Sonic the Hedgehog co-creators: programmerYuji Naka (left) and artistNaoto Ohshima (right)
By 1990, the Japanese video game companySega wanted a foothold in the video game console market with its16-bit console, theSega Genesis. Sega's efforts had been stymied by the dominance ofNintendo;[1] the Genesis did not have a largeinstall base and Nintendo did not take Sega seriously as a competitor.[2]: 414 Sega of America CEO Michael Katz attempted to challenge Nintendo with the "Genesis does what Nintendon't" marketing campaign and by collaborating with athletes and celebrities to create games.[2]: 405–406 These efforts did not break Nintendo's dominance, and Katz was replaced byTom Kalinske, formerly ofMattel.[2]: 423–424
Sega presidentHayao Nakayama decided Sega needed a flagship series and mascot to compete with Nintendo'sMario franchise. Nintendo had recently releasedSuper Mario Bros. 3, at the time the bestselling video game ever. Sega's strategy had been based onporting its successfularcade games to the Genesis; however, Nakayama recognized that Sega needed a star character in a game that could demonstrate the power of the Genesis's hardware.[1] An internal contest was held to determine a flagship game,[3][4] with a focus on the American audience.[5] Among the teams working on proposals were artistNaoto Ohshima and programmerYuji Naka.[6]: 20–33, 96–101 The gameplay ofSonic the Hedgehog (1991) originated with atech demo created by Naka, who had developed an algorithm that allowed asprite to move smoothly on a curve by determining its position with adot matrix. Naka's prototype was aplatform game that involved a fast-moving character rolling in a ball through a long winding tube.[7] Sega management accepted the duo's project, and they were joined by designerHirokazu Yasuhara.[6]: 20–33, 96–101 [8]
The originalSonic the Hedgehog was released on June 23, 1991, for theSega Genesis,[9] boosting Genesis sales dramatically.
After Yasuhara joined Naka and Ohshima, their focus shifted to the protagonist, who Sega hoped could become its mascot.[6]: 20–33, 96–101 The protagonist was initially a rabbit able to grasp objects withprehensile ears, but the concept proved too complex for the hardware. The team moved on to animals that could roll into a ball, and eventually settled onSonic, a teal hedgehog created by Ohshima.[1][3] Naka's prototype was expanded with Ohshima's character design and levels conceived by Yasuhara.[7] Sonic's color was chosen to match Sega's cobalt blue logo, and his red and white shoes were inspired by the cover ofMichael Jackson's 1987 albumBad.[10][11] His personality was based on then-Governor of ArkansasBill Clinton's "can-do" attitude.[12][13][14] The antagonist,Doctor Eggman, was another character Ohshima had designed for the contest. The team thought the abandoned design was excellent and redesigned it as a villain.[15] The team took the nameSonic Team for the game's release.[16]
Sonic's first appearance came inSega AM3's racing gameRad Mobile (1991) five months before the release ofSonic the Hedgehog, as an ornament hanging from the driver's rearview mirror. TheSonic developers let AM3 use Sonic because they were interested in making him visible to the public.[17] According toMark Cerny, who worked in Tokyo as an intermediary between the Japanese and American Sega offices, the American staff felt that Sonic had no appeal.[18] Although Katz was certain thatSonic would not be popular with American children,[19][20] Kalinske arranged to placeSonic the Hedgehog as thepack-in game with the Genesis.[19][21] Featuring speedy gameplay,Sonic the Hedgehog received critical acclaim.[22][23] It greatly increased the popularity of the Sega Genesis in North America,[24] credited with helping Sega gain 65% of the market share against Nintendo.[12]
1991–1995: Genesis sequels
Hirokazu Yasuhara (pictured in 2018) designed most of the GenesisSonic games.
Naka was dissatisfied with his treatment at Sega and felt he received little credit for his involvement in the success. He quit but was hired by Cerny to work at the US-basedSega Technical Institute (STI), with a higher salary and more creative freedom. Yasuhara also moved to STI.[25][24] STI began work onSonic the Hedgehog 2 (1992) in November 1991.[25] Level artistYasushi Yamaguchi designed Sonic's new sidekick,Tails, a flying two-tailed fox inspired by the mythologicalkitsune.[3] Like its predecessor,Sonic the Hedgehog 2 was a major success, but its development suffered from the language barrier and cultural differences between the Japanese and American developers.[26] While STI developedSonic 2, Ohshima led a team in Japan to createSonic CD for the Genesis'sCD-ROM accessory, theSega CD; it began as a port of the first game but evolved into a separate project.[27]
Once development onSonic 2 concluded, Cerny departed and was replaced by Roger Hector. STI divided into two teams: the Japanese developers led by Naka, and the American developers.[26] The Japanese began work onSonic the Hedgehog 3.[28] It was initially developed as anisometric game using theSega Virtua Processor chip, but was restarted as a more conventional side-scrolling game after the chip was delayed.[5] It introduced Sonic's rivalKnuckles, created by artist Takashi Thomas Yuda.[6]: 51, 233 Due to an impending promotion withMcDonald's and cartridges size constraints, the project was split in two: the first half,Sonic 3, was released in February 1994, and the second,Sonic & Knuckles, a few months later.[29] TheSonic & Knuckles cartridge contains an adapter that allows players to connect it toSonic 3, creating a combined game,Sonic 3 & Knuckles.[30]Sonic 3 andSonic & Knuckles, as with their predecessors, were acclaimed.[31][32][33] To release aSonic game in time for the 1993holiday shopping season, Sega commissioned the American team to make a new game, the spin-offSonic Spinball.[34] WhileSpinball received mixed reviews, it sold well and helped build the reputation of its developers.[25]
A number ofSonic games were developed for Sega's8-bit consoles, theMaster System and the handheldGame Gear. The first, an8-bit version of the originalSonic, was developed byAncient to promote the Game Gear and released in December 1991.[35] Aspect Co. developed most of the subsequent 8-bitSonic games, beginning withSonic 2.[36] OtherSonic games released during this period includeDr. Robotnik's Mean Bean Machine (1993), a Western localization of the Japanese puzzle gamePuyo Puyo (1991),[37]SegaSonic the Hedgehog (1993), an arcade game featuring isometric gameplay,[38] andKnuckles' Chaotix (1995), aspin-off for the Genesis's32X add-on starring Knuckles.[39]
FollowingSonic & Knuckles, Naka returned to Japan, having been offered a role as a producer.[16] He was reunited with Ohshima and brought with himTakashi Iizuka,[40] who had worked with Naka's team at STI.[28] Sonic Team was officially formed as a brand,[41][42] and began to work on a new intellectual property,[16]Nights into Dreams (1996), for Sega's 32-bitSaturn console.[43] In 1996, towards the end of the Genesis's lifecycle, Sega releasedSonic 3D Blast, an isometric game based on the originalSonic 3 concept,[44] as the system still had a large install base.[45] It was the finalSonic game produced for the Genesis,[46] and was developed as aswan song for the system.[47] Since Sonic Team was preoccupied withNights,3D Blast was outsourced to the British studioTraveller's Tales.[43] While3D Blast sold well,[45][48] it was criticized for its gameplay, controls, and slow pace.[49][50][51]
Meanwhile, in America, STI worked onSonic X-treme, a 3DSonic game for the Saturn intended for the 1996 holiday shopping season. Development was hindered by disputes between Sega of America and Japan, Naka's reported refusal to let STI use theNightsgame engine, and problems adapting the series to 3D. After two lead developers became ill,X-treme was canceled.[52][53] Journalists and fans have speculated about the impactX-treme might have had if it was released,[52][54][55] with producer Mike Wallis believing it "definitely would have been competitive" with the first 3DMario game,Super Mario 64 (1996).[53] Due toX-treme's cancellation, Sega portedSonic 3D Blast to the Saturn[56][57] with updated graphics and bonus levels developed by Sonic Team.[58][59]
In 1997, Sega announced "Project Sonic", a promotional campaign aimed at increasing market awareness of and renewing excitement for theSonic brand. The first Project Sonic release wasSonic Jam, a compilation of the main GenesisSonic games[60] which included a 3Doverworld Sonic Team used to experiment with 3DSonic gameplay.[61] Sonic Team and Traveller's Tales collaborated again on the second Project Sonic game,Sonic R,[62] a 3D racing game and the only originalSonic game for the Saturn.[63][64] Yasuhara moved to London to assistSonic R's development.[8]Sonic Jam was well received,[65][66] whileSonic R's reviews were more divided.[67][68] The cancellation ofSonic X-treme, as well as the Saturn's general lack ofSonic games, are considered important factors in the Saturn'scommercial failure.[63][69] According to Nick Thorpe ofRetro Gamer, "By mid-1997 Sonic had essentially been shuffled into the background... it was astonishing to see that just six years after his debut, Sonic was already retro."[70]
With itsSonic Jam experiments, Sonic Team began developing a 3DSonic platformer for the Saturn. The project stemmed from a proposal by Iizuka to develop aSonicrole-playing video game (RPG) with an emphasis on storytelling. Development moved to Sega's new console, theDreamcast, which Naka believed would allow for the ultimateSonic game.[6]: 65–67 Sonic Adventure, directed by Iizuka and released in 1998,[71] was one of the firstsixth-generation video games.[72] It introduced elements that became series staples,[73][74] such as artistYuji Uekawa's new character designs influenced by comics and animation.[73] In 1999, Iizuka and 11 other Sonic Team members relocated to San Francisco and establishedSonic Team USA to develop the more action-orientedSonic Adventure 2 (2001).[16][75] Between the releases, Ohshima left Sega to formArtoon.[76] While bothAdventure games were well received[71] and the first sold over two million copies,[77] consumer interest in the Dreamcast quickly faded, and Sega's attempts to spur sales through lower prices and cash rebates caused escalating financial losses.[78]
In January 2001, Sega announced it was discontinuing the Dreamcast to become athird-party developer;[79] following this, Yasuhara left to joinNaughty Dog.[8] The following December,[80] Sega released an expanded port ofSonic Adventure 2 for Nintendo'sGameCube.[81] Afterward, Sonic Team USA developed the firstmulti-platformSonic game,Sonic Heroes (2003), for the GameCube,Microsoft'sXbox, andSony'sPlayStation 2.[82] It was designed for a broad audience,[83] and Sonic Team revived elements not seen since the Genesis era, such asspecial stages and theChaotix characters.[84] Reviews forSonic Heroes were mixed;[85] while its graphics and gameplay were praised, critics felt it failed to address criticisms of previousSonic games, such as thecamera.[86][87][88] Iizuka, who directedHeroes, later said it was the most stressful experience of his career; he lost 22 pounds (10 kg) due to thecrunch conditions.[89] Sonic Team portedSonic Adventure with additional content to the GameCube in 2003 andWindows in 2004,[6]: 141 to mixed reviews.[90]
Sonic Team USA was renamed Sega Studios USA after completingSonic Heroes.[16] Sega and Sonic Team leadership entered flux while they experimented with diverging from theSonic formula.[89] Sega Studios USA's first post-Heroes project wasShadow the Hedgehog (2005), a spin-off starring the popularAdventure 2 characterShadow.[105][106] WhileShadow retains most elements from previousSonic games, it was aimed at a mature audience and introducedthird-person shooting andnonlinear gameplay.[107]Shadow the Hedgehog was panned for its controls, level design, and mature themes,[108][109] but was a commercial success, selling at least 1.59 million copies.[110][111]
In 2006, for the franchise's 15th anniversary, Sonic Team developedSonic Riders,[112] a GBA port of the originalSonic,[113] and areboot,Sonic the Hedgehog (commonly referred to asSonic '06).[114][115] With a darker and more realistic setting than previous entries,Sonic '06 was intended to relaunch the series forseventh-generation consoles such as theXbox 360 andPlayStation 3.[89][116][117] The development faced serious problems; Naka, the last of the originalSonic development team, resigned as head of Sonic Team to formPrope,[118] and the team split so work could begin on aWiiSonic game. According to Iizuka, these incidents, coupled with stringent Sega deadlines and an unpolished game engine, forced Sonic Team to rush development.[89] None of the 15th-anniversarySonic games were successful critically,[119][120] andSonic '06 became regarded as the worst game in the series, panned for its bugs, camera, controls, and story.[121][122] Brian Shea ofGame Informer wrote that it "[became] synonymous with the struggles theSonic the Hedgehog franchise had faced in recent years.Sonic ['06] was meant to be a return to the series' roots, but it ended up damning the franchise in the eyes of many."[89]
Following Naka's departure, Akinori Nishiyama, who worked on theSonic Advance andRush games,[132] became Sonic Team's general manager.[133] Sonic Team began working onSonic Unleashed (2008) in 2005.[134] It was conceived as a sequel toAdventure 2, but became a standalone entry after Sonic Team introduced innovations to separate it from theAdventure games.[135] WithUnleashed, Sonic Team sought to combine the best aspects of 2D and 3DSonic games and address criticisms of previous 3D entries,[136][137] although reviews were mixed due to the addition of abeat 'em up game mode in which Sonic transforms into awerewolf-like beast.[138] After Nishiyama was promoted in 2010,[133] Iizuka was installed as the head of Sonic Team[139][140] and became theSonic producer.[71]
2010–2015: Refocusing
Takashi Iizuka, who directed the first three 3DSonic games, has been the head ofSonic Team andSonic's producer since 2010.
Iizuka feltSonic was struggling because it lacked unified direction,[71] so Sonic Team refocused on more traditional side-scrolling elements and fast-paced gameplay.[141]Sonic the Hedgehog 4, a side-scrollingepisodic sequel toSonic & Knuckles co-developed by Sonic Team and Dimps,[142][143] began withEpisode I in 2010,[144] followed byEpisode II in 2012.[145] Later in 2010, Sega releasedSonic Colors for the Wii and DS, which expanded on the well received aspects ofUnleashed and introduced theWisp power-ups.[146] For the series' 20th anniversary in 2011, Sega releasedSonic Generations for the Xbox 360, PlayStation 3, and Windows;[147][148] a separate version was developed by Dimps for theNintendo 3DS.[149][150]Sonic Generations featured reimagined versions of levels from previousSonic games and reintroduced the "classic" Sonic design from the Genesis era.[147][150] These efforts were better received, especially in comparison toSonic '06 andUnleashed.[141]
In a 2015 interview withPolygon, Iizuka acknowledged that contemporarySonic games had been disappointing. He hoped, from then on, that the Sonic Team logo would stand as a "mark of quality"; he planned to release quality games and expand theSonic brand, while retaining the modern Sonic design.[141] Iizuka and most of Sonic Team relocated toBurbank, California, to oversee the franchise with a new team.[89] AtSan Diego Comic-Con in July 2016, Sega announced twoSonic games to coincide with the series' 25th anniversary:Sonic Mania andSonic Forces.[171] Both were released for thePlayStation 4,Xbox One,Nintendo Switch, and Windows in 2017.[172][173]Sonic Mania was developed by theindependent game developers PagodaWest Games and Headcannon with a staff comprising members of theSonic fandom; Whitehead conceived the project and served as director.[174] The game, which emulates the gameplay and visuals of the Genesis entries, received the best reviews for aSonic game in 15 years.[175] Meanwhile, Sonic Team developedSonic Forces, which revives the dual gameplay ofSonic Generations along with a third gameplay style featuring the player'scustom character.[176][177]Sonic Forces received mixed reviews,[178] with criticism for its short length.[176][179][180]
In 2019, Sega released akart racing game,Team Sonic Racing (2019), developed bySumo Digital.[181][182][183] In May 2021, Sega announced severalSonic projects for the series' 30th anniversary, including a remaster ofSonic Colors, the compilationSonic Origins, and the 2022 gameSonic Frontiers.[184][185]Frontiers was the firstSonic game to featureopen-world design,[186] and Iizuka expressed hope that it would inform future games in a similar way toSonic Adventure.[185]Frontiers received moderately positive reviews, with critics and fans considering it a flawed but solid new direction for the series,[187] and sold well.[188][189] 2023Sonic releases includedThe Murder of Sonic the Hedgehog, a freevisual novel,[190]Sonic Dream Team, anApple Arcade-exclusive 3D platformer,[191] andSonic Superstars, a 2.5D side-scrolling game featuring the classic Sonic design.Superstars was co-developed by Ohshima's studioArzest and he designed a new character, his first contribution to the series sinceSonic Adventure.[192][193] Iizuka said the 2D and 3DSonic games would continue independently going forward and Sonic Team would try to keep them as different as possible.[194]
2024Sonic media emphasized Shadow the Hedgehog as part of Sega's "Fearless: Year of Shadow" campaign. This included the release ofShadow Generations, a short Shadow game bundled with a rerelease ofSonic Generations; Shadow-themed events in the mobile gamesSonic Dash andSonic Forces: Speed Battle; music fromShadow the Hedgehog in theSonic Symphony World Tour; and Shadow playing a prominent role in the filmSonic the Hedgehog 3.[195]
Promotional artwork ofSonic: Ohshima's original design (left) and Uekawa'sSonic Adventure redesign (right)
TheSonic franchise is known for its large cast of characters;[196]Sonic the Fighters (1996) producerYu Suzuki joked that anyone who makes aSonic game has the duty to create new characters.[197] The first game introduced Sonic, a blue hedgehog who can run at incredible speeds, and Doctor Eggman, a rotund mad scientist.[4] During the Genesis era, Eggman was referred to as Doctor Ivo Robotnik in Western territories.[198][199] Sega of America's Dean Sitton made the change[200] without consulting the Japanese developers, who did not want a single character to have two different names. SinceSonic Adventure, the character has been referred to as Eggman in all territories,[198] although the Robotnik name is still acknowledged.[199][201][202]
Sonic games traditionally follow Sonic's efforts to stop Eggman, who schemes to obtain the Chaos Emeralds—seven[b] gems of extraterrestrial[204] origin with mystical powers. The Emeralds can turn thoughts into power,[205] warp time and space with a technique called Chaos Control,[206][207] give energy to living things, and be used to create nuclear or laser-based weaponry.[208] They typically act asMacGuffins in the stories.[209] Eggman seeks the Emeralds in his quest to conquer the world, and traps animals in aggressive robots and prison capsules. Because Sonic Team was inspired by theculture of the 1990s,Sonic features environmental themes.[210] Sonic represents "nature",[210] while Eggman represents "machinery" and "development"—a play on the then-growing debate between environmentalists and developers.[211]
Much of the supporting cast was introduced in the succeeding games for the Genesis and its add-ons.Sonic 2 introduced Sonic'ssidekick Miles "Tails" Prower, a fox who can fly using his two tails.[212]Sonic CD introducedAmy Rose, a pink hedgehog and Sonic's self-proclaimed girlfriend, andMetal Sonic, a roboticdoppelgänger of Sonic created by Eggman.[213]Sonic 3 introduced Sonic's rival Knuckles, a redechidna and the guardian of the Master Emerald.[214] The Master Emerald, introduced inSonic & Knuckles,[215] controls the power of the Chaos Emeralds.[205]Knuckles' Chaotix introduced the Chaotix, a group comprisingVector the Crocodile,Espio the Chameleon andCharmy Bee.[216] Three characters introduced during this period,Mighty the Armadillo andRay the Flying Squirrel fromSegaSonic the Hedgehog andFang the Sniper fromSonic Triple Trouble (1994), faded into obscurity,[38][217] but became prominent characters again inSonic Mania andSuperstars.[218]
DuringSonic Adventure's development, Sonic Team discovered that the relatively simple character designs did not suit a 3D environment. The art style was modernized to alter the characters' proportions and make them appeal to Western audiences.[73] SinceSonic Adventure, the series' cast has expanded.[196] Notable characters includeBig,[219] a large cat who fishes for his pet frog Froggy;[220][221] theE-100 Series of robots;[222] Shadow, a brooding black hedgehog;[219]Rouge, a treasure-hunting bat;[223]Cream, a polite young rabbit;[224]Blaze, a cat from an alternate dimension;[225] andSilver, atelekinetic hedgehog from the future.[219] TheChao creatures function asdigital pets and minor gameplay elements,[226] and Wisp creatures function aspower-ups.[227] Flicky, the blue bird from Sega's1984 arcade game, appears in severalSonic games, particularly3D Blast.[228]
SomeSonic characters have featured in spin-off games. Eggman is the featured character ofDr. Robotnik's Mean Bean Machine, a Western localization ofPuyo Puyo. Sega replaced thePuyo Puyo characters withSonic characters because it fearedPuyo Puyo would not be popular with a Western audience.[229] In 1995, Sega released the Knuckles spinoffKnuckles' Chaotix for the 32X,[39] and two Tails spin-offs for Game Gear:Tails' Skypatrol (ascrolling shooter) andTails Adventure (aMetroidvania game).[230][231]Shadow the Hedgehog (2005) was developed in response to the Shadow character's popularity and to introduce "gun action" gameplay to the franchise.[232] Iizuka has said that future spin-offs, such as sequels toKnuckles' Chaotix andShadow the Hedgehog or a Big the Cat game, remain possibilities.[233][234]
TheSonic series is characterized by speed-based platforming gameplay.[196] Controlling theplayer character, the player navigates a series oflevels at high speeds while jumping between platforms, fighting enemies andbosses, and avoiding obstacles.[196][235] The series contains both2D and 3D games.[236] 2D entries generally feature simple, pinball-like gameplay[235][237]—with jumping and attacking controlled by a single button[238]—and branching level paths that require memorization to maintain speed.[235][237] Meanwhile, 3D entries tend to be more linear in design,[237] feature various level objectives,[239] different movesets,[237] and allow players to upgrade and customize the playable character.[239][240] Games sinceSonic Unleashed have blended 2D and 3D gameplay, with the camera shifting betweenside-scrolling andthird-person perspectives.[146][241]
One distinctivegame mechanic ofSonic games are collectible golden rings spread throughout levels,[242] which act as a form ofhealth.[243] Players possessing rings can survive upon sustaining damage, but the rings are scattered and the player has a short amount of time to re-collect some of them before they disappear.[242][244] Collecting 100 rings usually rewards the player anextra life.[239][244] Rings have other uses in certain games, such ascurrency inSonic '06,[240] restoring health bars inSonic Unleashed,[245] or improving statistics inSonic Riders.[246] Levels inSonic games feature elements such as slopes, bottomless pits, andvertical loops.[4][212] Springs, springboards, and dash panels are scattered throughout and catapult the player at high speeds in a particular direction.[247] Players' progress in levels is saved through passingcheckpoints.[248] Checkpoints serve other uses in various games, such as entering bonus stages.[244] Some settings, particularlyGreen Hill Zone, recur throughout the series.[249]
The series contains numerous power-ups, which are held in boxes that appear throughout levels.[250] An icon indicates what it contains, and the player releases the item by destroying the box.[251] Common items in boxes include rings, a shield, invincibility, high speed, and extra lives.[77][251]Sonic Colors introduces the Wisps, a race ofextraterrestrial creatures that act as power-ups. Each Wisp has its own special ability corresponding to its color; for instance, yellow Wisps allow players to drill underground and find otherwise inaccessible areas.[252] SinceSonic Rush, mostSonic games have featured "boosting", a mechanic that immediately propels Sonic forward at top speed when activated.[253] While boosting, Sonic can smash through objects, destroy enemies instantly, or access different level paths.[254] This requires players to react to forthcoming obstacles quickly;[253]Sonic Unleashed introduced side-stepping anddrifting maneuvers to allow players to maintain speed.[254] Boosting is limited by a gauge that the player can fill with rings or Wisps.[253]
In mostSonic games, the goal is to collect the Chaos Emeralds;[203][255] the player is required to collect them all to defeat Eggman and achieve the games'good endings.[203][256]Sonic games that do not feature the Chaos Emeralds, such asSonic CD, feature different collectibles that otherwise function the same.[257][216] Players find the Emeralds by entering portals,[256] opening portals using 50 rings,[258] or scouting them within levels themselves.[259] Sometimes, the Emeralds are collected automatically as the story progresses.[260][261] By collecting the Emeralds, players are rewarded with their characters' "Super" form and can activate it by collecting 50 rings in a stage. The Super transformations grant the player character more speed, a farther jump, and invincibility, but their ring count drains by the second; the transformation lasts until all the rings have been used.[262][263] Some games require the player to collect all the Chaos Emeralds to reach the final boss.[264][265]
Sonic games often share basic gameplay, but some have game mechanics that distinguish them from others. For instance,Knuckles' Chaotix is similar to previous entries in the series, but introduces a partner system whereby the player is connected to another character via a tether; the tether behaves like a rubber band and must be used to maneuver the characters.[216]Sonic Unleashed introduces the Werehog, a beat 'em up gameplay style in which Sonic transforms into a werewolf-like beast and must fight enemies using brute strength.[266] Both theSonic Storybook games feature unique concepts:Secret Rings is controlled exclusively using the Wii Remote's motion detection,[267] whileBlack Knight incorporateshack and slash gameplay.[268] While some games feature Sonic as the only playable character,[267][269] others feature multiple, who have alternate movesets and storylines.[141][270] For instance, inSonic & Knuckles, Knuckles goes through the same levels as Sonic, but his story is different, he explores different parts of the levels, and certain areas are more difficult.[271]
ManySonic games containmultiplayer andcooperative gameplay, beginning withSonic the Hedgehog 2.[216][272] In some games, if the player chooses to control Sonic and Tails together, a second player can join at any time and control Tails separately.[273][274]Sonic games also feature asplit-screen competitive mode in which two players race to the end of the stage.[275][276]
Jun Senoue (left) and his bandCrush 40 have composed music for mostSonic games sinceSonic 3D Blast (1996).
For the originalSonic the Hedgehog, Sega commissionedMasato Nakamura, bassist and songwriter of theJ-pop bandDreams Come True, to compose the soundtrack.[5][277] Nakamura returned to composeSonic 2's soundtrack.[278] Dreams Come True owns the rights to Nakamura's score, which created problems when theSonic Spinball team used hisSonic theme music without permission.[25] ForSonic CD, two soundtracks were composed; the original, featured in the Japanese and European releases, was composed by Naofumi Hataya and Masafumi Ogata, while the North American score was composed bySpencer Nilsen,David Young, and Mark Crew.[279][280]
A number of composers contributed to theSonic the Hedgehog 3 score, including Sega sound staff[281] andindependent contractors recruited to finish the game on schedule.[282] According to conflicting sources, American pop musicianMichael Jackson, aSonic fan, composed music forSonic 3. Ohshima and Hector said Jackson's involvement was terminated and his music removed following thefirst allegations of sexual abuse against him,[38][283] but composers involved with the project said his contributions remained.[284]
Sonic 3 was the firstSonic game composerJun Senoue worked on.[281] Senoue has composed the music for manySonic games sinceSonic 3D Blast,[c] often with his bandCrush 40, which he formed withHardline vocalistJohnny Gioeli.[294] While the GenesisSonic soundtracks were characterized byelectropop, Senoue's scores typically featurefunk androck music.[295]Tomoya Ohtani has been the series' sound director sinceSonic the Hedgehog in 2006, and was the lead composer for that game,Sonic Unleashed,Sonic Colors,Sonic Lost World,Sonic Runners, andSonic Forces.[296][297] Ohtani said he attempts to "express through music the greatest features each game has", citing the diverse and energetic score ofSonic Unleashed and the morescience fiction-style score ofSonic Colors as examples.[296]
In June 2015, characters from theAngry Birds RPGAngry Birds Epic (2014) appeared as playable characters inSonic Dash during a three-week promotion,[331] while Sonic was added toAngry Birds Epic as a playable character the following September.[332] Similar crossovers with the Sanrio charactersHello Kitty,Badtz-Maru,My Melody, andChococat and theNamco gamePac-Man took place in December 2016 and February 2018.[333][334] In November 2016, aSonicexpansion pack was released for thetoys-to-life gameLego Dimensions (2015); the pack includes Sonic as a playable character, in addition toSonic levels and vehicles.[335] In September 2021, Sonic and Tails became playable characters inCookie Run: Kingdom.[336]
Adventures of Sonic the Hedgehog comprises 65 episodes overseen byRen & Stimpy director Kent Butterworth and featuresslapstick humor in the vein ofLooney Tunes.[342] The 26-episodeSonic the Hedgehog (commonly calledSonic SatAM)[339] features a bleak setting in which Eggman has conquered the world, while Sonic is a member of a resistance force that opposes him.[342] The series was canceled after two seasons.[339]Sonic Underground was planned to last 65 episodes, but only 40 were produced. The series follows Sonic and his siblings Manic and Sonia, who use the power of music to fight Eggman and reunite with their mother.[338][339] In all three DiC series, Sonic is voiced byFamily Matters starJaleel White.[338]
In Japan, Sega and Sonic Team collaborated withStudio Pierrot to produce a two-partoriginal video animation (OVA),Sonic the Hedgehog, releaseddirect-to-video in Japan in 1996. To coincide withSonic Adventure's Western release in 1999,[343]ADV Films released the OVA in North America as a 55-minute film,Sonic the Hedgehog: The Movie. Produced with input from Naka and Ohshima, the OVA is loosely based onSonic CD, with elements fromSonic the Hedgehog 2 and3,[338] and recounts Sonic's efforts to stop a generator taken over by Eggman from exploding and destroying their world.[344] Patrick Lee ofThe A.V. Club's said the OVA was "the only cartoon to adapt the look, sound, and feel of theSonic games", with familiar scenes and music.[338]
Sonic X, ananime series produced byTMS Entertainment and overseen by Naka, ran for three seasons (78 episodes) from 2003 to 2006.[338][345] While previous series' episodes feature self-contained plots,Sonic X tells a single serialized story.[338] TheSonic cast teleports from their home planet toEarth during a scuffle with Eggman, where they meet a human boy, Chris Thorndyke. Throughout the course of the series, Sonic and his friends attempt to return to their world while fighting Eggman. The second season adapts theSonic Adventure games andSonic Battle, while the third season sees the friends return with Chris to their world, where they enter outer space and fight an army of aliens.[338][345] Some critics enjoyedSonic X,[339][346] while others disliked it.[345][338][347] Although it suffered from poor ratings in Japan,[345]Sonic X consistently topped ratings for its timeslot in the US and France.[348][349]
Sonic Boom, an animated television series produced by Sega andGenao Productions,[350] premiered onCartoon Network in November 2014.[351] It features a satirical take on theSonic mythos,[339] and the franchise's cast was redesigned for it.[351] According to Iizuka,Sonic Boom came about as a desire to appeal more to Western audiences, and it ran parallel with the mainSonic franchise.[352]Sonic Boom lasted for two seasons and the last episode aired in 2017. In May 2020, Sega brand officer Ivo Gerscovich stated that no further episodes ofSonic Boom would be produced.[353]
To promote the release ofSonic Mania Plus (2018), a five-part series of animated shorts,Sonic Mania Adventures, was released on theSonic the Hedgehog YouTube channel between March 30 and July 17, 2018. The series depicts Sonic's return to his world following the events ofSonic Forces, teaming up with his friends to prevent Eggman and Metal Sonic from collecting the Chaos Emeralds and Master Emerald.[354][355] An additional Christmas-themed episode was released on December 21, 2018.[356] The shorts were written and directed byTyson Hesse, who createdSonic Mania's opening cutscene.[355][357] Hesse has contributed to other animatedSonicshort films since, including a two-partTeam Sonic Racing series and theChristmas specialChao in Space in 2019,[358][359] a two-partSonic Colors series in 2021,[360] aSonic Frontiers prequel in 2022,[361] and aSonic Superstars prequel in 2023.[362] Sonic and Tails also appeared as guest stars inOK K.O.! Let's Be Heroes in August 2019.[363]
Ian Flynn has been a lead writer onSonic the Hedgehog comics since 2006. He also contributed to otherSonic media, including the script forSonic Frontiers (2022).
Shogakukan published aSonic the Hedgehogmanga series in itsShogaku Yonensei magazine, beginning in 1992. Written byKenji Terada and illustrated by Sango Norimoto, it follows a sweet but cowardly young hedgehog named Nicky whosealter ego is the cocky, heroic Sonic.[369] According to character artistKazuyuki Hoshino, the manga was part of Sega's promotional strategy to appeal to primary school children.[370] TheSonic design team worked with Shogakukan to create new characters; Amy Rose and Charmy Bee originated in the manga before appearing in the games.[38][370]
The longest-runningSonic-based publication is the 290-issueSonic the Hedgehog, anAmerican comic book published byArchie Comics from 1993 until its cancellation in 2017.[371] Archie also published a number of spin-offs, such asKnuckles the Echidna (1997–2000) andSonic Universe (2009–2017). Archie's comic drew its premise from theSonic the Hedgehog television series, with Sonic and a resistance force fighting the dictator Eggman.[371] Originally written as a "straightforward lighthearted action-comedy",Sonic the Hedgehog became more dramatic afterKen Penders began writing it with issue #11.[372] Penders remained the head writer for the following 150 issues and developed an elaborate lore unique to the series.Ian Flynn became head writer in 2006 and remained until the series' cancellation.[372] Following a legal battle with Penders over ownership of characters he created, in 2013 the series was rebooted,[372][373] leaving only characters introduced in the games or which predated Penders' run.[372]
In 2008,Guinness World Records recognized Archie'sSonic the Hedgehog as the longest-runningcomic based on a video game,[374] and by 2016 it was one of the longest-running American comics in the market. While Archie planned to publish at least four issues beyond #290, in January 2017 the series went on an abrupt hiatus,[372] and in July, Sega announced it was ending its business relationship with Archie in favor of a new partnership withIDW Publishing.[371]IDW'sSonic comic began in April 2018. Although the creative teams from the Archie series, such as Flynn, returned, the IDW series is set in a different continuity. Flynn said the IDW series differs from the Archie comic in that it draws from the games for stories, with the first story arc set after the events ofSonic Forces.[375] Fans continued the Archie series unofficially, including finishing unpublished issues, while Penders is using the characters he gained ownership of for agraphic novel,The Lara-Su Chronicles.[373]
Sonic the Comic, aBritish comic published byFleetway Publications, ran for 223 issues from 1993 to 2002; contributors includedRichard Elson,Nigel Kitching,Andy Diggle, and Nigel Dobbyn. It featured stories, news and reviews aimed at children. Although it adapted the stories of the games, the writers established their own continuity. The final story arc was a loose adaptation ofSonic Adventure in 2000, followed by 39 issues reprinting old stories. Following the series' cancellation, fans startedSonic the Comic Online, an unofficialwebcomic that continues the stories.[376]
Sonic the Hedgehog follows Sonic (voiced byBen Schwartz) as he journeys to San Francisco with a small-town cop (James Marsden) so he can escape Eggman (Jim Carrey) and collect his missing rings. Additional cast members includeTika Sumpter,Adam Pally, andNeal McDonough,[386] whileColleen O'Shaughnessey reprises her voice role as Tails from the games for amid-credits scene cameo.[387][388] Sonic was initially redesigned to be more realistic, with fur, new running shoes, separate eyes and a more humanlike physique.[389][390] The design triggered a backlash;[391][392][393] it was criticized for not resembling the game design and provoked anuncanny valley-type of repulsed response from viewers.[394] As such, the film was delayed so Sonic could be redesigned to better resemble the games.[395][396]Sonic the Hedgehog was released in February 2020[396] to generally positive reviews from critics, who felt it exceeded the low expectations typically associated with video game-based films; Carrey's performance in particular was praised.[397] It became the highest-grossing film based on a video game in US box office history at the time,[398] and was thesixth-highest-grossing film of 2020.[399]
Sonic the Hedgehog 2 was announced in May 2020 and released in April 2022.[400][401] It features Sonic and Tails attempting to stop Eggman, who collaborates with Knuckles to search for the Master Emerald. Schwartz, O'Shaughnessey, Marsden, Carrey, and Sumpter reprised their roles from the first film,[402][403] whileIdris Elba voices Knuckles.[404] Much of the crew, including Fowler, Casey, and Josh Miller, returned.[400]Sonic 2 incorporates more aspects of theSonic games than the first film,[405] including plot elements fromSonic 2 andSonic 3 & Knuckles and the introduction of Shadow in the mid-credits scene.[406][407] It received positive reviews[408] and surpassed the first film as the highest-grossing video game film in the US.[409]Knuckles, a spin-offstreaming television series forParamount+,[410][411] was created byJohn Whittington and premiered in April 2024.[411] The story is set after the events ofSonic 2 and follows Knuckles as he trains a protégé. It was produced by the films' creative team; Elba, Pally, and Sumpter reprise their roles, whileEdi Patterson,Julian Barratt,Scott Mescudi,Ellie Taylor,Cary Elwes,Stockard Channing,Christopher Lloyd,Paul Scheer andRob Huebel portray new characters.[412][413]
As of January 2025, theSonic film series has grossed overUS$1 billion worldwide.[421] Elements from the films have been incorporated in theSonic games,[422][423] including indownloadable content (DLC) forShadow Generations which establishes that the films take place in analternate universe from the games.[424]
Merchandise
Shelf of variousSonic merchandise on display at Sonic the Hedgehog Speed Cafe inKaty, Texas, United States in 2024
LicensedSonic merchandise includes books, clothing, soundtracks,[425] board games,[426] and toys such as figures and plushes.[427][428] By 2004, theSonic the Hedgehog franchise had generated more than$1 billion in licensed merchandise sales.[429] Sega and McDonald's collaborated forSonic-themedHappy Meal promotions in 1994 forSonic 3 and in 2004 forSonic Heroes.[29][430]Sonic was the first video game franchise promoted in McDonald's, and over50 million Sonic Happy Meal toys were sold worldwide.[431] A million pairs ofSonic trousers were sold by 1996.[432]
First4Figures has produced a large number of vinyl and resinSonic figures since 2008.[433][434] In January 2012, Sega and RHM Solutions opened an onlineSonic store,[427] whilePlayStation Gear began sellingSonic items in December 2017.[435] Sega andThe Lego Group collaborated to produce a Green Hill ZoneLego set in 2021, after it was suggested onLego Ideas in 2019.[436] This was followed by the launch of a fullLego Sonic the Hedgehog theme in 2023.[437] In 2025,Magic: The Gathering cards themed afterSonic were released as part of the Secret Lair series.[438]
I think Sega succeeded in making a good, strong character. There are lots of games that try to imitateMario but Sega did especially well withSonic. Despite his resemblance to Mario, there are some special points that make him different: the energy, for example. Among Mario's imitations, Sonic is a good one.
TheSonic platformers released during the 1990s were acclaimed and have been listed among thegreatest video games of all time.[447][448][449] The originalSonic was touted as a faster,cooler alternative to Nintendo'sSuper Mario World (1990).[196] According toKotaku's Zolani Stewart, Sonic's rebellious character was representative of the culture of the 1990s, "when the idea of individual rebellion seemed inextricably linked to consumer culture".[450] Writing inThe Guardian, Keith Stuart observed thatSonic the Hedgehog's emphasis on speed departed from accepted precepts of game design, requiring that players "learn through repetition rather than observation" as "the levels aren't designed to be seen or even understood in one playthrough...Sonic is incorrect game design and yet ... it's a masterpiece."[235]Sonic 2,Sonic CD,Sonic 3, andSonic & Knuckles were praised for building on the first game's formula;[451] in 1996,Next Generation described them as "thezeitgeist of the 16-bit era".[449]
After the uneventful Saturn era, the series found renewed popularity during the sixth generation of video game consoles.Sonic Adventure, though criticized for its glitches and camera system, was acclaimed for its visuals, spectacle, and varied gameplay;[452][453][454]Sonic Adventure 2 was met with similar praise.[288][455][456] However, journalists began to feel the series was straying from its roots, with some commenting thatSonic Adventure failed to reinvent Sonic for the 3D era asSuper Mario 64 had for Mario.[450][457][237] Stewart argued that the addition of voice acting and greater focus on plot changed Sonic into "a flat, lifeless husk of a character, who spits out slogans and generally has only one personality mode, the radical attitude dude, the sad recycled image of vague '90s cultural concept".[450] Edwin Evans-Thirlwell ofEurogamer agreed, writing that Mario's "plucky earnestness and whimsy will always enjoy a longer shelf-life than [Sonic's] over-compensatory edginess".[237]
After the Dreamcast, the series' critical standing declined. Evans-Thirlwell summarized further 3DSonic games as "20-odd years of slowly accumulating bullshit".[237] Although reviews forSonic Heroes were mostly favorable,[141] Stewart said this was when the focus on story and cutscenes became unbearable.[450]Shadow the Hedgehog was widely criticized as a misguided attempt to bring a sense of maturity to the franchise,[108][109][458] andSonic '06 wascritically panned.[89] TheSonic Mania developer Christian Whitehead said that the changes to theSonic formula "stemmed from a – perhaps misplaced – desire to continue to push Sonic as a AAA brand".[141] Journalists, Whitehead, and the former Sega of America marketing director Al Nilsen criticized the number of characters added to the series,[141][196] which Naka had justified as necessary to please fans.[459] Evans-Thirlwell argued that Sonic Team had never successfully translated the momentum-based gameplay of the Genesis games to 3D, and that unlike Mario,Sonic never had a 3D "transcendental hit".[237] Simon Parkin ofThe Guardian noted that whereas the Mario creatorShigeru Miyamoto reviews everyMario game prior to release, the individuals who had shapedSonic (Naka, Ohshima, and Cerny) left Sega.[241]
Despite the critical decline, Dimps' side-scrollingSonic games for the GBA and DS were consistently praised.[100] Writing forDestructoid,James Stephanie Sterling said: "Hyperbole states that we haven't had a goodSonic game sinceSonic Adventure, which really betrays how much we gamers ignore the handheld market...Sonic Advance and theSonic Rush games have often ranged from decent to superb, which makes one wonder why Dimps is the 'B' team and the inferior Sonic Team is the 'A' team."[460] In the wake of the 2006Sonic the Hedgehog, Brett Elston ofGamesRadar+ said thatSonic Rush Adventure had "managed to keep the [series'] spirit alive".[461]Sonic Unleashed was criticized for its addition of beat 'em up gameplay, whichIGN's Hilary Goldstein felt had "nothing to do with Sonic whatsoever".[266] Critics suggested thatUnleashed would have been better received if it had focused on its speed-based platforming levels, which were widely praised.[462][463][464]
In October 2010, Sega delistedSonic games with average or below-average scores on thereview aggregator websiteMetacritic, to increase the value of the brand and avoid confusing customers.[465] That month,Sonic the Hedgehog 4: Episode I was released to general praise,[466] with Goldstein describing it as "short but sweet and well worth downloading".[467]Sonic Colors, released shortly afterward, was hailed as a return to form,[468][469][470] as was 2011'sSonic Generations.[471][472] Though Evans-Thirlwell consideredSonic Generations the best 3DSonic game, he called it "an admission of defeat" for depicting the 2D and 3D incarnations of Sonic "together only to remind us of their profound differences".[237]Sonic Lost World was released in 2013 to more mixed reviews, with some critics considering it a fresh take on theSonic formula and others a poorly designed mess.[156] The twoSonic Boom games received negative reviews[473][474] and sold only 490,000 copies combined by February 2015, making them the worst-sellingSonic games.[475] That year, Iizuka admitted that Sonic Team had prioritized shipping games over quality and did not have enough involvement in third-partySonic games such asSonic Boom.[141] The Sega CEO, Haruki Satomi, acknowledged that Sega in general had "partially betrayed" the trust of the longtime fans and hoped to focus on quality over quantity.[476]
In June 2015, theSonicpublic relations manager Aaron Webber took charge of the series'Twitter account. Under Webber, the account, @sonic_hedgehog, became renowned for postinginternet memes and making self-deprecating comments about theSonic franchise's critical decline. According to Allegra Frank ofPolygon, Webber "had an important effect on the franchise, cultivating a new persona for the character, one that has created a renewed sense of hope".[477] The announcement ofSonic Mania in 2016 brought further hope for theSonic franchise's future. Journalists described it as a true continuation of the Genesis games, succeeding where previousSonic games—such asSonic Rush andSonic 4—had failed.[478][479][480] Released in August 2017, it became the best-reviewedSonic game in 15 years .[481] Matt Espineli ofGameSpot said it "exceeds expectations of what a new game in the franchise can look and play like, managing to simultaneously be a charming celebration of the past and a natural progression of the series' classic 2D formula".[482] Many called it one of the best games in the series and expressed excitement forSonic's future,[482][483][484] althoughSonic Forces, released a few months later, received mixed reviews.[178]
Sales
Sonic the Hedgehog is one of thebestselling video game franchises. Its cumulative sales reached 89million copies by March 2011[485][486] and over140 million by 2016.[487] TheMario & Sonic series alone sold over 19million copies as of 2011[update].[486] TheSonic the Hedgehog games had grossed over$5 billion in sales by 2014.[488] Series sales andfree-to-playmobile game downloads totaled920 million by 2019,[489] more than1.14 billion by 2020,[490] over 1.6 billion by 2023,[491] and over 1.77 billion by 2024.[492] In 1993, Sonic tied with Mario as the highest-earning entertainment character of the year, each generating$500 million ($1,090 million adjusted for inflation) in digital game sales that year.[493] In the United Kingdom,Sonic was the sixth-bestselling game franchise between 1996 and 2012.[494]
IndividualSonic games have been bestsellers as well. The original game is thebestselling Genesis game, whileSonic the Hedgehog 2 is the bestselling Game Gear game,Sonic CD is the bestselling Sega CD game, andSonic Adventure is the bestselling Dreamcast game.[495]Sonic Adventure 2 is the eighth-bestselling GameCube game in the US and the bestselling GameCube game that was not published by Nintendo.[496] Upon release,Sonic the Hedgehog 2 set records[497] for being the fastest-selling game,[498] selling out3.2 million copies worldwide within two weeks in 1992.[499] The originalSonic the Hedgehog earned over$400 million by 1997[500] ($920 million adjusted for inflation).Sonic the Hedgehog 2 grossed$450 million in 1992 ($1,010 million adjusted for inflation), becoming the year's highest-grossing home entertainment product.[501]
Primarily because of its Genesis bundling,Sonic the Hedgehog contributed greatly to the console's popularity in North America.[24] Between October and December 1991, the Genesis outsold its chief competitor, theSuper Nintendo Entertainment System, by a two-to-one ratio; at its January 1992 peak Sega held 65 percent of the market for 16-bit consoles.[12] Although Nintendo eventually reclaimed the number-one position, it was the first time since December 1985 that Nintendo had not led the console market.[540]1UP.com creditedSonic for "turning the course" of the 16-bit console wars, helping make Sega a dominant player and industry giant.[24]
During the 16-bit era,Sonic inspired similar platformers starring animal mascots, including theBubsy series,[541]Aero the Acro-Bat (1993),[24]James Pond 3 (1993),[542]Earthworm Jim (1994),[543] andZero the Kamikaze Squirrel (1994).[544] "Animal with attitude" games carried over to the 3D era, with the developers ofGex (1995) andCrash Bandicoot (1996) citingSonic as a major inspiration.[545][546][547] According to Levi Buchanan ofIGN, "Sonic inspired so many of these copycats that they practically became an entire subgenre for the platformer."[547] Thorpe wrote that "it's hard to keep track of how many programmers have cited [Sonic the Hedgehog] as a bar against which they have measured their own work",[28] while Phil Hornshaw ofComplex noted that few animal mascot characters achieved the same success as Sonic.[487] Regarding the series' influence, Thorpe wrote:
EveryE3 conference dig can be traced back to the console war that truly fired up when Sonic and Mario were put side by side. Every time console games have pushed to obtain an older target age group, that's something that Sonic was on the leading edge of – and broadening demographics has been important to the growth of the games industry, whether for reasons of content... or appeal... Five years prior to the co-ordinated international launch ofSonic 2, your gaming experience depended heavily on where you lived... These days, with same-day global launches and region-free consoles, that seems like a lifetime ago. And of course, every time you buyDLC, you might want to spare a thought forSonic & Knuckles. And, of course, all of that is to say nothing of the legion of mascot platform games that came in the wake of theSonic series.[28]
Sonic was the first video game character to have a balloon in theMacy's Thanksgiving Day Parade, which occurred in 1993. In the abovetime lapse of the 2012 parade, the balloon can be seen at the 46-second mark.
The franchise is known for its eccentric and passionatefandom, which producesunofficial media, includingfangames,fan fiction,modifications andROM hacks of existing games,fan films, andfan art. Caty McCarthy ofUSGamer noted that many fans have continued to support the series in spite of poorly received games like the 2006Sonic the Hedgehog, and she credited the fandom with helping maintain public interest in the franchise.[556] NotableSonic fangames includeSonic After the Sequel (2013), set between the events ofSonic the Hedgehog 2 and3,[557] andSonic Dreams Collection (2015), which satirizes the series' fandom.[558]Sonic Mania's development team included individuals who had worked onSonic ROM hacks and fangames,[556] while Iizuka said the character customization system inSonic Forces was influenced by theSonic community's tendency to createoriginal characters.[559] Summer of Sonic, an annualfan convention dedicated to theSonic series and hosted in the United Kingdom, was founded by Svend Joscelyne and Adam Tuff and first held in 2008.[560]
Sonic has inspired various internet memes,[561][562] which have been acknowledged by Sega and referenced in games.[563][564] "Sanic hegehog", a crude Sonic drawn inMicrosoft Paint, originated in 2010;[565] typically, the meme uses one of Sonic's catchphrases but with poor grammar.[566] TheSonic Twitter account has made numerous references to it,[566][567] and it appeared in officialdownloadable content forSonic Forces on in-game shirts[566][568] and as a visual gag in theSonic the Hedgehog film.[243] Sanic also inspired similar memes and parodies and was described by William Moo ofSyfy Wire as "perfect proof of the twisted love and appreciation many have" for Sonic.[566] In January 2018, players flooded the virtual reality gameVRChat with avatars depicting "Ugandan Knuckles", a deformed version of Knuckles the Echidna. The character stemmed from a 2017 review ofSonic Lost World by YouTube user Gregzilla, as well as fans ofPlayerUnknown's Battlegrounds streamerForsen, who often reference the African countryUganda.[569][570] The Ugandan Knuckles meme was controversial for its perceived racial insensitivity,[569] and the creator of the avatar expressed regret over how it was used.[571] In response, theSonic Twitter account encouraged players to respect others and donate to a Ugandan charity throughGlobalGiving.[563]
Thesonic hedgehog gene, first identified for its role in fruit fly embryonic development, was named after Sonic.[572][573] Robert Riddle, then a postdoctoral fellow at theTabin Lab,[574] came up with the name after his wife bought a magazine containing an advert forSonic.[575][576] A mutation in the gene causes fly larvae to bear spiky denticles, reminiscent of Sonic.[572]
^Sonic Team (December 23, 1998).Sonic Adventure (Dreamcast).Sega. Level/area: Mystic Ruins.Doctor Robotnik: Silence! I am Dr. Robotnik, the greatest scientific genius in the world!Sonic: Whatever you say, Eggman!
^Sonic Team (November 1, 2011).Sonic Generations (PlayStation 3,Xbox 360, andWindows).Sega. Level/area: Time Eater.Classic Tails: Dr. Robotnik!Classic Eggman: Nobody calls me that anymore. If you would be so kind as to explain, gentleman genius Dr. Eggman From The Future.
^Stuart, Keith (2014). "Interview with Kazuyuki Hoshino, Art Director".Sega Mega Drive/Genesis: Collected Works. Read-Only Memory. pp. 289–290.ISBN978-0957576810.
^"Sonic Lost World".Official Nintendo Magazine. No. 94. October 2013. pp. 48–49.ISSN1750-9998.Takashi Iizuka: At Summer of Sonic a lot of people were asking if we might feature characters like Shadow, or if there was any possibility of spin-offs. The focus isn't on taking characters and building around them, but on the game itself. Obviously, if there was a game in which we could use the characters in the best way, we might consider it. For Big the Cat, if it's a fishing game, it's a possibility.
^Nakamura, Masato (2011),Interview with Masato Nakamura (Album Booklet), DCT Records,When I started writing the music, "Sonic the Hedgehog 1" was just still images..."Sonic the Hedgehog 2" started off the kind of the same. Just graphics.
^Stuart, Keith (2014). "Interview with Naofumi Hataya".Sega Mega Drive/Genesis: Collected Works. Read-Only Memory. p. 312.ISBN978-0957576810.
^Tokyo Business Today.Toyo Keizai. 1993. p. 37.Through March 1992, "Sonic" sales had climbed to2.8 million packages, a record high for Sega software. "Sonic 2," introduced in November 1992, proceeded to outperform its predecessor. The initial release of3.2 million packages sold out only two weeks after hitting the stores
^"ELSPA Sales Awards: Silver". Entertainment and Leisure Software Publishers Association. Archived fromthe original on February 21, 2009. RetrievedDecember 27, 2011.