Electronic Gaming Monthly's September 1991 issue says the game reached stores in early June 1991, Europe around the end of June, and Japan in late July. sonic-the-hedgehog-history/release-west
MagazinedisputedElectronic Gaming Monthly, issue 26 (September 1991) · p. 103, "Sonic Goes Public"when Sonic appeared in the stores in early June, Sonic literally flew off the store shelves.Electronic Gaming Monthly, issue 26 (September 1991) · p. 103, "Sonic Goes Public"Sonic hit Europe around the end of June and appeared in Japan in late July.Disputed: EGM, an American magazine, gives the month and not the day, and doesn't name the country of the June release. 1UP's retrospective gives 23 June 1991 (1up-sonic-boom, "When it came time to release Sonic the Hedgehog on June 23rd 1991"). No Sega of America document found gives the day.
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In the North American manual's story, Sonic sets out to rescue his friends from Dr. Robotnik, using his Super Sonic Spin Attack. sonic-the-hedgehog-history/story
ManualSonic the Hedgehog instruction manual (Sega Genesis, US) · Reach for the Rings!Your goal is to rescue your friends from the nasty grasp of the demented scientist, Dr. Robotnik!Sonic the Hedgehog instruction manual (Sega Genesis, US) · Reach for the Rings!dash through six hazardous zones using your Super Sonic Spin Attack.Cited by: Sonic the Hedgehog
The North American manual says that while Sonic holds any rings, an enemy's attack costs him all of them instead of a life, that 100 rings earn an extra life, and that collecting enough rings lets him warp to a Secret Zone, a rotating maze holding one of six Chaos Emeralds. sonic-the-hedgehog-history/rings
ManualSonic the Hedgehog instruction manual (Sega Genesis, US) · Reach for the Rings! — the OCR reads "|" for "any"As long as you have | Rings, you won't be hurt when you get attacked or touch an enemy. (But you will lose all your Rings.)Sonic the Hedgehog instruction manual (Sega Genesis, US) · power-upsNote: Picking up 100 Rings also earns you an extra chance.Sonic the Hedgehog instruction manual (Sega Genesis, US) · Secret Zone — the OCR reads "ina" for "in a"If you collect a certain amount of Rings, you can warp to the Secret Zone where you'll ricochet off multi-colored blocks ina 360° rotating maze!Sonic the Hedgehog instruction manual (Sega Genesis, US) · Secret ZoneThere are six Secret Zones. In each Zone, your goal is to touch the Chaos Emerald.Mean Machines, issue 10 (July 1991) · p. 42, "Special Stage"If Sonic collects over 50 rings when he hits the end of a level, a massive ring appears.The manual calls each life a "chance". Mean Machines' sidebar gives the number of rings the manual leaves out.
Cited by: Sonic the Hedgehog, Sonic the Hedgehog 2
Beep! MegaDrive's July 1991 feature says zones 1, 3, and 5 are built for running briskly ahead, and zones 2, 4, and 6 are maps for exploring and carefully dodging traps. sonic-the-hedgehog-history/zone-rhythm
MagazineBeep! MegaDrive (July 1991) · PDF p. 66, Marble Zone — "...a structure that stresses the feeling of speed, and zones 2, 4, and 6 are maps where you carefully dodge traps and gimmicks and explore." The sentence opens "このゲームはゾーン1、3、5が サクサク進める" (in this game zones 1, 3, and 5 let you race ahead), which the text layer garbles. The translation is the atlas's.スピード感を重視した構成で、ゾーン2、4、6はトラップや仕掛けを慎重にかわして探索するようなマップとなっているからだ。Cited by: Sonic the Hedgehog
In a July 1991 interview the game's planner, credited as Carol, said the game has six zones of three stages, well over 100 gimmicks, and was meant to feel like playing in a big amusement park without making the player worry much. sonic-the-hedgehog-history/planner-zones
InterviewSONIC制作チーム LONG INTERVIEW · PDF p. 66, Carol — "There are six zones in all, with three stages each. There are a lot of gimmicks: well over 100." The translation is the atlas's.面構成は全部で6ゾーンあって各ゾーン3ステージです。仕掛けは多いですよ。100じゃきかないですね。SONIC制作チーム LONG INTERVIEW · PDF p. 66, Carol — "Above all I wanted a game like playing in a big amusement park, so..." The answer goes on: so the play would not leave the player worrying much (プレイヤーがあまり悩まないような遊び感覚で作りました).とにかく大きな遊園地で遊んでいるようなゲームにしたかったのでCarol said in the same interview that the work began as making a character that could stand up to Mario. sonic-the-hedgehog-history/rival-to-mario
InterviewSONIC制作チーム LONG INTERVIEW · PDF p. 64, Carol — The sentence reads "もともとはマリオに対抗できるキャラクター作りから始まった仕事でしたが" ("Originally it was a job that began with making a character that could stand up to Mario"); a column break in the text layer splits it after 対, and the rest is "できるキャラクター作りから始まった仕事". The translation is the atlas's.もともとはマリオに対SONIC制作チーム LONG INTERVIEW · PDF p. 64, Carolできるキャラクター作りから始まった仕事Cited by: Sonic the Hedgehog, Sonic the Hedgehog
The character designer, credited as BigIsland, said in the interview that Sonic began as only the idea of a sense of speed, and that the spinning attack and the pinball-like movement came later; Carol added that being easy for anyone to play mattered most. sonic-the-hedgehog-history/speed-first
InterviewSONIC制作チーム LONG INTERVIEW · PDF p. 64, BIGISLAND — As the text layer reads it, where a column break splits the opening "最初ソニックはスピード" and the OCR reads 者 for 考 and ビンボール for ピンボール. The page: "最初ソニックはスピード感という考えしかなかった んです。そして考えていくうちに回転攻撃という発想ができあがって、今のピンボールのような動きも加わりました。" ("At first Sonic was only the idea of a sense of speed. As we thought it through, the idea of a spinning attack took shape, and the present pinball-like movement was added too.") The translation is the atlas's.感という考えしかなかったんです。そして者えていくうちに回転攻撃という発想ができあがって、今のビンボールのような動きも加わりました。SONIC制作チーム LONG INTERVIEW · PDF p. 64, Carol — "But simplicity, so that anyone can play, is the most important point." Carol answers the interviewer's "speed is certainly stressed".しかし、誰でもできる簡単さが最も重要な点なんです。Cited by: Sonic the Hedgehog, Sonic the Hedgehog
Electronic Gaming Monthly's September 1991 making-of says Sega's directive was an all-new game with great speed, smooth animation, and screen rotation done in software, in a 4-megabit cartridge, and that the game took a year and a half. sonic-the-hedgehog-history/making-of
MagazineElectronic Gaming Monthly, issue 26 (September 1991) · p. 102, "Good Games Take Time!"The directive was that Sonic had to be all new.Electronic Gaming Monthly, issue 26 (September 1991) · p. 102, "Good Games Take Time!"Sonic was to have incredible speed (as the name implies), the animation had to be perfect - not choppy but smooth.Electronic Gaming Monthly, issue 26 (September 1991) · p. 102, "Good Games Take Time!"The screen rotation had to be done in software and condensed to fit into a 4 megabit configuration.Electronic Gaming Monthly, issue 26 (September 1991) · p. 103It's been a year and a half in the makingElectronic Gaming Monthly's 1991 making-of says Sega of Japan chose the character through an internal sketch contest of over 100 entries, whose four finalists were a bulldog, a wolf, a man with a large moustache, and a porcupine-type animal; the moustached man became the villain, Dr. Ivo Robotnik. sonic-the-hedgehog-history/mascot-contest
MagazineElectronic Gaming Monthly, issue 26 (September 1991) · p. 102, "Sonic the Wolf...???"A contest was held, and all the employees of the company were asked to send in a sketch of this new character.Electronic Gaming Monthly, issue 26 (September 1991) · p. 102, "Sonic the Wolf...???"the four finalists included a bulldog, a wolf, a man with a large moustache and a porcupine-type animal.Electronic Gaming Monthly, issue 26 (September 1991) · p. 102, "Sonic the Wolf...???"not as the hero, rather as the evil Doctor Ivo Robotnik!Cited by: Sonic the Hedgehog
At GDC 2018 Hirokazu Yasuhara said a hedgehog was chosen because it can be imagined attacking by curling into a ball and rolling, and Naoto Ohshima said that when he showed his sketches to passers-by in Central Park, the hedgehog was the most popular, ahead of Eggman and a dog. sonic-the-hedgehog-history/why-hedgehog
WebSonic the Hedgehog's origin story, according to the devs who made him · GDC 2018 talk reportIt's a character you can imagine dealing damage by curling up like a ball and rolling around.Sonic the Hedgehog's origin story, according to the devs who made him · GDC 2018 talk reporthe sketched them on boards in Central Park and started showing random passersbySonic the Hedgehog's origin story, according to the devs who made him · GDC 2018 talk reportThe result was, the hedgehog was most popular; people pointed at it and really liked it,Sonic the Hedgehog's origin story, according to the devs who made him · GDC 2018 talk reportThe second was Eggman, and the third was the dog.Cited by: Sonic the Hedgehog
1UP's retrospective names three people from Sega's AM8 division, later renamed Sonic Team, as the original team; character designer Naoto Ohshima, game and level designer Hirokazu Yasuhara, and programmer Yuji Naka, who it says almost single-handedly programmed the game. sonic-the-hedgehog-history/team
WebThe Essential 50 Part 28 -- Sonic the Hedgehog (Sonic Boom) · on Hayao Nakayama's search for a mascotThe challenge was answered by Sega's AM8 division (later renamed Sonic TeamThe Essential 50 Part 28 -- Sonic the Hedgehog (Sonic Boom) · Swift Successthe perfect amalgamation of talent from three then-unknown game industry superstars -- the original Sonic team, so to speak.The Essential 50 Part 28 -- Sonic the Hedgehog (Sonic Boom) · Swift SuccessFirst, there was Naoto Oshima, a character designerThe Essential 50 Part 28 -- Sonic the Hedgehog (Sonic Boom) · Swift SuccessSecond was Hirokazu Yasuhara, the original game and level designerThe Essential 50 Part 28 -- Sonic the Hedgehog (Sonic Boom) · Swift SuccessAnd third was Yuji Naka, a hotshot programmerThe Essential 50 Part 28 -- Sonic the Hedgehog (Sonic Boom) · Swift Successwho almost single-handedly programmed the gameSonic the Hedgehog's origin story, according to the devs who made him · GDC 2018 talk reportOriginal game designer Hirokazu YasuharaSonic the Hedgehog's origin story, according to the devs who made him · GDC 2018 talk reportoriginal character designer Naoto Oshima1UP and Game Developer spell the name Oshima; the atlas uses Ohshima, as EGM's 1991 making-of does. Sega Retro's credits page matches the handles to these names (Carol Yas to Yasuhara, Yu 2 to Naka, BigIsland to Ohshima).
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Electronic Gaming Monthly's 1991 making-of named Minoru Kanari, manager of 16-bit consumer software development, and Naoto Ohshima, chief character designer, as the main people behind the game, with six others, and said the music was by the group Dreams Come True. sonic-the-hedgehog-history/team-egm
MagazineElectronic Gaming Monthly, issue 26 (September 1991) · p. 102, "Do the Impossible!"Mr. Minoru Kanari, Manager, 16-bit Consumer Software Development and Mr. Naoto Ohshima, Chief Character Designer.Electronic Gaming Monthly, issue 26 (September 1991) · p. 102, "Do the Impossible!"Six other peo- ple worked on the Sonic project including graphic designers, pro- grammers and artists.Electronic Gaming Monthly, issue 26 (September 1991) · p. 102, "Do the Impossible!"The music was done by a popular group - Dreams Come True.Electronic Gaming Monthly's Review Crew reviewed it in July 1991; one of its four reviewers wrote that "the Genesis has been hit by a sonic boom". sonic-the-hedgehog-history/egm-review
MagazineElectronic Gaming Monthly, issue 24 (July 1991) · p. 24, Review CrewThe Genesis has been hit by a sonic boom.The issue's OCR breaks the four comments into fragments and doesn't hold the scores, so neither the reviewers' order nor their scores are read here.
Computer and Video Games scored it 94% overall in August 1991, calling its graphics the best on the Mega Drive and saying it had thrown down the gauntlet to Mario. sonic-the-hedgehog-history/cvg
Value
{
"review": "Computer and Video Games",
"of": 100,
"score": 94
} MagazineComputer & Video Games, issue 117 (August 1991) · pp. 17-19, review score panelOVERALL 94Computer & Video Games, issue 117 (August 1991) · pp. 17-19The graphics are something very specialComputer & Video Games, issue 117 (August 1991) · pp. 17-19 — the OCR reads "In" for "in"Sonic has thrown down the gauntlet to Mario In a big wayThe panel's other scores are graphics 96, sound 93, playability 94, and lastability 91. The OCR prints "TIM BOONE" after the review's last paragraph; the scout's Paul Rand byline isn't near it.
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Mean Machines scored it 92% in July 1991 and called it the best platform game on the Mega Drive; one reviewer could think of no Mega Drive game with more spectacular graphics and found it fast and smooth, and another found the play frustrating after a while, with a few situations almost impossible. sonic-the-hedgehog-history/mean-machines
Value
{
"review": "Mean Machines",
"of": 100,
"score": 92
} MagazineMean Machines, issue 10 (July 1991) · pp. 42-44, score panel92% The best platform game on the Megadrive!Mean Machines, issue 10 (July 1991) · p. 42, reviewer's commentI can't think of a Megadrive game with more spectacular graphicsMean Machines, issue 10 (July 1991) · p. 42, reviewer's commenteverything is just so fast and smooth it's just astonishing!Mean Machines, issue 10 (July 1991) · p. 43, second reviewer's comment — as the text layer reads it, which garbles "although", "gameplay", and "impossible"Playability-wise. Sonic's great, &though I found that the pameplay does get a little frustrating after a while. especially as there's a few almost impossbile situationsThe text layer doesn't print the reviewers' names beside their comments, so neither comment is attributed here. The page numbers are the scout's.
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At the Golden Joystick awards, voted by the public and given in London on 7 April 1992, it was Overall Game of the Year. sonic-the-hedgehog-history/golden-joystick
MagazineThe One, issue 44 (May 1992) · p. 17, newsOverall Game of the Year: Sonic the Hedgehog (Sega)The One, issue 44 (May 1992) · p. 17, newsGolden Joystick awards were doled out one more time On April 7th at the Hyde Park Hotel, London.The One, issue 44 (May 1992) · p. 17, newsvoted the best by you - yes, YOU - the gener- al public.The year is the issue's, May 1992.
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The Los Angeles Times reported in 2001 that the game sold 2 million copies in the year it came out. sonic-the-hedgehog-history/sales-first-year
WebSuper Sonic · profile of Yuji NakaThe game sold 2 million copies the year it was releasedThe Strong's entry says Sega's artists colored the hedgehog cobalt blue and gave him large red shoes, which it likens to boots worn by Michael Jackson and Santa Claus. sonic-the-hedgehog-history/design-museum
WebSonic the Hedgehog (World Video Game Hall of Fame) · Hall of Fame entry — the page has "warn" for "worn"Artists colored him cobalt blue and outfitted him in large red shoes that evoked allusions to boots warn by Michael Jackson and Santa Claus.Reviewing re-releases, GameSpot's Greg Kasavin called it in 2006 an influential platformer still fast, tough, and fun to play, and Eurogamer's Kristan Reed wrote in 2007 that it would be among the first entrants to a proper gaming hall of fame. sonic-the-hedgehog-history/later-reviews
WebSonic the Hedgehog Review · review deckgot his start in this influential platformer, which is still very fast, tough, and fun to play.Sonic the Hedgehog review · openingTruly, if there were a proper gaming Hall of Fame to speak of, Sonic would be one of the first entrants.IGN's 2014 list of Sonic facts says Sega allowed no credits at the end of the game, mainly to keep other developers from hiring the staff away, and that Yuji Naka put his team's names at the end in black text on a black background, which no one could read. sonic-the-hedgehog-history/hidden-credits-ign
Web21 Crazy Facts About Sonic and the Console War He Started · 11: Hidden creditsEven though SEGA did not allow credits at the end of Sonic The Hedgehog (mainly to prevent poaching by other developers)21 Crazy Facts About Sonic and the Console War He Started · 11: Hidden creditsYuji Naka included his team's names in black text on a black background at the end of Sonic The Hedgehog. No one could read the textThe article cites no source. In the code the hidden names are on the SONIC TEAM PRESENTS screen before the title (s1disasm/hidden-credits-load), and the ending has a staff roll by handle (credits).
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