![]() Everyone knew that the next Sonic would have to be a step in a different direction, but there was a lot of uncertainty about what that direction would be. SEGA Technical Institute, the US-based team behind most of Sonic's Genesis games, was assigned the weighty task. The public didn't get to see much of the project's earliest days. Sonic X-Treme would have to grace all these systems at one point or another, and it was just one sign of the turmoil SEGA was in. ![]() SEGA of America was placing their bets that budget-conscious Genesis owners would upgrade to 32X, and when that didn't pan out, they hoped to make a cartridge-based system with nVidia-licensed 3D hardware to compete with the Nintendo 64. SEGA of Japan was pushing a CD-based 2D powerhouse called the Saturn. SEGA was having a great deal of trouble deciding where to go with their next generation of hardware. There was the experimental multiplayer Sonic Crackers, eventually to become Knuckles Chaotix there was the nebulous next-gen reimagining that was X-Treme and eventually, there was their backup plan, the outsourced Sonic 3D Blast. Like a good fisherman, SEGA kept several lines in the water. The fourth game in the flagship Genesis series was a success, but SEGA was looking to push their mascot in a new direction - it just wasn't sure what that direction was. The project began, predictably enough, after the completion of Sonic & Knuckles in late 1994.
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