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Sonic Mars was being developed by Sega Technical Institute (STI), a U.S.-based developer that had worked on games such as Sonic 2, Sonic 3 , Sonic Spinball, The Ooze and Comix Zone. In its earliest conception, the game was set to be released on the Sega Genesis and later on the 32X, under the name Sonic Mars (based on the codename for the 32X, Sega Mars). Sonic Mars would also have featured Sally Acorn and the other Freedom Fighters from the Saturday morning animated series, Sonic the Hedgehog. Part of the project staff included Chris Senn, who designed demo animations in order to persuade executives, and Michael Kosaka, who was the staff leader and the game’s producer.
However, that project was eventually shifted: it was decided that the game would require much more powerful hardware to cope with the new engine, and for commercial reasons, Kosaka’s departure from Sega and the eventual commercial failure of the 32X, the release of a Sonic game on the upcoming Sega Saturn console was necessary. [Info from Wikipedia]
You can download the original script for Sonic Mars @ Sonic-Cult
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U64 is an archive with articles, screens and videos for cancelled, beta & unseen videogames. Every change & cut creates a different gaming experience: we would like to save some documents about this evolution for curiosity, historic and artistic preservation.
15 Responses to Sonic Mars [32X - Concept/Cancelled]
FullMetalMC
September 5th, 2008 at 11:32 pm
really nice finds looks like they wanted lots of minigames
Xavio
September 7th, 2008 at 5:47 pm
If that was the gameplay… Well, it’d be like Sonic the Hedgehog (original).
Seriously, Sonic is about being as quick as possible, in this game…hell, even Mario is faster.
Alan Weir
September 14th, 2008 at 1:28 am
I looks like bubsy 3d.
wow. why do people really want sonic x-treme? It would’ve been utter dogshit, hence why it was never released.
Fartnog Buttstinkle
October 6th, 2008 at 9:51 pm
Two things:
A: A Sonic game being “dogshit” has hardly prevented Sega from releasing it before (See: essentially every Sonic game in the past 10 years) so why would this be an exception?
B: If you knew anything about the game you’d know that in spite of all the behind the scenes bureaucracy at Sega, the game was actually turning out OK and the reason it was never released had to do far more with the state of the Saturn.
MathUser
October 7th, 2008 at 3:03 am
I did a writeup for this game over at sonicretro.org. That’s where all of these images come from. The game was gonna focus on that SatAM cartoon series and had cameos from the characters and some of them were playable also.
Manic Man
November 7th, 2008 at 3:21 pm
It WASN’T X-treme. Sonic X-treme was Always a Saturn game, however, there were a number of ideas for different Sonic games.. bits were taken and ended up in X-treme. It’s normal pratice. Simply a case that after 1 Sonic game project was canned, the team were free to work on another project etc. But as X-treme, it was ONLY EVER Saturn… boy this simple mistakes are what make us Researchers have a hell of a time..
monokoma
November 8th, 2008 at 1:19 pm
You are right Manic Man, the Wikipedia article was not precise, sometime we just indicate all the “Unreleased STI Sonic Projects” as “X-treme” because it’s the better know one as it was the last project in the “unreleased STI projets serie”. Thanks for point that out, I’ll fix the description :)
Ian
January 1st, 2009 at 8:07 am
Looks pretty cool, they used every ounce of the 32X’s power, however it looks way too slow to be any fun.
person
January 27th, 2009 at 1:53 am
god. this looks so fun! they should have put it on the saturn.
Kamen Rider Torque'
March 12th, 2009 at 7:51 pm
It actually looks pretty good considering that the genesis was a 8-bit system pushing a 16-bit processer. Looks kinda like Super Mario 64
Noel
April 17th, 2009 at 9:42 am
“It actually looks pretty good considering that the genesis was a 8-bit system pushing a 16-bit processer.”
Isn’t that an oxymoron? An 8-bit system with a 16-bit processor :D
Federico
September 16th, 2009 at 11:55 am
L’hardware del 32x poteva comunque fare molto di più. Basta vedere la demo (anche su you tube) realizzata nel 1995 dal team Scavenger per capire che il 32x era ancora tutto da sfruttare. Ma quel video si riferisce davvero a Sonic Mars? In effetti vista la grafica credo di si.
monokoma
September 16th, 2009 at 1:49 pm
Il video è un concept fatto i quegli anni se non sbaglio, non girava su 32X direttamente per quanto ne so, era solamente un’idea di come fare il gioco :)
Federico
September 19th, 2009 at 12:04 pm
In effetti era una sorta di demo tecnica però girava su un 32x liscio senza modifiche (era su cartuccia ovviamente)
Mr.M
January 16th, 2010 at 6:33 am
Man, this game would have saved segas LIFE!
sega, you guys can be so stupid.