It arrived at a time when gamers craved something more mature, the “edge” of yesteryear now simply the latest crop of CD-based game consoles. Developed internally at Sega Technical Institute as an attempt to show off Sonic’s growth as a character and mascot, Sonic X-treme might have been doomed from the beginning. His first real foray into 3D became an apt metaphor for the lengths Sonic would go in an attempt to find some semblance of himself in the world of three dimensions.
Sonic X-treme was supposed to be Sonic’s next great leap into maturity. Sonic X-treme: A Young Hedgehog’s Trouble Fitting In By the time Sega’s 32-bit Saturn console launched in the US, Sonic was suffering from a crisis of identity. But by the mid-’90s, after Yuji Naka and development company Sonic Team turned their attention to new projects and ideas, Sonic became that childhood actor entering tumultuous adolescence. Sonic had edge, becoming an overnight sensation, spanning a franchise with multiple sequels, an animated television show, and a hefty lineup of merchandise. Sonic was how Sega gained a 65 percent market share over Nintendo. The 16-bit system wars were the stuff of legend. Sega pushed Sonic as the cooler option for teens and adults-Mario was for kids. Sonic had it all, a recipe for success in the ’90s video game market. Let’s not forget Sonic’s image and design itself, with that spunky attitude, odd blue color, and enigmatic attributes completely the opposite of a real hedgehog. The speed of its gameplay ran rings around Mario and became the emphasis of Sega’s famously angsty and clever “ Sega Does What Nintendon’t” marketing campaign.
The brainchild of Yuji Naka, Sonic the Hedgehog touted vibrant graphics and innovative level design.