Well while we wait, I have another Sonic scenario to review:
Sonic X-Treme
Platform: Sega Saturn and Windows PC
Release Date: May 18th, 1997 for the Saturn in all territories and November 20th, 1997 for Windows PC.
Developed by: Sega Technical Institiute, with additional support from Sonic Team Japan
Producer: Mike Wallis
Directors: Takashi Iizuka and Christian Senn
Character and Levels Designed by: Christian Senn, Ryo Kudo, Richard Wheller, Ross Harris, Andrew Pobert, and Jason Kuo.
Programming: Olaf Alon and Christian Senn for the main engine, Toshiaki Yajima, Tatsuo Yamajiri, Arata Hanashima, and Hiroshi Okamoto for the boss and special stage engine.
Music Composed by: Howard Drossin with additional tracks by Junko Shiratsu.
Voice Direction by: Lani Minella
Featuring the Voices of: Leonardo Dicaprio as Sonic (reprising his role from the movie), Tara Strong as Tiara the Mynx, Maurice Lamarche as Doctor Robotnitk, Brian Drummond as Knuckles the Echidna, Corey Bringas as Miles “Tails” Prower, Scott Mcniel as Fang the Sniper.
1996 may have been one of Sonic The Hedgehog best years, but for the team at Sega Technical Institute, it felt like one of its worse.
Established in 1991 by Mark Cerny and Tom Kalinske, the development arm of Sega US had put together a multitude of killer apps for the Genesis. Sonic 2 and 3K, Comix Zone, and the Ooze to name a few. But going into 94, a small team headed up by Christian Senn would be given their greatest assignment to date: Make a mainline Sonic game by themselves in 2 years for the Genesis's successor: Project Saturn. “This was a curve for us, as many teams were prepping themselves for the next console by making a game for the Turbo Charger. At the time, we thought that corporate had so much faith in our abilities. We wouldn't be able to reward that faith until much later in development.”-Olaf Alon, in an interview with Sonic Retro in 2016.
The first year of X-Treme's development would begin with just trying to make up an engine for the game while also thinking up ideas for the scenario. By the summer of 95, a simple level running on the engine was shown to Sega's Corporate hierarchy, but to their seniors at Sonic Team Japan. For the corporate members, they seemed interested but not ecstatic over what the team created. “After the demonstration, Yuji Naka pulled us aside, clapped each of us on the shoulder and promptly said good luck. That day was the day I was determined to prove him wrong.”-Chris Senn. This build would not be playable at E3 but be included in the Saturn's highlight reel hyping its release in September.
This would be the high point of STI's development time. By January 96, they were woefully behind schedule. The engine was regularly dropping its framerate, certain parts of the level geometry would glitch, and one of the seven boss fights would cause the game to crash. Due to the goodwill and feedback given at E3 95, Sega was originally pushing for the game to be ready for Holiday 96 but if this game ships in this condition, any hope of a successful Saturn holiday dies with it. The whip would be cracked to fix the problem, but with the entire team unable to find the source of the glitches by May, it looked like they would need to start from scratch to fix the problem. Enter Takashi Iizuka. Iizuka had just finished his design work on Sonic Team Japan's newest title Nights into Dreams at the start of the year and a new assignment hadn't been given to him yet. One thing he was also doing on the side was serving as a liason between Naka and STI's progress. “Seeing Chris's project falling apart at the seams really hurt me, because he was the one who helped me feel at home when I joined Sega. I began to do what I can to help my friend and help that game be the success I knew it could be.”-Takashi Iizuka.
By E3 96, no mention of Sonic X-Treme would be made nor would a playable build be show at Sega's booth. Behind closed doors however, the decision would be made to restart development on X-Treme. But this time STI would not be alone on development. Iizuka spent his time well recruiting members of the last major Sonic Release: Knuckles Chaotix to join on this project. With their help, X-Treme would quickly make a turnaround. First, the original engine was scrapped along with the fisheye camera. It its place, the camera would be active behind the model of each character as they traverse through each level. Second, the zones would regress back to the 3 act layout along with a separate arena for boss fights. It its place, each acts will fall into one of 3 categories: a hallway platformer with the fixed camera, a 2d side scrolling platformer more in line with the classic era games, or a sandbox level where the camera can be freely moved to find alternate routes through the level. While missing out on E3, Sonic X-Treme would make its triumphant return as the lead game of Sega's Tokyo Game Show press conference, along with a release date of 1997.