Sonic X-Treme
Without doubt, Sonic X-Treme is the saddest "lost software" story in the saga of the Sega Saturn. You see, despite stories to the contrary, Sega planned all along to have a brand-new Sonic game for Saturn that would showcase the console's power - just as the original Sonic had done with the Genesis years before. Sonic X-Treme, originally planned for the 32X, was to have been that game. Its loss is due in part to its develoment team and in part to none other than Sega of Japan.
As with the later Sonic efforts, Sega Technical Institute (STI) over in America was tasked with the latest incarnation of Sega's beloved mascot. This time, they had the formidable job of creating the first-ever fully 3D next-generation Sonic game. They had lots of ideas and wasted no time in throwing together executable code in order to demonstrate their ideas. Sonic X-Treme, as was revealed to a number of videogame industry reporters and magazines at the time, looked nothing short of fantastic. It had the look of every Sonic lover's dream - full 3D environments in which Sonic could maneuver in all directions, rich gameplay enviroments true to the series legacy, and so on. Sonic fans worldwide were salivating as 1996 came to its end and 1997 loomed on the horizon.
This is where Sega of Japan enters the picture.
You see, STI also had some major problems coding Sonic X-Treme. Even the executable alphas they created took up far too much of the Saturn's resources to ever hope to make a playable game out of theme. The situation was so bad that Sega of America was pulling programming resources from other departments (such as Sega Sports) in an effort to overcome the obstacles. They wanted Yuji Naka's help, but he was busy working on NiGHTS and was therefore unavailable. Executives over at Sega of Japan were not pleased by the reports they were getting about STI's production problems, so a delegation was sent over to review their work first-hand. According to reports, they came back appalled and reported the dismal findings to their superiors, who then relayed them to Sega CEO Hayao Nakayama and the senior corporate staff at Sega. A short time later, in early 1997, STI was coldly informed that Sonic X-Treme had been officially canned. STI never recovered from this debacle and broke up shortly thereafter. Parts of Sonic X-Treme would later wind up in Sonic R, Sonic Jam, Sonic 3D Blast, and Sonic Adventure for Dreamcast a few years later.
On 08 December 1997, Sega of America released Sonic R for Saturn to a disappointed American gaming public. Although it received wide acclaim for its stunning graphics, it was not the 3D Sonic riot that Sega of America had originally promised. Even to this day there are many Sega diehards who complain that Sonic R was no "true Sonic game" and deride it at every opportunity. Overall, opinions about Sonic R remain mixed to this day.
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