Sonic X-treme - Cancelled Sega Saturn "nights" concept video

Discussion in 'Industry News' started by ASSEMbler, Jun 3, 2007.

  1. ASSEMbler

    ASSEMbler Administrator Staff Member

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    <object height="480" width="640">

    <embed src="http://www.youtube.com/v/VW_Pd-PTAtM" type="application/x-shockwave-flash" wmode="transparent" height="480" width="640"></object>

    This is a video of the concept "nights" version of Sonic Xtreme for Sega
    Saturn. Looking to produce a concept for a 3D sonic, a Sega USA team
    used the nights engine to produce a concept for demonstration. Upon
    hearing about the use of their engine, the Japanese team had a fit and
    forced the adoption of a different engine, the so called "fish eye" version
    that was later canceled as unworkable.

    This bickering lead to the cancellation of the only "Killer App" for Sega Saturn.

    This video is from the only copy of the game in existence, which sold for
    nearly $3000 in 2006.

    HQ version torrent is up:
    http://torrents.thepiratebay.org/3706034/Sonic_X-treme_HQ_video.3706034.TPB.torrent
     
    Last edited by a moderator: Jun 5, 2007
  2. Keiji Dragon

    Keiji Dragon Enthusiastic Member

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    Very neat. So thats what Mr. Wallis meant about using that particular engine. It actually looks fun.

    I liked the BGM you choose for the video, ASSEMbler.
     
  3. ASSEMbler

    ASSEMbler Administrator Staff Member

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    That music is on the game.
     
  4. hxc

    hxc Guest

    Nice to see :)

    PS. Not to cause contraversy and just to let you know, the engine used here was Chris Coffin's engine, which is frequently seen in screenshots with Metal Sonic and Nack the Weasel and the like. Quote from my email conversations with Chris (it was also put onto wikipedia, by Chris, I will screenshot the email if I must):

    "The boss engine never used the NiGHTS engine, never saw any code,tools or assistance from Sonic Team. Even one of AM2's own arcade teams from japan that was transplanted to the offices of STI and developed Dynamite Deka (known as Die HARD ARCADE) was not privelaged with any such knowledge or special support.
    <script><!-- D(["mb","Teams had to pretty much fend for themselves which was evidenced by almost nonexistent 3rd party tools and support network for Saturn at that time.\u003cbr /\>A few months into Chris Coffin\'s involvment in Sonic Xtreme, the studio director Roger Hector showed Chris Coffin a playable pre release level of NiGHTS.\u003cbr /\>Chris Coffin fell in love with the game\'s look and feel of NiGHTS for Sonic Xtreme\'s boss levels, which may be why [[Yuji Naka]] himself threatened to quit Sega several months later because he assumed the Sonic Xtreme team had been given access to his game\'s source code and art which was not the case.\u003cbr /\>The boss level engine began to evolve into a game of its own using this new source of inspiration, trying to stay closer to its 2d roots by adopting a 3d but side scrolling viewpoint seen in games like Klonoa, Pandemonium and NiGHTS which was more fluid and lent itself to the fast moving gameplay of previous sonic tites.\u003cbr /\>The new boss engine gameplay prototype adopted a more pastel color scheme and organic flow of the inspirational NiGHTS game causing some divided opinions amongst team members inlcuding designer Chris Senn that originality was being compromised in the interest of appeasing Sega of Japan..&quot;\u003cbr /\>\u003cbr /\>\u003cbr /\>\u003cbr /\>\u003cbr /\>---- Jordan Grodecki <\u003ca onclick\u003d\"return top.js.OpenExtLink(window,event,this)\" href\u003d\"mailto:relinquished@gmail.com\"\>relinquished@gmail.com\u003c/a\>> wrote:\u003cbr /\>> Hey Chris, just checking you got the email quoted below?\u003cbr /\>>\u003cbr /\>> Hey Chris\u003cbr /\>> >\u003cbr /\>> > I personally don\'t work on the LostLevels website, although I vaguely know\u003cbr /\>> > the person that does, TheRedEye. Mike Wallis overlooked that article, as you\u003cbr /\>> > may have noticed from the timeline, if you say its wrong, would you mind\u003cbr /\>> > saying what you would correct? That article is pretty much taken as fact\u003cbr /\>> > now.\u003cbr /\>> >\u003cbr /\>> > I must say a big thankyou for replying and being willing to talk, unlike\u003cbr /\>> > some others *coughOferAloncough* It will be intresting to hear yet another\u003cbr /\>",1] ); //--></script>Teams had to pretty much fend for themselves which was evidenced by almost nonexistent 3rd party tools and support network for Saturn at that time.
    A few months into Chris Coffin's involvment in Sonic Xtreme, the studio director Roger Hector showed Chris Coffin a playable pre release level of NiGHTS.
    Chris Coffin fell in love with the game's look and feel of NiGHTS for Sonic Xtreme's boss levels, which may be why [[Yuji Naka]] himself threatened to quit Sega several months later because he assumed the Sonic Xtreme team had been given access to his game's source code and art which was not the case.
    The boss level engine began to evolve into a game of its own using this new source of inspiration, trying to stay closer to its 2d roots by adopting a 3d but side scrolling viewpoint seen in games like Klonoa, Pandemonium and NiGHTS which was more fluid and lent itself to the fast moving gameplay of previous sonic tites.
    The new boss engine gameplay prototype adopted a more pastel color scheme and organic flow of the inspirational NiGHTS game causing some divided opinions amongst team members inlcuding designer Chris Senn that originality was being compromised in the interest of appeasing Sega of Japan..""

    If there is any other like, evidence that this was a Nights based game, I'll be happy to accept that though :)
     
    Last edited by a moderator: Jun 3, 2007
  5. ASSEMbler

    ASSEMbler Administrator Staff Member

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  6. GarethDE

    GarethDE Rapidly Rising Member

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  7. ASSEMbler

    ASSEMbler Administrator Staff Member

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    I think they are trying to redo / opensource that.

    The fisheye gives me a giant headache.
     
  8. CrAzY

    CrAzY SNES4LIFE

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    So awesome. I am really lovin' the BGM. :love:
     
  9. WolverineDK

    WolverineDK music lover

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    Nice video. Just sad, so much shit has happened around Sonic Extreme.
     
  10. Bramsworth

    Bramsworth Well Known Member

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    I can't beleive it sold for $3000. I don't remember if that auction from back then stated how much gameplay was in it but if anybody knew that this was as much as you're getting I can't believe someone would spend that much for just 30 seconds before you've practically played the whole game.

    Of course this isn't from a collectors point of view so... :shrug:
     
  11. GarethDE

    GarethDE Rapidly Rising Member

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    It's difficult to tell from the Flash video above, but it looks like STI were doing just fine without Naka's Nights engine if the one above really is Chris Coffin's creation. It even seems more fluid than the Nights engine, though of course with the addition of more effects, a more populated level and some NPCs with AI, I guess things could have been more balanced at the end.

    On the other hand though since this is a demo and unlikely to have had any optimisation applied to it, maybe Naka should have been asking STI for their 3D engine and not the other way around? =P
     
  12. ASSEMbler

    ASSEMbler Administrator Staff Member

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    Do me a favor and rate this on yourube, some disgruntled people are trying to give it a negative rating.
     
  13. Borman

    Borman Digital Games Curator

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    If you are talking about Project S, its a new game inspired by Sonic Xtreme, it wont directly resemble it in any way really.
     
  14. madhatter256

    madhatter256 Illustrious Member

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    Awesome. Thanks for sharing.
     
  15. Mark30001

    Mark30001 Guest

    Thanks for sharing. :)
     
  16. Codeman

    Codeman GasPanic bouncer

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    Great vid!
    Probably has been asked before but.....

    Since this first concept used the Nights engine, does the Sonic in Xmas Nights have anything to do with this?
    How about Sonic Jam's engine?
     
  17. APE

    APE Site Supporter 2015

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    As far as I know all of those were seperate.
     
  18. Taucias

    Taucias Site Supporter 2014,2015

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    This is nothing to do with the boss engine though, according to Senn it is using the Nights engine:

    http://www.senntient.com/ubb/Forum13/HTML/000047.html
     
    Last edited: Jun 4, 2007
  19. hxc

    hxc Guest

    The boss engine eventually became the base for the entire thing, after it was realized that Ofer's fisheye would not be able to be ported to the saturn, as shown by the screenshots of Coffin's engine I released myself recently (available http://www.projectsonic.com/1/ ). Although those show an engine with models.....

    I'm suuprised actully, it may well be on the nights engine, I'll have to try and get that confirmed either way from a couple of people.

    Thanks for that :)

    That was a very old quote from waay back when all the drama first started, plus the fact that Senn was never directly involved with this version, he worked almost exclusively on the fisheye with Ofer., if you read the latest Edge article, which is on X-Treme, it says they had the engine for a couple of weeks, with quotes from Mike Wallis and Chris Senn... I'm still not convinced this was made with the NiD Engine... is 2 weeks enough to make something like this?

    Direct quote from the article says they had it for 2 or 3 weeks where they got familerized with the engine., before Naka threatend to quit and all. I guess the demo could possibly have been done in that time. I'll keep an open mind till I get a real answer.

    I'll get back to you with confirmation....have emailed Mike Wallis, producer to get a confirmed answer to this.
     
    Last edited by a moderator: Jun 4, 2007
  20. SaviourDC

    SaviourDC Member

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    Man that runs really well on the Saturn..... I think I can understand a possible reason why Sonicteam would be pissed about this...that would be that some other company making the first true 3D Sonic game.
     
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