [[http://info.sonicretro.org/Sonic_X-treme comprehensive guide]]. Oh, and as a sidenote, this game was at one point meant as a tie-in for a [[WhatCouldHaveBeen proposed live-action film]] called ''Sonic the Hedgehog: Wonders of the World''. The plot of this movie would have involved Sonic and Robotnik escaping from ''Sonic X-treme'' [[RefugeeFromTVLand into the real world]].



* AttackOfTheFiftyFootWhatever: At one point in development Nack/Fang wass to be fought as a supersized boss.



* InsideAComputerSystem: One draft of the story involved Princess Tiara and her father, King Cyberooski, being trapped in a virtual world.
* MacGuffin: Sonic would have had to collect the Rings of Order, counterparts to the Chaos Emeralds.
* MakeWayForTheNewVillains: Two story drafts would have had Robotnik usurped as the main villain by [=ChaosDoom=] and the Chaos Elementals.



* UndergroundLevel: Red Sands is an underground cave level.

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* UndergroundLevel: Red Sands is an underground cave level.level.
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* GreenHillZone: Jade Gully fit the series tradition of having the first level be a tropical level.
* HolidayMode: There was plans for a Christmas bonus level.



* TakeThat: A live-action E3 promotional video features Mario and Luigi of ''Franchise/SuperMarioBros'' fame worrying about Sonic's next title. It even ends with the tagline "Mario Who?", implying gamers will forget all about Mario.

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* SlippySlideyIceWorld: Crystal Frost is level that takes place on a snowy mountain.
* TakeThat: A live-action E3 promotional video features Mario and Luigi of ''Franchise/SuperMarioBros'' fame worrying about Sonic's next title. It even ends with the tagline "Mario Who?", implying gamers will forget all about Mario.Mario.
* UndergroundLevel: Red Sands is an underground cave level.

Added: 553

Removed: 233

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* PromotedToPlayable: If the game had gotten finished, it could have been Amy's first playable role in a main game. Plans for other character besides Sonic existed, but it was decided to focus on Sonic until everything was perfected.


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* FurryFemaleMane: Tiara was initially designed during the ''[=SatAM=]''-based ''Sonic Mars'' stage of development and, as a result, she's styled similarly to female characters from the show. She had either loose, long hair or a ponytail depending on her design (with her later designs all using TomboyishPonytail look).
* PromotedToPlayable: If the game had gotten finished, it could have been Amy's first playable role in a main game. Plans for other character besides Sonic existed, but it was decided to focus on Sonic until everything was perfected.
Is there an issue? Send a MessageReason:
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For more detail on the game's development, see [[https://www.youtube.com/playlist?list=PL6v-_nC2CZZhetZnyLvxnGLzRzWiouEc7 the three-part video series]] by Youtuber miiyouandmii2. Oh, and as a sidenote, this game was at one point meant as a tie-in for a [[WhatCouldHaveBeen proposed live-action film]] called ''Sonic the Hedgehog: Wonders of the World''. The plot of this movie would have involved Sonic and Robotnik escaping from ''Sonic X-treme'' [[RefugeeFromTVLand into the real world]].

to:

For more detail on the game's development, see [[https://www.youtube.com/playlist?list=PL6v-_nC2CZZhetZnyLvxnGLzRzWiouEc7 the three-part video series]] by Youtuber miiyouandmii2. Oh, and as a sidenote, this game was at one point meant as a tie-in for a [[WhatCouldHaveBeen proposed live-action film]] called ''Sonic the Hedgehog: Wonders of the World''. The plot of this movie would have involved Sonic and Robotnik escaping from ''Sonic X-treme'' [[RefugeeFromTVLand into the real world]].world]].
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!!This game provides examples of:

* PromotedToPlayable: If the game had gotten finished, it could have been Amy's first playable role in a main game. Plans for other character besides Sonic existed, but it was decided to focus on Sonic until everything was perfected.
* TwoAndAHalfD: The game uses 2D sprites on a 3D plain. This element eventually came to a detriment of the title: the Saturn was designed for 2D games and ''Sonic X-Treme'' was an early 3D platformer, however ''VideoGame/SuperMario64'''s changed the game on how a 3D platformer "should" be. ''Sonic X-Treme'' didn't look that technologically impressive when compared to its rival ''Mario'' game or the other 3D platformers. Attempts to fix this by making ''X-Treme'' more 3D failed.
* TakeThat: A live-action E3 promotional video features Mario and Luigi of ''Franchise/SuperMarioBros'' fame worrying about Sonic's next title. It even ends with the tagline "Mario Who?", implying gamers will forget all about Mario.
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Originally intended for the UsefulNotes/SegaGenesis 32X add-on under the codename ''Sonic Mars'', but moving over to the upcoming console during production, ''Sonic X-treme'' was a PlatformGame developed by Creator/SegaTechnicalInstitute. Intended to be the franchise's big [[VideoGame3DLeap transition from 2D to 3D gameplay]], the game began production in late 1994 before being unceremoniously cancelled in 1997.

to:

Originally intended for the UsefulNotes/SegaGenesis 32X add-on under the codename ''Sonic Mars'', but moving over to the upcoming console during production, ''Sonic X-treme'' was a PlatformGame developed by Creator/SegaTechnicalInstitute. Intended to be the franchise's big [[VideoGame3DLeap transition from 2D to 3D gameplay]], the game began production in late 1994 before being [[{{Vaporware}} unceremoniously cancelled cancelled]] in 1997.
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Much of the game's development is summed up in a [[https://www.youtube.com/playlist?list=PL6v-_nC2CZZhetZnyLvxnGLzRzWiouEc7 three-part video series]] by Youtuber miiyouandmii2, as well as [[TheWikiRule on the wiki]], but the short version is as follows: Following the completion of ''VideoGame/SonicAndKnuckles'', series co-creator Yuji Naka and all the Japanese staff at Sega Technical Institute went back to Japan, while all the other members remained in the United States. While the Japanese Creator/SonicTeam was off making ''VideoGame/NightsIntoDreams'', the American crew was given the task to make a new mainline ''Sonic'' game.

to:

Much of the game's development is summed up in a [[https://www.youtube.com/playlist?list=PL6v-_nC2CZZhetZnyLvxnGLzRzWiouEc7 three-part video series]] by Youtuber miiyouandmii2, as well as [[TheWikiRule on the wiki]], but the short version is as follows: Following the completion of ''VideoGame/SonicAndKnuckles'', series co-creator Yuji Naka and all the Japanese staff at Sega Technical Institute went back to Japan, while all the other members remained in the United States. While the Japanese Creator/SonicTeam was off making ''VideoGame/NightsIntoDreams'', the American crew was given the task to make a new mainline ''Sonic'' game.
Is there an issue? Send a MessageReason:
None


Much of the game's development is summed up in a [[https://www.youtube.com/playlist?list=PL6v-_nC2CZZhetZnyLvxnGLzRzWiouEc7 three-part video series]] by Youtuber miiyouandmii2, as well as [[TheWikiRule on the wiki]], but the short version is as follows: Following the completion of ''VideoGame/SonicAndKnuckles'', series co-creator Yuji Naka and all the Japanese staff at Sega Technical Institute went back to Japan, while all the other members remained in San Francisco, California in the United States. While the Japanese Creator/SonicTeam was off making ''VideoGame/NightsIntoDreams'', the American crew was given the task to make a new mainline ''Sonic'' game.

to:

Much of the game's development is summed up in a [[https://www.youtube.com/playlist?list=PL6v-_nC2CZZhetZnyLvxnGLzRzWiouEc7 three-part video series]] by Youtuber miiyouandmii2, as well as [[TheWikiRule on the wiki]], but the short version is as follows: Following the completion of ''VideoGame/SonicAndKnuckles'', series co-creator Yuji Naka and all the Japanese staff at Sega Technical Institute went back to Japan, while all the other members remained in San Francisco, California in the United States. While the Japanese Creator/SonicTeam was off making ''VideoGame/NightsIntoDreams'', the American crew was given the task to make a new mainline ''Sonic'' game.
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Added DiffLines:

[[quoteright:243:https://static.tvtropes.org/pmwiki/pub/images/sonic_x_treme_coverart_7.png]]
[[caption-width-right:243:The ''Sonic'' game that never was...]]
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If you ever wondered why Creator/{{Sega}} never bothered to make a new mainline ''Franchise/SonicTheHedgehog'' game for the entire lifespan of the UsefulNotes/SegaSaturn, then the answer is that they did. Okay, well, they tried to make one anyway. They just hit a few snags along the way. [[DevelopmentHell A lot of snags]].

Originally intended for the UsefulNotes/SegaGenesis 32X add-on under the codename ''Sonic Mars'', but moving over to the upcoming console during production, ''Sonic X-treme'' was a PlatformGame developed by Creator/SegaTechnicalInstitute. Intended to be the franchise's big [[VideoGame3DLeap transition from 2D to 3D gameplay]], the game began production in late 1994 before being unceremoniously cancelled in 1997.

Much of the game's development is summed up in a [[https://www.youtube.com/playlist?list=PL6v-_nC2CZZhetZnyLvxnGLzRzWiouEc7 three-part video series]] by Youtuber miiyouandmii2, as well as [[TheWikiRule on the wiki]], but the short version is as follows: Following the completion of ''VideoGame/SonicAndKnuckles'', series co-creator Yuji Naka and all the Japanese staff at Sega Technical Institute went back to Japan, while all the other members remained in San Francisco, California in the United States. While the Japanese Creator/SonicTeam was off making ''VideoGame/NightsIntoDreams'', the American crew was given the task to make a new mainline ''Sonic'' game.

What exactly this new ''Sonic'' game would entail on the story side of things changed quite a bit throughout development. It was originally conceived as taking place in the same continuity as the [[WesternAnimation/SonicSatAM 90s Saturday Morning cartoon]] and the [[ComicBook/ArchieComicsSonicTheHedgehog comic book series]], sharing the same basic plot and characters. Sega would [[ExecutiveMeddling veto this idea]], and the team would go on to give their game several different plot proposals even into its final year of development. This included everything from a story where Sonic had to stop demons that were [[SealedEvilInACan trapped in the Master Emerald]] to one where our hero is just trying to get to a date with new character and LoveInterest Tiara Boobowski [[RaceAgainstTheClock on time]]. Many of these plots also involved having multiple playable characters, such as Tails and Kunckles, in addition to the aforementioned Tiara. But as the production shifted to the Saturn, it was decided that Sonic would be the sole playable character in order to keep things simple.

''Sonic X-Treme'' was meant to have two different gameplay styles. Standard levels would have a fisheye camera known as the "Reflex Lens" that made levels appear as though they were moving around Sonic. Levels would also rotate around a fixed center of gravity as though they were small planetoids, allowing Sonic could run up walls and ceilings.[[note]]If this sounds a little familiar, some of these ideas came to be realized to some extent in ''VideoGame/SonicLostWorld'' seventeen years later.[[/note]] Meanwhile, boss stages were more free-roaming levels, with the boss fights themselves having the camera centered on the enemy in the middle and Sonic running around them in an arena.

So what lead to the game's cancellation? Basically, the game started with two development teams (Team A and Team B) that dealt with normal levels and boss levels, respectively. Team A's engine for the normal levels ran great on computers, but struggled on the Sega Saturn's hardware. While they managed to get it working decently well after some time, the ones who could demonstrate this version were just ''seconds'' late to a meeting held with CEO Hayao Nakayama in March '96, who ended up seeing an earlier poorly-running version and demanded that all of that work be scrapped and the whole game done in the style of the boss stages instead. And to get the game done by Christmas to compete with ''VideoGame/SuperMario64''. Depending on who you ask, Team B's attempts to make this happen either had them use the engine for ''[=NiGHTS=]'' or create content that looked very similar to that game: regardless, Yuki Naka saw this version of the game and threatened to quit Sega if it wasn't scrapped. The stress of having to now start from scratch to complete a game in just a few months had the head of the project contract pneumonia. Told that he would only have six months to live if he kept working at his current pace, he had to leave the project and the game as a whole was cancelled, as it would no longer release by the holiday season. With no 3D Sonic to speak of, Sega decided to port over ''VideoGame/Sonic3DFlickiesIsland'' in its stead, and the blue hedgehog wouldn't see his first true 3D adventure [[VideoGame/SonicAdventure for another two years]].

For more detail on the game's development, see [[https://www.youtube.com/playlist?list=PL6v-_nC2CZZhetZnyLvxnGLzRzWiouEc7 the three-part video series]] by Youtuber miiyouandmii2. Oh, and as a sidenote, this game was at one point meant as a tie-in for a [[WhatCouldHaveBeen proposed live-action film]] called ''Sonic the Hedgehog: Wonders of the World''. The plot of this movie would have involved Sonic and Robotnik escaping from ''Sonic X-treme'' [[RefugeeFromTVLand into the real world]].

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