Sega-16: Many gamers were eagerly anticipating the final installment of the series on the Saturn. That console's packaging went as far as to include a photo and lableled it as "coming soon," yet the game was cancelled. Rumors abound that Sega of Japan were responsible, as they didn't want competition for Virtua Fighter. Is this true? Exactly what happened?
Michael Latham: Well, your sources are correct. Sega of Japan felt that Eternal Champions was keeping Virtua Fighter from being more successful in the US and that it would be better if the company focused on only one franchise...and as Sega is a Japanese company, the Japan side won. It was a crushing blow, and was the only time in working nearly a decade at Sega I considered quitting. I mainly stayed with the hope to change that decision, but sadly never could. Even when we did the NetFighter project for Heat.net, we weren't able to use the Eternal characters as a hidden bonus. From Japan's view the game never existed, in spite of its stellar sales and even offers to do comic books and a cartoon around it.
Sega-16: Information about the Saturn Eternal Champions game is almost non existent. How far along was it when it was cancelled? Are there any demos, screen shots, or perhaps concept art floating around?
Michael Latham: I had about 20 pages of the design when I got informed of its cancellation, but as I told you, I had the basic story always worked out from the beginning. The idea was that just like the Eternal Champions, there was a second set of fighters fighting to regain their lives (called the Infernals), and this created a certain balance to the time line. The story of the Saturn version was that a third force, called Chaos, comes in and starts ripping apart the time line and the two sides have to work together fight this new threat. So you can choose the side of the Eternals or Infernals, good and evil, but not black and white as you think, and then fight to fix the damaged time-line.
What was the real cool part was that things you did affected the timeline in real-time in the game, and so it would effect the characters looks, abilities, histories, and the way the world looked. You could even effect the time flow during the fight which created all kinds of twists for the game mechanics. If you were successful, you could find a way to return everyone to their timelines and their effect on history then created a very special ending, and there were other sub-endings, 30 in all. My friend Tony Van (a very successful game producer and designer in his own right) warned me you never end any movie, TV show, or game with a "to be continued" ending like I did in the Sega CD versions; if you do you are doomed, and there will never be another one. A wise insight, from a wise guy.