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SOJ Sonic · The History
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The History of Sonic the Hedgehog

The game Sega ordered to beat Mario, built by a team that named itself after its hero.

Sonic the Hedgehog launched for the Genesis and Mega Drive in June 1991, North America first on June 23 and Japan on July 26, and it did the job it was commissioned for: bundled with the Genesis, it sold over 15 million copies on that system alone, the best selling Genesis game ever, and made Sega a direct rival to Nintendo for the first time.

This page is the making of that game. The mandate behind it has its own page in this Library, linked below, and so does the question of what inspired Sonic's look.

THE MAKING

Sega, April 1990 to June 1991

Development began in April 1990, after Sega ordered a game built around a new company mascot. An internal design contest produced the candidates, and artist Naoto Ohshima's hedgehog won. The team that formed around him was small, seven people at its core, and it named itself Sonic Team after its character: Ohshima designing the character, programmer Yuji Naka building the engine, and Hirokazu Yasuhara designing the game and its levels.

The technical heart came from Naka. His prototype was a fast character rolling in a ball through a long winding tube, moved smoothly along curves by an algorithm using a dot matrix to fix its position. That rolling ball is why the hero had to be an animal that could curl up and do damage with its covering, and it is why the levels are full of loops, corkscrews and half pipes: Yasuhara built a world shaped for the ball. Naka, an admirer of Shigeru Miyamoto's design simplicity, kept the controls to a directional pad and one button, and made the game more action focused than the Mario games it was aimed at.

The music was an outside commission with a famous name attached. Sega hired Masato Nakamura, bassist and songwriter of the J-pop band Dreams Come True, who had only just debuted with the band. Nakamura worked from screenshots and descriptions of the stages, treated the game as a film he was scoring, and wrote the Green Hill Zone theme first, then the title theme, all while recording a Dreams Come True album in the same period. The hardware allowed only four sounds at once, a limit he has discussed on record; the melodies survived it and became the sound of the series.

THE DESIGN

Six zones, six emeralds, one button

Sonic runs through six zones of three acts each, from the checkerboard hills of Green Hill to the machinery of Scrap Brain, hunting six Chaos Emeralds in rotating special stages and freeing the animals Dr. Eggman has sealed inside his robots. The economy is the series template from day one: rings are health, one hundred rings are a life, and speed is always available and always dangerous.

The regional split that this Library documents elsewhere began here. The game under both boxes is the same; the Sonic drawn on the Japanese box and the Sonic drawn on the American box are not, and the villain answers to Eggman in one manual and Robotnik in the other. Those two stories have their own pages, linked from the gallery.

THE EDITIONS

One cartridge, then everywhere
Genesis / Mega Drive · 1991
The original release: North America June 23, 1991, Japan July 26, 1991. Bundled with the Genesis in place of Altered Beast, which is how most of its 15 million copies moved.
Arcade · 1991
An arcade version on Sega's Mega Play hardware carried the game into arcades the same year.
The ports · 2006 to 2018
Game Boy Advance in 2006, then the Christian Whitehead remake lineage for mobile in 2013, 3D Classics on the 3DS, and Sega Ages on Switch in 2018. The game has never been out of print for long.
Sales · 15M on Genesis
Over 15 million copies bundled with Genesis hardware, the best selling game on the system, and over 40 million across all platforms in the reference record.

THE RECEPTION

Acclaim, with the dissent kept
Magazine scores · 90%+
Contemporary magazine reviews scored it above 90 percent in most cases, praising visuals, audio and gameplay.
Golden Joystick · Game of the Year
Overall Game of the Year at the 1991 Golden Joystick Awards.
CVG preview · CES 1991
Computer and Video Games called it the most impressive game at the January 1991 Consumer Electronics Show, a Mario mould game with, in its words, an astonishing turn of speed and great music.
Retrospective · 86%
An 86 percent rating at GameRankings across the retrospective reviews published in the 2000s.

The dissent of the era was mostly aimed at the idea rather than the execution: a platform game built on speed was accused of playing itself, of asking the player to hold right and watch. The retrospective verdict settled the argument the other way, and the game is now routinely counted among the greatest ever made.

THE LEGACY

The console war starts here

Sonic's success let Sega compete directly with Nintendo through the 16 bit era, in the rivalry the period itself named the console wars. Almost everything on this shelf descends from this cartridge: the sidekick, the sequel built in America, the CD experiment, the split sequel of 1994, and the 3D reinvention that closed the decade.

THE GAME ON THE SHELF

Sonic the Hedgehog · 1991
The GalleryWhy was Sonic designed to beat Mario?What inspired Sonic's look?
More from the Library →
MORE FROM THE SONIC ARCHIVE →
One shelf of eighty-two in the Library. Browse them all →

THE FIRST WORD

New pages and new pieces, first.