Sega Genesis Art Sonic the Hedgehog Sega Genesis Art
Sonic the Hedgehog | |
---|---|
Programmer(southward) | Sonic Squad |
Publisher(s) | Sega |
Producer(s) | Shinobu Toyoda |
Designer(southward) | Hirokazu Yasuhara |
Programmer(s) | Yuji Naka |
Artist(south) |
|
Composer(s) | Masato Nakamura |
Series | Sonic the Hedgehog |
Platform(s) | Sega Genesis
|
Release | June 23, 1991
|
Genre(s) | Platform |
Mode(s) | Single-player |
Sonic the Hedgehog [c] is a platform video game developed past Sonic Team and published past Sega for the Sega Genesis home video game panel. The beginning game in the Sonic the Hedgehog franchise, it was released in North America in June 1991 and in PAL regions and Nippon the following month. The game features Sonic the Hedgehog, who can run at supersonic speeds, setting out on a quest to defeat Dr. Robotnik, a scientist who has imprisoned animals in robots and seeks the powerful Anarchy Emeralds. The gameplay involves collecting rings as a class of health, and a simple control scheme, with jumping and attacking controlled by a single button.
Development began in 1990 when Sega ordered its developers to create a game featuring a mascot for the company. After because a number of suggestions, the developers decided on a bluish hedgehog and named themselves "Sonic Team" to match their character. Sonic the Hedgehog, designed for fast gameplay, was influenced past games by Super Mario serial creator Shigeru Miyamoto. Sonic the Hedgehog uses a novel technique that allows Sonic's sprite to roll along curved scenery, which originated in a tech demo created by programmer Yuji Naka. The music was composed by Masato Nakamura, songwriter of the J-pop band Dreams Come True.
Sonic the Hedgehog was well received by critics, who praised its visuals, sound, and gameplay. It is widely considered ane of the greatest video games of all fourth dimension. It was also commercially successful, becoming one of the acknowledged video games of all time with approximately 24 million copies sold worldwide beyond all platforms. Furthermore, it established the Genesis as a key player in the 16-scrap era and assuasive it to compete with Nintendo's Super Nintendo Entertainment System panel. The game has been ported a number of times, and inspired several clones, a successful franchise, and adaptations into other media. It was followed by Sonic the Hedgehog two in 1992.
Gameplay [edit]
Sonic the Hedgehog is a second side-scrolling platform game. The gameplay centers on Sonic the Hedgehog's ability to run at high speed through levels that include springs, slopes, bottomless pits, and vertical loops.[two] The levels are populated with hazards in the form of robots inside which Dr. Robotnik has trapped animals. Destroying a robot frees the fauna, just is not necessary to complete the game.[3] The player must also avoid touching spikes, falling into bottomless pits, and beingness crushed by moving walls or platforms, as well equally drowning, which may be prevented by animate air bubbling from vents.[four] Sonic'southward primary means of attack is the Spin Set on, in which he curls into a ball and rapidly spins his body, damaging enemies and certain obstacles upon collision. This may be performed by jumping or past rolling on the basis.[5]
At the start of the game, the player is given three lives, each of which may be lost if Sonic collides with hazardous enemies or objects while in possession of no rings, falls to the bottom of the level screen, or exceeds an human activity'south x-infinitesimal fourth dimension limit. Signposts act every bit checkpoints to allow Sonic to render to the most recently activated post when he loses a life.[vi] The fourth dimension resets when he returns to the checkpoint.[seven] The game ends when the histrion runs out of lives,[8] although the thespian may return to the beginning of the act with iii lives if the player has whatsoever continues.[7]
Scattered around each level are gilded rings.[five] Collecting 100 rings rewards the actor with an extra life.[5] Rings human action as a layer of protection against hazards: if Sonic holds at to the lowest degree one ring when he collides with an enemy or dangerous obstacle, all his rings will scatter.[3] He can recollect some of them over again before they disappear. If he is hit without belongings whatever rings, he loses a life.[5] Shields and temporary invincibility can be collected to provide additional layers of protection, but certain hazards, such as drowning, being crushed, falling into bottomless pits, or running out of time, kill Sonic regardless of rings or other protection.[2]
The game is split into 6 master zones, followed by a short 'Final Zone.' Each master zone has its ain visual style, and while some enemies appear throughout, each zone has unique enemies and obstacles.[9] Each main zone is separate into three acts,[2] [4] all of which must be completed. At the end of each master zone's third human action, the player confronts Dr. Robotnik for a dominate fight. For virtually of the fights, Robotnik's vehicle is fitted with unlike weapons.[x] After completing the sixth zone, the histrion continues directly to the single-level "Concluding Zone" for a last encounter with Robotnik inside a large machine surround.[7] Destroying Robotnik'due south automobile ends the game. A brief animation shows Sonic's return to the first zone, with animals liberated from Dr. Robotnik.
Optionally, if Sonic reaches the cease of whatsoever zone's Human action 1 or Human activity ii while holding at least fifty rings, a large ring appears through which he can bound to enter a "special stage". In the Special Stages, Sonic is continually curled up in his Spin Attack blitheness, and bounces off the bumpers and walls of a fully rotating maze. In these levels, the role player earns a number of continues for each multiple of 50 rings nerveless, simply the main goal is to obtain the Chaos Emerald hidden within the maze. Colliding with any of the blocks marked "GOAL" ends the level.[4] [five]
Plot [edit]
In an try to steal the half-dozen Chaos Emeralds and harness their power, the evil Dr. Ivo Robotnik[d] has trapped the animal inhabitants of South Island within aggressive robots and stationary metal capsules. The player controls Sonic, who aims to halt Robotnik'southward plans past freeing his fauna friends and collecting the emeralds himself.[2] If the histrion collects all the Chaos Emeralds and completes the game, an catastrophe sequence is shown. If all the emeralds are non collected, Robotnik taunts the role player while juggling whatever of the Chaos Emeralds not collected by the thespian.[7]
Development [edit]
Background and graphic symbol design [edit]
In the 1980s, Sega had had express success with Genesis ports of its arcade games, but wanted a stronger foothold confronting its main competitor, Nintendo.[11] In 1988, Sega of Japan began an in-firm competition to find a rival to Nintendo'south Mario.[12] Programmers and designers at Sega worked on a brand character to rival Mario for the next three years.[13] In 1990, Sega ordered its in-firm development studio to develop a game featuring a mascot for the visitor.[2] [14] Sega wanted a graphic symbol to rival Nintendo's mascot Mario; president Hayao Nakayama wanted a character as iconic every bit Mickey Mouse.[11] Sega had previously used Alex Kidd every bit their mascot, but he was considered too like to Mario and deemed unsatisfactory.[2]
The squad developed ideas for characters, an engine, and gameplay mechanics. Development emphasized speed, then Sega considered fast creatures such as kangaroos and squirrels and eliminated designs not associated with fast animals.[2] One idea, a rabbit able to grasp objects with prehensile ears, showed promise just was too circuitous for the Genesis hardware. The team narrowed its search to animals that could roll into a ball, their idea for an attacking move, and considered armadillos and hedgehogs.[eleven] The hedgehog character, proposed by Naoto Ohshima,[14] prevailed; the armadillo became the basis for Mighty the Armadillo, who appeared in 1993's SegaSonic the Hedgehog.[2] Ohshima went on vacation to New York, taking sketches with him. He went to Central Park and asked locals for their opinions on them, and Sonic was the favorite. A man with a moustache, who eventually became Dr. Robotnik, was in second identify.[15]
Sonic was originally teal-colored,[fourteen] and then a lite shade of blue, just he was inverse to dark blueish and then he would stand out against sure backgrounds[16] and to match the Sega logo. According to Ohshima, Sonic'southward basic blueprint was created by combining Felix the Cat's head with Mickey Mouse's body.[17] His shoes had buckles through the inspiration of Michael Jackson'southward boots on the anthology cover for Bad and the ruby-red and white color scheme of Santa Claus, whom Ohshima saw as the virtually "famous graphic symbol in the globe".[14] Sonic's spikes were emphasized to make him look sleeker, and he was given the ability to spin while jumping (then attacking and jumping could be controlled with one push).[18] The new grapheme was originally named "Mr. Hedgehog", merely the eight-member squad[19] changed his proper noun to "Sonic" and took the name Sonic Team.[11] [eastward] Ohshima stated that "Sonic" was chosen because it represented speed.[21] Ideas proposed to mankind out the graphic symbol included placing him in a rock ring, giving him vampire fangs, and giving him a human girlfriend named Madonna,[22] simply Sega of America scrapped these ideas to keep his identity simple. Sega of America too expressed concerns that about Americans would not know what a hedgehog is and initially proposed a total-scale recreation of the character, simply compromised with Sonic Team to simply make blueprint changes.[14] The antagonist ended upwards being named "Dr. Eggman" in Nihon and "Dr. Robotnik" in other regions every bit a issue of a dispute between Sega's American and Japanese divisions.[17]
Concept and programming [edit]
With a satisfying protagonist completed, Sega turned to programmer Yuji Naka, who had impressed them through his piece of work on Phantasy Star and the Genesis port of Ghouls 'n Ghosts.[xiv] Naka was a fan of Super Mario Bros. only desired something faster, so the game was fabricated to play rapidly,[23] which was where he focused most of his effort.[24] Naka explained that the reason he wanted a fast game was that he had ported Ghouls 'northward Ghosts, and wanted to work on its movement simply plant information technology ho-hum.[25]
Sonic the Hedgehog was developed past a team of 7: 2 programmers, ii sound engineers, and three designers,[25] although it began with just Naka and Ohshima.[21] People came onto the team equally the need for content increased.[21] After being assigned a project with the code proper name "Defeat Mario", Naka and Ohshima began work, but encountered problems: Ohshima'south Rabbit proved hard to program. Catching items and throwing them acquired the activeness's rhythm to break. Naka stated that the rabbit was not suitable for his game engine, and he also wanted the game to be playable with only ane push button. Hirokazu Yasuhara came onto the squad to supervise Naka and Ohshima and develop levels. He became the lead designer due to his greater feel, and found the manner to make the game playable with only i button by having Sonic do damage past jumping. The trio came up with the idea of him rolling into a ball. After the hedgehog character was called, many characters were redrawn, and the team agreed on the environments' visual complexity, with item focus on the colors. Later on this, 4 people came onto the team to speed development upwardly.[26]
Due to the popularity of Mario, Naka wanted Sonic to have over the American market. Sonic's default speed was set to that of Mario while running. Tests were run using the Genesis' tool library, and problems such every bit flickering, slow frame rates, and shaky blitheness soon became credible. Increasing Sonic'due south speed acquired animation problems. Naka solved this by developing an algorithm retained fluidity. All that was left was to optimize of the game speed to adhere to the staff's expectations. The team noticed that different people had unlike perceptions of the game's speed: some believed it was too fast, which caused disagreements. As a upshot, it was slowed down.[26]
The gameplay originated with a tech demo past Naka, who developed an algorithm assuasive a sprite to move smoothly on a curve by determining its position with a dot matrix. Naka'due south image was a platform game with a fast-moving graphic symbol rolling in a ball through a long, winding tube, and this concept was fleshed out with Ohshima's character designs and levels by Yasuhara.[27] Yasuhara originally intended to piece of work on the game for three months due to the delay of his planned move to the U.s. by the outbreak of the Gulf War, but was engrossed in the project for nearly a year.[27] [28] His designs for levels were intended to attract both hardcore and casual gamers by integrating occasional challenging set pieces into the more often than not accessible level design.[14] The color scheme was influenced by the work of pop artist Eizin Suzuki, and the aesthetics of Green Loma were influenced by the geography of California.[14]
In designing the gameplay, Naka was inspired by Mario creator Shigeru Miyamoto, whose games he had enjoyed playing years earlier. Admiring the simplicity of Miyamoto's mechanics in complex environments, Naka decided that Sonic would be controlled with just a directional pad for motion and a single button for jumping. He also wanted his cosmos to exist more activity-oriented than the Mario serial;[29] while playing Super Mario Bros., he had wondered why the levels could not be cleared more than quickly.[14]
Naka, Ohshima, and Yasuhara worked 19 hours a day on the project for several months.[27] Due to the need to demonstrate the Genesis' technological prowess, the game underwent extensive testing and redesign, which took over six months. According to Naka, the game had the fastest-ever character speed in a video game and a rotation effect in the special stages that had been considered impossible on the console.[29]
The squad intended to add together a two-player mode displayed via split-screen, but Naka'due south programming noesis was insufficient to implement it. A ii-player mode appeared in Sonic the Hedgehog 2 (1992), whereby the second player controls Sonic's sidekick Miles "Tails" Prower.[fourteen] Sonic Squad also intended to include a sound test with animations of Sonic breakdancing to a band of animal characters; including a crocodile keyboardist who was later introduced into the series as Vector the Crocodile in Knuckles' Chaotix in 1995.[30] The audio test was scrapped for time reasons and Naka used the freed up memory to add the "Se-ga!" dirge used in TV commercials as a startup sound.[30]
Naka'due south relationship with Sega was tenuous during this time, and he received fiddling credit for his work. He left the company shortly after the game's release, although Sega of America hired him after. Before leaving, however, he defied Sega's prohibition of programmer credits by displaying a few names in blackness text on a black background, identifiable only by looking at the code.[17] Naka stated that level design was a major claiming: he created maps much wider than normal and tried to ensure players would not go lost. It took him around eight months to develop Green Hill Zone as he kept restarting from scratch.[24] [26] He stated that he found the procedure "very interesting".[24] Naka besides stated that the squad was trying to create smooth maps, and that implementing looping structures was a claiming because Sonic would break through them instead of running around them. The backgrounds were also a challenge, equally the game'due south speed created the impression of going backwards.[25] The zones were based on designs by Naka and Ohshima, with the goal of creating the world's fastest action game. According to Ohshima, Robotnik was based on Humpty Dumpty.[31]
Yasuhara wanted the game to appeal to both Japanese and American players, which was why Dark-green Hill Zone was redesigned many times. Sonic Squad wanted the level to portray the character correctly. Its checkered footing was inspired by 3D paradigm rendering from computers, an idea Naka obtained from Sega developer Yu Suzuki, who used this technique with Space Harrier. The squad read Famitsu to stay informed of what their rivals were doing so they could avoid their mistakes.[26]
Music [edit]
Sega director Fujio Minegishi had connections to the music industry, and suggested his friend Yūzō Kayama write the Sonic score. However, Sonic Squad did not think Kayama's music would fit, and so commissioned Masato Nakamura, bassist and songwriter of the J-popular band Dreams Come True.[14] [32] Nakamura said he was surprised, as he had simply started with Dreams Come True, but accepted as he was inspired by the team's desire to outperform Nintendo. He said the hardest part was working with the limited number of sounds that could play concurrently: he was limited to four, and said that his lack of knowledge of music on computers made it "incommunicable". He wrote the soundtrack concurrently with the Dreams Come True album Meg Kisses.[26] Later on he finished the compositions, they were digitized using an Atari ST and the program Notator.[33]
On Oct nineteen, 2011, over xx years after the release, a iii-disc compilation of music from Sonic the Hedgehog and Sonic the Hedgehog 2 was released in Japan. The start disc features original tracks from both games, the second contains Nakamura'south demo recordings earlier they were programmed into the Genesis, and the 3rd has songs by Dreams Come up True and their associated Akon remixes.[34]
Packaging and release [edit]
Game-package illustrator Akira Watanabe said that his goal was to make the characters "colorful", using clear lines and gradation to "finish them neatly".[35] According to Watanabe, the developers asked him to create a bundle design "similar to pop fine art ... without being particular to conventional packages" – something "original" and "stylish".[35] The game was not revealed until the January 1991 International Consumer Electronics Show because Sega wanted to look until the right time and because they saw an opportunity to "steal the testify". At the evidence, Sonic the Hedgehog was believed to exist the most impressive game shown, and won the CES award for innovation.[36]
Sega of America CEO Tom Kalinske wanted reassurance that the character would not fail. The global head of marketing, Al Nilsen, became involved, and playtested the game across the United States with Mario fans: they were shown Mario and then played Sonic the Hedgehog. lxxx percentage preferred Sonic the Hedgehog, and the game was shown at the 1991 Summer Consumer Electronics Show.[37] It was released in North America on June 23, 1991,[29] and in the PAL regions and Japan the following month.[38] [39] In November 1991, Sega of America packaged it with American Genesis consoles,[twoscore] [41] replacing Altered Beast. This tactic enabled Sega of America to sell 15 1000000 Genesis units.[36] Genesis owners who bought their consoles before the switch could asking gratis copies of Sonic the Hedgehog by mail.[29] Sega of America created a marketing campaign, making Sonic its new mascot.[fourteen]
Other versions and rereleases [edit]
viii-bit version [edit]
A version of Sonic the Hedgehog was developed past Ancient and released in tardily 1991 for Sega's 8-fleck consoles, the Master System and Game Gear. Its plot and gameplay mechanics are similar to the 16-fleck version, though some level themes and digital assets are different and Chaos Emeralds are scattered throughout levels rather than special stages.[42] Gameplay as a whole is simplified; the level design is flatter and has a larger focus on exploration, with no vertical loops, and Sonic cannot re-collect his rings after beingness hit.[43] The game has a different soundtrack composed past Yuzo Koshiro, which includes adaptations of music from the original version.[44] It was the terminal game released for the Main System in North America.[45] The Principal System version was re-released for Wii'southward Virtual Console service in Northward America and Europe in August 2008.[43] [46] The Game Gear version was re-released for the Nintendo 3DS Virtual Console on June 13, 2013,[47] and included as an unlockable game in Sonic Hazard DX: Manager's Cut for GameCube and Windows[48] and Sonic Mega Drove Plus for PlayStation 2, Xbox, and Windows.[49]
Sonic the Hedgehog Genesis [edit]
To mark the game'south fifteenth ceremony, a port for the Game Male child Accelerate, Sonic the Hedgehog Genesis, was released on Nov fourteen, 2006. While the port is mostly identical to the original, information technology includes several new features not seen in the original Genesis release, such equally the ability to salve game progress and the inclusion of the Spin Dash motion.[50] This version, unlike others, received poor reviews, with a Metacritic score of 33/100.[51] The main complaints concerned its poor conversion to the Game Boy Accelerate, resulting in a bad performance and poor implementation of the original music and gameplay.[52]
As a response to the poor reception and claims that the organisation could not handle the original game, Simon "Stealth" Thomley, who subsequently assisted with the evolution of the 2013 mobile port, released an unofficial, proof-of-concept version of Sonic the Hedgehog for the organisation. The unofficial version contains a complete Green Loma Zone and two special stages, as well as Tails and Knuckles as playable characters.[53]
2013 remaster [edit]
A remastered mobile port was released on iOS on May 15, 2013, with an Android version following the side by side day. This version was developed past Christian "Taxman" Whitehead and Simon Thomley of Headcannon from scratch using the Retro Engine, previously used in the 2011 remaster of Sonic CD. This port features several enhancements, such every bit widescreen graphics, the optional power to Spin Dash, an additional special stage, a fourth dimension attack mode, and the unlockable option to play every bit Tails or Knuckles; it additionally features a heavily expanded debug mode which allows for use of unused elements and elements from more than contempo games (such equally the characters' super forms).[54] [55] The iOS version was updated in 2016, calculation compatibility with Apple TV.[56]
3D Sonic the Hedgehog [edit]
A Nintendo 3DS version, 3D Sonic the Hedgehog, was released as role of the 3D Classics line in 2013.[57] This version, different most downloadable re-releases of the game, is not emulated; rather, the code was restructured to take advantage of the 3DS system'southward stereoscopic 3D graphics and comes with additional enhancements, such as the option to use the Spin Dash move, a CRT-style filter, and the pick to start from whatsoever level.[58]
Compilation releases [edit]
With its sequels for the Genesis, Sonic the Hedgehog has been ported for a wide range of home and handheld consoles and personal computers through compilations.[59] The starting time collection information technology appeared in was Sonic Compilation (1995) for the Genesis.[lx] It has since appeared in Sonic Jam (1997) for the Sega Saturn,[61] Sonic Mega Collection (2002) for the Nintendo GameCube,[62] Sonic Mega Collection Plus (2004) for the PlayStation 2 and Xbox,[49] Sega Genesis Drove for the PlayStation 2 and PSP, Sonic's Ultimate Genesis Collection (2009) for the Xbox 360 and PlayStation three,[63] Sonic Archetype Collection (2010) for the Nintendo DS,[59] Oculus Arcade for the Oculus Rift,[64] and Sega Genesis Classics (2018) for Microsoft Windows, PlayStation 4, Xbox One and Nintendo Switch. The 2013 remaster is set to be included in the upcoming Sonic Origins compilation.[65]
Downloadable releases [edit]
Sonic the Hedgehog has been available for all three major seventh-generation video game consoles. It was part of the Wii Virtual Panel at the service'due south 2006 introduction,[2] and was released for the Xbox Live Arcade[66] and PlayStation Network shortly afterwards.[67] The game was released for the iPod Classic, iPod video, and video-capable iPod Nano models in 2007[68] and for Apple's iOS in April 2009.[69] Sonic the Hedgehog became available on GameTap in September 2009.[seventy] In October 2010, it was released on Windows via Steam.[71] [72] The game was ported to Android and released in December 2012.[73] [74] Additionally, it is an unlockable reward in the console versions of Sonic Generations.[75] The 2013 remaster was made available on the Sega Forever service on iOS and Android in June 2017.[76] A port for Nintendo Switch was released on September 20, 2018[77] as office of the Sega Ages line of rereleases.[78] It adds features including the power to apply moves from Sonic 2 and Sonic Mania, a challenge mode, a fourth dimension set on for the commencement stage, and features from the 3DS rereleases of the game and its sequel.[79]
Canceled versions [edit]
U.Southward. Gilt acquired the rights to make a version of Sonic the Hedgehog for the Amiga, ZX Spectrum, Commodore 64, Amstrad CPC and Atari ST personal computers, but these went unreleased.[lxxx] Several screenshots exist, some of which resemble the 8-chip version.[81] An enhanced port for the Sega CD was also planned, merely was scrapped in favor of Sonic CD.[82]
Reception [edit]
Sales [edit]
Sonic the Hedgehog was a commercial success. It became America'southward best-selling video game for several months in 1991, outselling Super Mario.[40] By Christmas 1991, Sonic the Hedgehog had sold most one million game cartridges in the United states.[99] It was also Blockbuster Video'due south highest-renting game of the year.[100] In the U.k., it was the peak-selling Mega Drive game for ii months following its release.[101] [102]
Sonic the Hedgehog was the best-selling home video game of 1991,[103] with 2 million copies sold worldwide past the terminate of the year,[104] becoming Sega's best-selling home video game up until then.[105] In 1991, Sonic the Hedgehog helped Sega generate a gross revenue of $1 billion in panel sales and capture a 65% share of the European panel market place.[106] Sonic the Hedgehog gear up a Sega software sales record with 2.8 million cartridges sold by March 1992,[107] including 1.8 million copies in the United States and another i million in Europe and Nihon.[108] The game went on to sell three.7 million units by Oct 1992,[109] and 4.v million copies worldwide by November 1992.[103] By 1997, the game had sold over fourteen million copies worldwide,[110] [111] and earned over $400 million ($800 million adjusted for inflation), higher than the $200–300 million typically grossed by a blockbuster movie at the time.[112]
The original version bundled with the Sega Genesis/Mega Bulldoze hardware had sold over 15 1000000 copies, equally of Feb 2009[update].[113] [114] The mobile game version also had eight million paid downloads by 2008,[115] 482,960 units were sold on Xbox Alive Arcade as of 2011[update],[116] and over 500,000 paid Android downloads were sold between 2013 and 2016,[117] bringing total sales to approximately 24 meg copies sold worldwide across all platforms.
Contemporary reviews [edit]
Sonic the Hedgehog was praised by critics, with scores higher up 90% from most video game magazines at the time. It was considered Sega'south answer to Nintendo'due south widely popular Mario series, as information technology was a platformer featuring the company'southward mascot.[iv] [86] In a preview following its CES debut in January 1991, John Melt of Reckoner and Video Games called it the most impressive game at the testify and said information technology was "some other jumpy jumpy game in the Mario mould, but with an astonishing turn of speed and dandy music."[118] Upon release, Paul Rand of Estimator and Video Games compared the 2 in depth and characterized Sonic the Hedgehog as being faster, with brighter colors, and Super Mario Globe every bit having more "depth of play".[four] Frank Ladoire of Génération 4
believed Sonic the Hedgehog was part of a new generation of games that demonstrate that the Mega Drive is capable of "cute things" in the technical department.[89]Reviewers praised the colorful, detailed graphics. Rand called its color scheme "lively, but never garish", praising the interaction of color with detail in the sprites, backgrounds, and animations and describing its graphics as the best available for the Mega Drive.[4] Reviewer Boogie Human being of GamePro called the intricate backgrounds "centre-popping" and "gorgeous",[88] which was echoed past Mean Machines.[38] The Lessers (Hartley, Patricia, and Kirk) of Dragon claimed the graphics made Sonic a possible contender for the best game of 1991[86] and GameZone called the animation "some of the smoothest and fastest ... e'er seen".[119] Julian Boardman of Raze praised the "colourful and highly detailed" backdrops and "fabulous" sprites.[93] The music and sound effects were also well received; Dragon called them "bully",[86] and GameZone "astonishing".[119] Rand praised the "catchy" soundtrack, calling some of the sound effects "absolutely brilliant".[four] Although Mean Machines chosen the songs "vaguely appealing", the audio effects were better appreciated.[38] However, Boardman of Raze considered the music "a little boring".[93]
Critics cited the fast gameplay, unprecedented in platformers.[87] [88] The difficulty was disputed, described as "impossible" by Rand[4] and "average" by EGM.[87] Rand said about the gameplay in general that information technology "plays like a dream";[4] according to GameZone information technology would enchant players for hours,[119] and Boogie Man praised Sonic Squad'southward ability to provide an engaging experience primarily from running and jumping.[88] Although EGM, Dragon, Paul of Hateful Machines and Boardman of Raze praised the level design (especially the hidden rooms),[38] [86] [87] [93] Paul found losing all of one's rings frustrating.[38]
Bob Strauss of Amusement Weekly gave the game an A+ and wrote that it was a very fast game, yet never felt chaotic or impossible,[94] and they afterwards named it the best game available in 1991.[120]
Awards [edit]
At the 1991 Golden Joystick Awards, Sonic the Hedgehog won Overall Game of the Year.[97] In the 1991 Electronic Gaming Monthly awards, Sonic the Hedgehog won Game of the Year.[96] At the European Figurer Trade Evidence (ECTS) awards, information technology won the awards for Best Video Game and Going Live Viewers Laurels.[98] In 1992, Mega ranked Sonic as their third-favorite Genesis game.[121]
Retrospective reviews [edit]
Retrospective reception has been positive, with an 86% rating at the review aggregator GameRankings based on nine reviews published online in the 2000s.[122] Sonic the Hedgehog has maintained its popularity, and has since been considered i of the greatest video games of all fourth dimension.
Frank Provo of GameSpot described the game equally "one of the best platformers of all time", finding that despite technical problems in the Game Male child Advance port "after all these years, the underlying graphics, sound, and gameplay still hold upward".[52] Lucas M. Thomas of IGN agreed that it stood the exam of time.[129] Writing in The Guardian, Keith Stuart observed that Sonic the Hedgehog 's emphasis on speed and pinball mechanics dramatically departs from generally accepted precepts of game design, requiring that players "learn through repetition rather than observation" as "the levels aren't designed to exist seen or fifty-fifty understood in 1 playthrough." Still, Stuart ended that "sometimes in Sonic, when you go amend, or through sheer luck, things take off, every leap is right, every loop-the-loop is perfect, and you're in the flow, sailing above the game'due south foreign structure ... Sonic is incorrect game design and even so ... it'southward a masterpiece."[132]
Legacy [edit]
Primarily because of its Genesis bundling, Sonic the Hedgehog was a cistron in popularising the panel in Northward America, thus solidifying it every bit an competitor to Nintendo and their Super Nintendo Entertainment System.[11] During Oct–December 1991 with the game's success, the Genesis outsold the SNES past 2 to one; at its January 1992 top it gained a foothold in the industry and had 65 pct of the market for 16-bit consoles.[113] Although Nintendo eventually overtook Sega, it was the first fourth dimension since December 1985 that Nintendo did non atomic number 82 the console market.[133]
Sonic the Hedgehog inspired similar platformers starring animal mascots, including Bubsy,[134] Aero the Acro-Bat,[eleven] James Swimming 3,[135] Earthworm Jim,[136] Zero the Kamikaze Squirrel,[137] and Radical Rex.[138] "Animal with attitude" games carried over to the side by side generation of consoles, with the developers of Crash Bandicoot and Gex citing Sonic equally a major inspiration.[139] [140] [141]
Sonic'due south success led to an all-encompassing media franchise, with the commencement of many sequels, Sonic the Hedgehog two, released the post-obit twelvemonth. It has generated dozens of additional games and a big cast of recurring characters, keeping Sonic and Robotnik (after renamed as Eggman) mainstays, and continued beyond Sega'due south go out from the console industry later on the Dreamcast.[142] The serial has ventured from platformers to fighting,[143] racing,[144] part-playing,[145] and sports games,[146] and also expanded into anime,[147] manga,[148] cartoons[147] comic books,[149] novels,[150] and toys.[151] Sonic the Hedgehog is one of the best-selling video game franchises of all fourth dimension,[152] with over 140 million copies sold or downloaded worldwide across consoles, PC'due south, mobile phones and tablets by May 2014.[153] The game's first level, Green Hill Zone, has been featured in after games such as Sonic Adventure two, Sonic Generations,[154] Sonic Mania,[155] Sonic Forces, and the Super Nail Bros. series.[156]
The game inspired a number of unofficial variants, including Somari, a pirated Nintendo Entertainment System conversion featuring Nintendo'southward Mario graphic symbol in levels from the original Sonic game,[157] Sonic the Hedgehog Megamix, a full conversion mod of the original game,[158] and Sonic one Boomed, a ROM hack which implements Sonic'due south redesign from the Sonic Nail animated series.[159]
Notes [edit]
- ^ a b 2013 remastered release.
- ^ Original release.
- ^ Japanese: ソニック・ザ・ヘッジホッグ, Hepburn: Sonikku za Hejjihoggu
- ^ Known as Dr. Eggman in the Japanese version
- ^ Co-ordinate to Yuji Naka, Sonic Team was an unofficial name for the studio within Sega that was used during the development of the game; it became their official title when Nights into Dreams was released in 1996.[20]
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Sources [edit]
- Faitingusutajio (1993). ソニックザヘッジホッグ1 & 2必勝攻略法 Sonikku za hejjihoggu ichi to ni hisshō kōryakuhō [Sonic the Hedgehog 1 & 2 Certain Victory Strategy Guide] (in Japanese). ISBN978-4-575-28232-0.
- Sonic the Hedgehog 1 & 2: Sega's Official Thespian's Guide . Hayward, CA: Sega. 1993. ISBNane-55958-335-v.
External links [edit]
- Official website
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