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''Sonic X-treme'' was a
platform game A platformer (also called a platform game, and sometimes a jump 'n' run game) is a subgenre of action game in which the core objective is to move the player character between points in an environment. Platform games are characterized by levels wi ...
developed by Sega Technical Institute from 1994 until its cancellation in 1996. It was planned as the first fully 3D ''
Sonic the Hedgehog is a video game series and media franchise created by the Japanese developers Yuji Naka, Naoto Ohshima, and Hirokazu Yasuhara for Sega. The franchise follows Sonic the Hedgehog (character), Sonic, an anthropomorphic blue hedgehog who battle ...
'' game, taking Sonic into the 3D era of video games, and the first original ''Sonic'' game for the
Sega Saturn The is a home video game console developed by Sega and released on November 22, 1994, in Japan, May 11, 1995, in North America, and July 8, 1995, in Europe. Part of the fifth generation of video game consoles, it is the successor to the succes ...
. The storyline followed Sonic on his journey to stop Doctor Robotnik from stealing six magic rings from Tiara Boobowski and her father. ''X-treme'' featured open levels rotating around a fixed center of gravity and, like previous ''Sonic'' games, featured collectible rings and fast-paced gameplay. ''X-treme'' was conceived as a side-scrolling platform game for the
Sega Genesis The Sega Genesis, known as the outside North America, is a 16-bit Fourth generation of video game consoles, fourth generation home video game console developed and sold by Sega. It was Sega's third console and the successor to the Master Sys ...
to succeed '' Sonic & Knuckles'' (1994). Development shifted to the 32X and then the Saturn and
Windows Windows is a Product lining, product line of Proprietary software, proprietary graphical user interface, graphical operating systems developed and marketed by Microsoft. It is grouped into families and subfamilies that cater to particular sec ...
, and the game was redesigned as a 3D platform game for the 1996 holiday season. The plan was disrupted by company politics, an unfavorable visit by Japanese Sega executives, and obstacles with the game engines planned for use, including one from
Sonic Team , doing business as , is a Japanese video game developer owned by Sega. Sonic Team is best known for its ''Sonic the Hedgehog'' series and games such as '' Nights into Dreams'' and '' Phantasy Star Online''. The initial team, formed in 1990, c ...
for '' Nights into Dreams'' (1996). Amid increasing pressure and declining morale, designer Chris Senn and programmer Chris Coffin became ill, prompting producer Mike Wallis to cancel the game. A film tie-in with
Metro-Goldwyn-Mayer Metro-Goldwyn-Mayer Studios Inc. (also known as Metro-Goldwyn-Mayer Pictures, commonly shortened to MGM or MGM Studios) is an American Film production, film and television production and film distribution, distribution company headquartered ...
was also canceled. In place of ''X-treme'', Sega released a
port A port is a maritime facility comprising one or more wharves or loading areas, where ships load and discharge cargo and passengers. Although usually situated on a sea coast or estuary, ports can also be found far inland, such as Hamburg, Manch ...
of the Genesis game '' Sonic 3D Blast'', but did not release an original 3D ''Sonic'' platform game until '' Sonic Adventure'' for the Dreamcast in 1998. ''X-treme'' is regarded as the most famous canceled ''Sonic'' game, and journalists and fans have speculated about its potential. Its cancellation is considered an important factor in the Saturn's commercial failure, as it left the system with no original ''Sonic'' platform game. Elements similar to those in ''X-treme'' appeared in later games, such as '' Sonic Lost World'' (2013).


Premise

''Sonic X-treme'' was a
platform game A platformer (also called a platform game, and sometimes a jump 'n' run game) is a subgenre of action game in which the core objective is to move the player character between points in an environment. Platform games are characterized by levels wi ...
in which players controlled
Sonic the Hedgehog is a video game series and media franchise created by the Japanese developers Yuji Naka, Naoto Ohshima, and Hirokazu Yasuhara for Sega. The franchise follows Sonic the Hedgehog (character), Sonic, an anthropomorphic blue hedgehog who battle ...
from a
third-person perspective Narration is the use of a written or spoken commentary to storytelling, convey a narrative, story to an audience. Narration is conveyed by a narrator: a specific person, or unspecified literary voice, developed by the creator of the story to del ...
. It would have been the first ''
Sonic the Hedgehog is a video game series and media franchise created by the Japanese developers Yuji Naka, Naoto Ohshima, and Hirokazu Yasuhara for Sega. The franchise follows Sonic the Hedgehog (character), Sonic, an anthropomorphic blue hedgehog who battle ...
'' game to feature 3D gameplay, predating '' Sonic Adventure'' (1998). Gameplay was similar to the
Sega Saturn The is a home video game console developed by Sega and released on November 22, 1994, in Japan, May 11, 1995, in North America, and July 8, 1995, in Europe. Part of the fifth generation of video game consoles, it is the successor to the succes ...
platform game '' Bug!'' (1995), though producer Mike Wallis said that ''X-treme'' differed in that Sonic was free to roam levels, unconstrained by linear paths. ''X-treme'' featured a fisheye camera system, the "Reflex Lens", that gave players a wide-angle view, making levels appear to move around Sonic. Levels would rotate around a fixed center of gravity, meaning Sonic could run up walls, arriving at what was previously the ceiling. Sonic was also able to enter and exit the screen as he moved. Boss battles were set in open, arena-style levels, and the bosses were rendered in polygons instead of sprites. These levels used shading, transparency, and lighting effects to showcase the Saturn's technical potential. The developers wanted to take ''Sonic'' into the 3D era while building on its successes. In 1996, Wallis said ''X-treme'' featured familiar ''Sonic'' gameplay, but " 're giving Sonic new moves, because Sonic is a hedgehog of the times, we're bringing him up to speed." Like previous ''Sonic'' games, ''X-treme'' emphasized speed and
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, and featured special stages and collectable rings. Additions included the abilities to throw rings at enemies, create a shield from rings, do spinning midair attacks, strike enemies below with a "Power Ball" attack, jump higher with less control than normal, and execute a "Sonic Boom" attack, in concert with the shield, that struck in 360 degrees.
Surfing Surfing is a surface water sport in which an individual, a surfer (or two in tandem surfing), uses a board to ride on the forward section, or face, of a moving wave of water, which usually carries the surfer towards the shore. Waves suita ...
and bungee jumping were included as activities considered cool at the time. Former executive producer Michael Kosaka's design documents envisioned six zones with three levels each. At least four stages were developed before cancellation: Jade Gully, Red Sands, Galaxy Fortress, and Crystal Frost. Lead designer Chris Senn said he modeled and textured four main characters and created designs for 50 enemies and an hour of music. The plot went through several iterations; the one described in promotional materials involved Tiara Boobowski, who was set to become a major character, and her father, Professor Gazebo Boobowski, calling on Sonic to help defend the six magical Rings of Order from Doctor Robotnik. Another new character who appeared in story pitches was Chaos, a monster trapped inside the Master Emerald. Fang the Sniper and Metal Sonic were planned as bosses.


Background

The original ''
Sonic the Hedgehog is a video game series and media franchise created by the Japanese developers Yuji Naka, Naoto Ohshima, and Hirokazu Yasuhara for Sega. The franchise follows Sonic the Hedgehog (character), Sonic, an anthropomorphic blue hedgehog who battle ...
'' was developed by
Sonic Team , doing business as , is a Japanese video game developer owned by Sega. Sonic Team is best known for its ''Sonic the Hedgehog'' series and games such as '' Nights into Dreams'' and '' Phantasy Star Online''. The initial team, formed in 1990, c ...
in Japan. Released in 1991, it greatly increased the popularity of the
Sega Genesis The Sega Genesis, known as the outside North America, is a 16-bit Fourth generation of video game consoles, fourth generation home video game console developed and sold by Sega. It was Sega's third console and the successor to the Master Sys ...
in North America. After its release, developer
Yuji Naka , credited in some games as YU2, is a Japanese video game designer and programmer. He is the co-creator of the ''Sonic the Hedgehog'' series and was the president of Sonic Team at Sega until his departure in 2006. Naka joined Sega in 1984 and w ...
and other Japanese staff relocated to
California California () is a U.S. state, state in the Western United States that lies on the West Coast of the United States, Pacific Coast. It borders Oregon to the north, Nevada and Arizona to the east, and shares Mexico–United States border, an ...
to join Sega Technical Institute (STI), a development division led by Mark Cerny. Cerny aimed to establish an elite development studio combining the design philosophies of American and Japanese developers. In 1991, STI began developing several games, including '' Sonic the Hedgehog 2'' (1992), which was released the following year. Though ''Sonic the Hedgehog 2'' was successful, the language barrier and cultural differences created a rift between the Japanese and American developers. Once development ended, Cerny departed STI and was replaced by former
Atari Atari () is a brand name that has been owned by several entities since its inception in 1972. It is currently owned by French holding company Atari SA (formerly Infogrames) and its focus is on "video games, consumer hardware, licensing and bl ...
employee Roger Hector. The American staff developed '' Sonic Spinball'' (1993), while the Japanese staff developed '' Sonic the Hedgehog 3'' (1994) and '' Sonic & Knuckles'' (1994). According to developer Takashi Iizuka, the Japanese team experimented with
3D computer graphics 3D computer graphics, sometimes called Computer-generated imagery, CGI, 3D-CGI or three-dimensional Computer-generated imagery, computer graphics, are graphics that use a three-dimensional representation of geometric data (often Cartesian coor ...
for ''Sonic 3'', but were unable to implement them with the limited power of the Genesis. After ''Sonic & Knuckles'' was completed, Naka returned to Japan to work on '' Nights into Dreams'' (1996) with Sonic Team. At the time, Sega of America operated as an independent entity, and relations with the Japanese were not always smooth. Some of this conflict may have been caused by Sega president Hayao Nakayama and his admiration for Sega of America; according to former Sega of America CEO
Tom Kalinske Thomas Kalinske (born July 17, 1944) is an American businessman who has worked for Mattel (1972–1987), Matchbox (1987-1990), Sega of America (1990–1996) and LeapFrog (1997–2006). At Mattel, Kalinske was credited with reviving the Barbie ...
, some executives disliked that Nakayama appeared to favor US executives, and "a lot of the Japanese executives were maybe a little jealous, and I think some of that played into the decisions that were made". By contrast, author Steven L. Kent opined that Nakayama bullied American executives and believed the Japanese executives made the best decisions. According to Hector, after the release of the Sony PlayStation in 1994, the atmosphere at Sega became political, with "lots of finger-pointing".


Development

After Naka's return to Japan with his team in late 1994, STI was left with mostly American staff. Development of ''Sonic X-treme'' began in late 1994 at STI. Michael Kosaka was executive producer and team leader, and designer and CGI artist Senn created animations to pitch the game to Sega executives. As new consoles and the 32-bit era were on the way, the game was moved to the 32X under the working titles ''Sonic 32X'' and ''Sonic Mars'' after the "Project Mars" codename used for the 32X. The initial 32X design was an isometric side-scroller, but became a full 3D game with a view set on a floating plane. Kosaka completed design documents before the 32X was released, without a clear picture of the hardware. Some of Kosaka's concepts were new dynamics to the gameplay, including the ability for a second player to play as a character other than Tails. Various playable characters, including some from the cartoon, would be unlocked as they were rescued and have unique moves. Players could also collect Chaos Emeralds via special stages that involved playing a minigame similar to air hockey against Dr. Robotnik, and collecting all seven would unlock the true ending. In mid-1995, Kosaka resigned. According to Senn, "
osaka is a Cities designated by government ordinance of Japan, designated city in the Kansai region of Honshu in Japan. It is the capital of and most populous city in Osaka Prefecture, and the List of cities in Japan, third-most populous city in J ...
and the executive producer Dean Lester were not getting along, and I believe Michael felt it was his best option to simply remove himself from what he thought was a politically unhealthy environment." Lester resigned later in 1995 and was replaced by Manny Granillo. Wallis, who had worked on '' The Ooze'' (1995) and ''Comix Zone'', was placed in charge of ''Sonic X-treme''. Lead programmer Don Goddard was replaced with Ofer Alon, who some staff found difficult to work with, saying he did not share his work. As the design had changed significantly and the 32X struggled commercially, development moved to a planned Sega cartridge console powered by
nVidia Nvidia Corporation ( ) is an American multinational corporation and technology company headquartered in Santa Clara, California, and incorporated in Delaware. Founded in 1993 by Jensen Huang (president and CEO), Chris Malachowsky, and Curti ...
3D hardware, designed to compete with the Nintendo 64. STI technical director Robert Morgan was instructed to explore this possibility, without hardware specifications or development kits. This decision was made because of the planned console's ability to handle 3D graphics and Sega of America senior management's disinterest in the Sega Saturn. After Sega announced that it would focus solely on the Saturn, development shifted again, costing the team several weeks. When Naka visited STI and observed the ''X-treme'' development, he simply said "good luck". According to Senn, Naka was unsettled by STI's intention to make a fully 3D ''Sonic'' game for the Saturn, which he found too ambitious for the hardware. He believed the design would cause STI to abandon ''Sonic'' simplicity. Senn recalled: " akadreaded the idea that his own creation could be completely altered. The 2D ''Sonic'' relied on simple, efficient, and fun gameplay. And he was convinced that using 3D might generate a whole lot of problems."


Design

The Saturn version was developed by two teams with two different game engines, starting in the second half of 1995. One team, led by Morgan and including programmer Chris Coffin, developed the free-roaming boss levels. This engine used tools used by Saturn games such as '' Panzer Dragoon II Zwei'' and rendered bosses as fully polygonal characters. The other team, led by Senn and Alon, developed the main levels, working on PC with the intent of porting their work to Saturn. Alon and Senn focused on building an editor to construct the main levels. Music and backgrounds could not be coded in the editor, and had to be coded manually for each level. Enemies were created as pre-rendered sprites. Senn lost 25 pounds and became severely ill from overworking on ''X-treme''. Other staff included composer Howard Drossin, lead artist Ross Harris, artist/designers Fei Cheng and Andrew Probert, and designers Jason Kuo and Richard Wheeler. Hirokazu Yasuhara, who designed the Genesis ''Sonic'' games, also contributed. According to Senn, his team was completely different from the STI teams led by Naka; this, combined with their inexperience, "set up seeds of doubt and a political landmine waiting to go off if we didn't produce amazing results quickly". Wallis expressed frustration with the team structure, and felt that internal politics hampered development. Coffin felt the division of responsibilities would ensure every element was perfect. Difficulties arose from the design. According to Wallis, the game would combine 2D side-scrolling with "the ability to have onicgo into and out of the screen", which created unexpected problems in implementation. Senn said a primary problem was transitioning ''Sonic'' simple and fast controls to a 3D environment: "The simplicity of movement, particularly moving very quickly, was now gone. Seeing far enough into the distance, not getting stuck on obstacles, and trying to maintain that sense of free speed was very difficult." 3D graphics were new, and developers were still learning how they would affect controls and gameplay. Programming for the Saturn proved difficult; as Alon could not get his engine, developed on PC, to run fast enough on Saturn, Morgan outsourced the port to Point of View Software, a third-party company.


Disputes within Sega

In March 1996, Sega representatives from Japan visited STI to evaluate progress. At this point, ''X-treme'' was already behind schedule. Senn and other sources indicate that the key visitor was president Nakayama, though Wallis recalls executive vice president Shoichiro Irimajiri. The executive was unimpressed by Senn and Alon's work, as the version he saw, ported from PC to Saturn by Point of View, ran at a poor
frame rate Frame rate, most commonly expressed in frame/s, or FPS, is typically the frequency (rate) at which consecutive images (Film frame, frames) are captured or displayed. This definition applies to film and video cameras, computer animation, and moti ...
. Senn, who said the visitor "came storming out practically cursing after seeing what they'd done", and Alon attempted to show their most recent PC version, but he left before they had the opportunity. The visitor was impressed by Coffin's boss engine, and requested that ''X-treme'' be reworked around it. Concerned about the need to create essentially a new game before the strict October 1996 deadline, Wallis isolated Coffin's team, preventing outside influence. The team comprised four artists, two programmers, a contractor, and three designers, set up in an old STI location. They worked between sixteen and twenty hours a day. Although neither Senn nor Alon were officially part of the production after the visit, they continued working on their version, hoping to pitch it to Sega as a PC game. In April, Sega of America executive vice president Bernie Stolar approached STI and asked what he could do to help the game meet its deadline. At Wallis' suggestion, he provided the tools and
source code In computing, source code, or simply code or source, is a plain text computer program written in a programming language. A programmer writes the human readable source code to control the behavior of a computer. Since a computer, at base, only ...
for Sonic Team's 3D Saturn game ''Nights into Dreams''. Naka was not included in the discussions and was upset to learn his tools were being used without permission, and two weeks later, Stolar requested that the team stop using the tools. Reports suggested that Naka had threatened to leave Sega if they were used. Senn dismissed this as speculation, but said that, if true, he understood Naka's interest in maintaining control over the Sonic Team technology and the ''Sonic'' franchise. Sonic Team was developing its own 3D ''Sonic'' game using the ''Nights'' engine, which could have motivated Naka's threat. The loss of the ''Nights'' engine cost the ''Sonic X-treme'' team weeks of development. In July 2022, Naka denied that he had anything to do with ''X-treme'' use of the ''Nights'' engine and said it would have been useless due to multiple technical reasons, including the fact ''Nights'' was coded in assembly and ''X-treme'' was in C. He suggested that the developers invented the story to rationalize their failure to finish ''X-treme''.


Cancellation

In May 1996, Sega displayed a playable demo of ''X-treme'' at E3 in Los Angeles, and displayed a version of Coffin's engine. At this time, team morale had dropped and turnover was high. By August, Coffin had contracted severe walking pneumonia. Wallis praised Coffin's effort, but acknowledged that without Coffin the team had no chance of meeting its deadline. Around the same time, Senn became so ill that he was told he had six months to live, though he survived. With both teams crippled two months before the deadline, Wallis canceled the game. Sega initially stated that ''X-treme'' had been delayed; however, in early 1997, Sega announced that the game had been canceled. For the 1996 holiday season, Sega instead concentrated on Sonic Team's '' Nights into Dreams'' and a port of the Genesis game '' Sonic 3D Blast'' by
Traveller's Tales Traveller's Tales is a British video game developer and a subsidiary of TT Games. Traveller's Tales was founded in 1989 by Jon Burton and Andy Ingram. Initially a small company focused on its own games, it grew in profile through developing game ...
, to which Wallis contributed. Sonic Team's work on a Saturn 3D ''Sonic'' game became ''Sonic Adventure'' for the Dreamcast. Remnants of their prototype can be seen in the Saturn compilation game '' Sonic Jam'' (1997). While Senn felt the version of ''X-treme'' he and Alon were developing could have been completed with an additional six to twelve months, Sega's PC division would not pay for its development, and may have been hesitant after the engine had been rejected for ''X-treme''. After the project was rejected, Alon left Sega. Sega of America disbanded STI in 1996 following management changes. Hector believed that the success of PlayStation led to corporate turmoil within Sega that resulted in STI's dissolution. According to Wallis, STI was restructured as Sega of America's product development department after the previous product development department had become SegaSoft.


Canceled film

In August 1994, Sega of America signed a deal with
Metro-Goldwyn-Mayer Metro-Goldwyn-Mayer Studios Inc. (also known as Metro-Goldwyn-Mayer Pictures, commonly shortened to MGM or MGM Studios) is an American Film production, film and television production and film distribution, distribution company headquartered ...
and Trilogy Entertainment to produce a live-action animated film based on ''Sonic the Hedgehog'' and tie into ''Sonic X-treme.'' In May 1995, the screenwriter Richard Jeffries pitched a treatment titled ''Sonic: Wonders of the World''. It saw Sonic and Dr. Robotnik escaping from ''Sonic X-treme'' into the real world. The film was canceled as none of the companies could come to an agreement.


Legacy

In place of ''Sonic'' ''X-treme'', Sega released a
port A port is a maritime facility comprising one or more wharves or loading areas, where ships load and discharge cargo and passengers. Although usually situated on a sea coast or estuary, ports can also be found far inland, such as Hamburg, Manch ...
of the Genesis game '' Sonic 3D Blast'', and ''Sonic Jam'', a compilation of Genesis ''Sonic'' games with an additional 3D level. ''Sonic X-treme'''s cancellation is cited as a key reason for the Saturn's failure. While Sega controlled up to 55% of the console market in 1994, by August 1997,
Sony is a Japanese multinational conglomerate (company), conglomerate headquartered at Sony City in Minato, Tokyo, Japan. The Sony Group encompasses various businesses, including Sony Corporation (electronics), Sony Semiconductor Solutions (i ...
controlled 47%, Nintendo 40%, and Sega only 12%. ''X-treme'' is regarded as the most famous canceled ''Sonic'' game, and journalists and fans have speculated about its potential. David Houghton of ''
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'' described the prospect of "a good 3D ''Sonic'' game" on the Saturn as a "What if..." scenario akin to dinosaurs surviving extinction. ''
IGN ''IGN'' is an American video gaming and entertainment media website operated by IGN Entertainment Inc., a subsidiary of Ziff Davis, Inc. The company's headquarters is located in San Francisco's SoMa district and is headed by its former e ...
'' Travis Fahs described ''X-treme'' as "an empty vessel for Sega's ambitions and the hopes of their fans" and said it was an important change for Sega, its mascot and the Saturn. Levi Buchanan, also writing for ''IGN'', said while the Saturn's lack of a true ''Sonic'' sequel "didn't wholly destroy" its chances, it "sure didn't help matters much". Dave Zdyrko, who operated a prominent Saturn fan site, said: "I don't know if 'X-treme''could've saved the Saturn, but ... ''Sonic'' helped make the Genesis and it made absolutely no sense why there wasn't a great new ''Sonic'' title ready at or near the launch of the aturn. In a 2007 retrospective, producer Wallis said that ''X-treme'' would have been able to compete with Nintendo's '' Super Mario 64.'' Senn believed that a version of ''X-treme'' built by him with Alon's engine could have sold well. '' Next Generation'' said that ''X-treme'' would have damaged Sega's reputation if it did not compare well to competition such as ''Super Mario 64'' and '' Crash Bandicoot''. Naka was dissatisfied with the game, and in 2012 recalled feeling relief when he learned of its cancellation. Some ''X-treme'' elements appeared in later ''Sonic'' games. Sega reused Sonic's 3D model in the edutainment game '' Sonic's Schoolhouse'' (1996), while Chaos, who was conceived for ''X-treme'', appeared as one of ''Sonic Adventure'' antagonists. Journalists noted similarities in level themes and mechanics between ''X-treme'' and the 2013 game '' Sonic Lost World'', although Iizuka, now Sonic Team's head, said the resemblance was coincidental. Senn went to work on the Wii U ''Sonic'' game '' Sonic Boom: Rise of Lyric'', which was released in 2014 to negative reviews.


Prototypes and recreations

For years, little content from ''X-treme'' was released beyond promotional screenshots. Fahs wrote in 2008 that most ''X-treme'' developers were unwilling to discuss the game, as "the ordeal remain da painful memory of unimaginable stress, pressure, and ultimate disappointment". In 2006, a copy of an early test engine was sold at auction for US$2500 to an anonymous collector. An animated
GIF The Graphics Interchange Format (GIF; or , ) is a Raster graphics, bitmap Image file formats, image format that was developed by a team at the online services provider CompuServe led by American computer scientist Steve Wilhite and released ...
image of gameplay was released, and after a fundraising project by the "Assemblergames" website community purchased the disc from the collector, the disk image was leaked on July 17, 2007. Senn created a website with development history including early footage, a playable character named Tiara, and concept music. Senn considered finishing ''X-treme'' himself and used some of its concepts in a ''Sonic'' fangame, though his plans never materialized. In February 2015, a fan obtained ''X-treme'' source code and released a playable build, featuring the level shown in the E3 1996 demo. ''Hardcore Gamer'' described it as rough but inventive, lacking speed but retaining the spirit of ''Sonic'' design. They felt it could have been a good direction for the franchise and a boost for the Saturn had it been completed. In March 2017, another fan began developing a homebrew Saturn game based on ''X-treme'', ''Sonic Z-treme'', and released a build in September 2018. ''
Eurogamer ''Eurogamer'' is a British video game journalism website launched in 1999 alongside parent company Gamer Network. In 2008, it started in the formerly eponymous trade fair EGX (Eurogamer Expo until 2013) organised by its parent company. Fr ...
'' said it was an impressive effort that combined ''X-treme''-style ideas and levels with new concepts.


See also

* Development hell * Crunch


References


External links

* {{Sonic the Hedgehog Cancelled Sega 32X games Cancelled Sega Genesis games Cancelled Sega Saturn games Cancelled Windows games Sega Technical Institute games Single-player video games Sonic the Hedgehog video games Video games developed in the United States Video games scored by Howard Drossin 1990s in video gaming