Sonic the Hedgehog[a] is a video game series and media franchise created by the Japanese developers Yuji Naka, Naoto Ohshima, and Hirokazu Yasuhara for Sega. The franchise follows Sonic, an anthropomorphic blue hedgehog who battles the evil Doctor Eggman, a mad scientist. The main Sonic the Hedgehog games are platformers mostly developed by Sonic Team; other games, developed by various studios, include spin-offs in the racing, fighting, party and sports genres. The franchise also incorporates printed media, animations, feature films, and merchandise.

Sonic the Hedgehog
The word "Sonic" in yellow text outlined in blue, followed by "the hedgehog" in white text surrounded by a red box
Created by
Original workSonic the Hedgehog (1991)
OwnerSega
Years1991–present
Print publications
Book(s)Printed media list
ComicsComic book list
Films and television
Film(s)Films list
Television seriesTelevision series list
Web seriesWeb series list
Games
Video game(s)List of games
Miscellaneous
Toy(s)Lego Sonic the Hedgehog
Official website
www.sonicthehedgehog.com

Naka, Ohshima, and Yasuhara developed the first Sonic game, released in 1991 for the Sega Genesis, to provide Sega with a mascot to compete with Nintendo's Mario. Its success helped Sega become one of the leading video game companies during the fourth generation of video game consoles in the early 1990s. Sega Technical Institute developed the next three Sonic games, plus the spin-off Sonic Spinball (1993). A number of Sonic games were also developed for Sega's 8-bit consoles, the Master System and Game Gear. After a hiatus during the unsuccessful Saturn era, the first major 3D Sonic game, Sonic Adventure, was released in 1998 for the Dreamcast. Sega exited the console market and shifted to third-party development in 2001, continuing the series on Nintendo, Xbox, and PlayStation systems. Takashi Iizuka has been the series' producer since 2010.

While Sonic games often have unique game mechanics and stories, they feature recurring elements such as the ring-based health system, level locales, and fast-paced gameplay. Games typically feature Sonic setting out to stop Eggman's schemes for world domination, and the player navigates levels that include springs, slopes, bottomless pits, and vertical loops. Later games added a large cast of characters; some, such as Miles "Tails" Prower, Knuckles the Echidna, and Shadow the Hedgehog, have starred in spin-offs. The franchise has crossed over with other video game franchises in games such as Mario & Sonic, Sega All-Stars, and Super Smash Bros. Outside of video games, Sonic includes comic books published by Archie Comics, Fleetway Publications, and IDW Publishing; animated series such as The Adventures of Sonic the Hedgehog (1993), Sonic X (2003–2006), and Sonic Prime (2022–2024); a live-action film series distributed by Paramount Pictures; and toys including Lego construction sets.

Sonic the Hedgehog is Sega's flagship franchise and one of the bestselling video game franchises, selling over 140 million copiess by 2016 and grossing over $5 billion as of 2014. Series sales and free-to-play mobile game downloads totaled 1.77 billion as of 2024. The Genesis Sonic games have been described as representative of the culture of the 1990s and listed among the greatest of all time. Although later games, such as the 2006 game, received poorer reviews, Sonic is influential in the video game industry and is frequently referenced in popular culture. The franchise is known for its fandom that produces unofficial media, such as fan art and fangames.

History

1990–1991: Conception and first game

 
Sonic the Hedgehog co-creators: programmer Yuji Naka (left) and artist Naoto Ohshima (right)

By 1990, the Japanese video game company Sega wanted a foothold in the video game console market with its 16-bit console, the Sega Genesis. Sega's efforts had been stymied by the dominance of Nintendo;[1] the Genesis did not have a large install 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 by Tom Kalinske, formerly of Mattel.[2]: 423–424 

Sega president Hayao Nakayama decided Sega needed a flagship series and mascot to compete with Nintendo's Mario franchise. Nintendo had recently released Super Mario Bros. 3, at the time the bestselling video game ever. Sega's strategy had been based on porting its successful arcade 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 artist Naoto Ohshima and programmer Yuji Naka.[6]: 20–33, 96–101  The gameplay of Sonic the Hedgehog (1991) originated with a tech demo created by Naka, who had developed an algorithm that allowed a sprite to move smoothly on a curve by determining its position with a dot matrix. Naka's prototype was a platform 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 designer Hirokazu Yasuhara.[6]: 20–33, 96–101 [8]

 
The original Sonic the Hedgehog was released on June 23, 1991, for the Sega 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 with prehensile 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 on Sonic, 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 of Michael Jackson's 1987 album Bad.[10] His personality was based on then-Governor of Arkansas Bill Clinton's "can-do" attitude.[11][12][13] 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.[14] The team took the name Sonic Team for the game's release.[15]

Sonic's first appearance came in Sega AM3's racing game Rad Mobile (1991) five months before the release of Sonic the Hedgehog, as an ornament hanging from the driver's rearview mirror. The Sonic developers let AM3 use Sonic because they were interested in making him visible to the public.[16] According to Mark Cerny, who worked in Tokyo as an intermediary between the Japanese and American Sega offices, the American staff felt that Sonic had no appeal.[17] Although Katz was certain that Sonic would not be popular with American children,[18][19] Kalinske arranged to place Sonic the Hedgehog as the pack-in game with the Genesis.[18][20] Featuring speedy gameplay, Sonic the Hedgehog received critical acclaim.[21][22] It greatly increased the popularity of the Sega Genesis in North America,[23] credited with helping Sega gain 65% of the market share against Nintendo.[11]

1991–1995: Genesis sequels

 
Hirokazu Yasuhara (pictured in 2018) designed most of the Genesis Sonic 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-based Sega Technical Institute (STI), with a higher salary and more creative freedom. Yasuhara also moved to STI.[24][23] STI began work on Sonic the Hedgehog 2 (1992) in November 1991.[24] Level artist Yasushi Yamaguchi designed Sonic's new sidekick, Tails, a flying two-tailed fox inspired by the mythological kitsune.[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.[25] While STI developed Sonic 2, Ohshima led a team in Japan to create Sonic CD for the Genesis's CD-ROM accessory, the Sega CD; it began as a port of the first game but evolved into a separate project.[26]

Once development on Sonic 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.[25] The Japanese began work on Sonic the Hedgehog 3.[27] It was initially developed as an isometric game using the Sega Virtua Processor chip, but was restarted as a more conventional side-scrolling game after the chip was delayed.[5] It introduced Sonic's rival Knuckles, created by artist Takashi Thomas Yuda.[6]: 51, 233  Due to an impending promotion with McDonald'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.[28] The Sonic & Knuckles cartridge contains an adapter that allows players to connect it to Sonic 3, creating a combined game, Sonic 3 & Knuckles.[29] Sonic 3 and Sonic & Knuckles, as with their predecessors, were acclaimed.[30][31][32] To release a Sonic game in time for the 1993 holiday shopping season, Sega commissioned the American team to make a new game, the spin-off Sonic Spinball.[33] While Spinball received mixed reviews, it sold well and helped build the reputation of its developers.[24]

A number of Sonic games were developed for Sega's 8-bit consoles, the Master System and the handheld Game Gear. The first, an 8-bit version of the original Sonic, was developed by Ancient to promote the Game Gear and released in December 1991.[34] Aspect Co. developed most of the subsequent 8-bit Sonic games, beginning with a version of Sonic 2.[35] Other Sonic games released during this period include Dr. Robotnik's Mean Bean Machine (1993), a Western localization of the Japanese puzzle game Puyo Puyo (1991),[36] SegaSonic the Hedgehog (1993), an arcade game featuring isometric gameplay,[37] and Knuckles' Chaotix (1995), a spin-off for the Genesis's 32X add-on starring Knuckles.[38]

1995–1998: Saturn era

 
Few Sonic games were released for the Saturn. The cancellation of Sonic X-treme is considered a significant factor in the Saturn's commercial failure.

Following Sonic & Knuckles, Naka returned to Japan, having been offered a role as a producer.[15] He was reunited with Ohshima and brought with him Takashi Iizuka,[39] who had worked with Naka's team at STI.[27] Sonic Team was officially formed as a brand,[40][41] and began to work on a new intellectual property,[15] Nights into Dreams (1996), for Sega's 32-bit Saturn console.[42] In 1996, towards the end of the Genesis's lifecycle, Sega released Sonic 3D Blast, an isometric game based on the original Sonic 3 concept,[43] as the system still had a large install base.[44] It was the final Sonic game produced for the Genesis,[45] and was developed as a swan song for the system.[46] Since Sonic Team was preoccupied with Nights, 3D Blast was outsourced to the British studio Traveller's Tales.[42] While 3D Blast sold well,[44][47] it was criticized for its gameplay, controls, and slow pace.[48][49][50]

Meanwhile, in America, STI worked on Sonic X-treme, a 3D Sonic 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 the Nights game engine, and problems adapting the series to 3D. After two lead developers became ill, X-treme was canceled.[51][52] Journalists and fans have speculated about the impact X-treme might have had if it was released,[51][53][54] with producer Mike Wallis believing it "definitely would have been competitive" with the first 3D Mario game, Super Mario 64 (1996).[52] Due to X-treme's cancellation, Sega ported Sonic 3D Blast to the Saturn[55][56] with updated graphics and bonus levels developed by Sonic Team.[57][58]

In 1997, Sega announced "Project Sonic", a promotional campaign aimed at increasing market awareness of and renewing excitement for the Sonic brand. The first Project Sonic release was Sonic Jam, a compilation of the main Genesis Sonic games[59] which included a 3D overworld Sonic Team used to experiment with 3D Sonic gameplay.[60] Sonic Team and Traveller's Tales collaborated again on the second Project Sonic game, Sonic R,[61] a 3D racing game and the only original Sonic game for the Saturn.[62][63] Yasuhara moved to London to assist Sonic R's development.[8] Sonic Jam was well received,[64][65] while Sonic R's reviews were more divided.[66][67] The cancellation of Sonic X-treme, as well as the Saturn's general lack of Sonic games, are considered important factors in the Saturn's commercial failure.[62][68] According to Nick Thorpe of Retro 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."[69]

1998–2005: Transition to 3D

 
Sonic Adventure, the first major 3D Sonic game, was released for the Dreamcast in 1998

With its Sonic Jam experiments, Sonic Team began developing a 3D Sonic platformer for the Saturn. The project stemmed from a proposal by Iizuka to develop a Sonic role-playing video game (RPG) with an emphasis on storytelling. Development moved to Sega's new console, the Dreamcast, which Naka believed would allow for the ultimate Sonic game.[6]: 65–67  Sonic Adventure, directed by Iizuka and released in 1998,[70] was one of the first sixth-generation video games.[71] It introduced elements that became series staples,[72][73] such as artist Yuji Uekawa's new character designs influenced by comics and animation.[72] In 1999, Iizuka and 11 other Sonic Team members relocated to San Francisco and established Sonic Team USA to develop the more action-oriented Sonic Adventure 2 (2001).[15][74] Between the releases, Ohshima left Sega to form Artoon.[75] While both Adventure games were well received[70] and the first sold over two million copies,[76] consumer interest in the Dreamcast quickly faded, and Sega's attempts to spur sales through lower prices and cash rebates caused escalating financial losses.[77]

In January 2001, Sega announced it was discontinuing the Dreamcast to become a third-party developer;[78] following this, Yasuhara left to join Naughty Dog.[8] The following December,[79] Sega released an expanded port of Sonic Adventure 2 for Nintendo's GameCube.[80] Afterward, Sonic Team USA developed the first multi-platform Sonic game, Sonic Heroes (2003), for the GameCube, Microsoft's Xbox, and Sony's PlayStation 2.[81] It was designed for a broad audience,[82] and Sonic Team revived elements not seen since the Genesis era, such as special stages and the Chaotix characters.[83] Reviews for Sonic Heroes were mixed;[84] while its graphics and gameplay were praised, critics felt it failed to address criticisms of previous Sonic games, such as the camera.[85][86][87] Iizuka, who directed Heroes, later said it was the most stressful experience of his career; he lost 22 pounds (10 kg) due to the crunch conditions.[88] Sonic Team ported Sonic Adventure with additional content to the GameCube in 2003 and Windows in 2004,[6]: 141  to mixed reviews.[89]

Sega continued to release 2D Sonic games. In 1999, it collaborated with SNK to produce Sonic the Hedgehog Pocket Adventure,[90] an adaptation of Sonic 2 for the Neo Geo Pocket Color.[91] Some SNK staff formed Dimps the following year, and developed original 2D Sonic games—Sonic Advance (2001), Sonic Advance 2 (2002), and Sonic Advance 3 (2004)—for Nintendo's Game Boy Advance (GBA).[92][93] Sonic Advance was the first original Sonic game released for a Nintendo console after Sega and Nintendo's fierce rivalry in the 1990s.[94][95] It was outsourced to Dimps because Sonic Team was understaffed with employees familiar with the GBA.[96] Dimps also developed Sonic Rush (2005) for the Nintendo DS, which uses a 2.5D perspective.[97][98] Dimps's projects received generally favorable reviews.[99] To introduce older games to new fans, Sonic Team developed two compilations, Sonic Mega Collection (2002) and Sonic Gems Collection (2005).[100] Further spin-offs included the party game Sonic Shuffle (2000),[101] the pinball game Sonic Pinball Party (2003)[102] and the fighting game Sonic Battle (2003).[103]

2005–2010: Franchise struggles

Sonic Team USA was renamed Sega Studios USA after completing Sonic Heroes.[15] Sega and Sonic Team leadership entered flux while they experimented with diverging from the Sonic formula.[88] Sega Studios USA's first post-Heroes project was Shadow the Hedgehog (2005), a spin-off starring the popular Adventure 2 character Shadow.[104][105] While Shadow retains most elements from previous Sonic games, it was aimed at a mature audience and introduced third-person shooting and nonlinear gameplay.[106] Shadow the Hedgehog was panned for its controls, level design, and mature themes,[107][108] but was a commercial success, selling at least 1.59 million copies.[109][110]

In 2006, for the franchise's 15th anniversary, Sonic Team developed Sonic Riders,[111] a GBA port of the original Sonic,[112] and a reboot, Sonic the Hedgehog (commonly referred to as Sonic '06).[113][114] With a darker and more realistic setting than previous entries, Sonic '06 was intended to relaunch the series for seventh-generation consoles such as the Xbox 360 and PlayStation 3.[88][115][116] The development faced serious problems; Naka, the last of the original Sonic development team, resigned as head of Sonic Team to form Prope,[117] and the team split so work could begin on a Wii Sonic game. According to Iizuka, these incidents, coupled with stringent Sega deadlines and an unpolished game engine, forced Sonic Team to rush development.[88] None of the 15th-anniversary Sonic games were successful critically,[118][119] and Sonic '06 became regarded as the worst game in the series, panned for its bugs, camera, controls, and story.[120][121] Brian Shea of Game Informer wrote that it "[became] synonymous with the struggles the Sonic 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."[88]

Backbone Entertainment developed two Sonic games exclusive to the PlayStation Portable, Sonic Rivals (2006) and Sonic Rivals 2 (2007).[122][123] The first Sonic game for the Wii, Sonic and the Secret Rings (2007), takes place in the world of Arabian Nights and was released instead of a port of Sonic '06.[124] Citing lengthy development times, Sega switched plans and conceived a game that would use the motion detection of the Wii Remote.[125] Sega released a sequel, Sonic and the Black Knight, set in the world of King Arthur, in 2009.[126] Secret Rings and Black Knight form what is known as the Sonic Storybook sub-series.[127] A Sonic Riders sequel, Zero Gravity (2008), was developed for the Wii and PlayStation 2.[128] Dimps returned to the Sonic series with Sonic Rush Adventure, a sequel to Sonic Rush, in 2007,[129] while BioWare developed the first Sonic RPG, Sonic Chronicles: The Dark Brotherhood (2008), also for the DS.[130]

Following Naka's departure, Akinori Nishiyama, who worked on the Sonic Advance and Rush games,[131] became Sonic Team's general manager.[132] Sonic Team began working on Sonic Unleashed (2008) in 2005.[133] It was conceived as a sequel to Adventure 2, but became a standalone entry after Sonic Team introduced innovations to separate it from the Adventure games.[134] With Unleashed, Sonic Team sought to combine the best aspects of 2D and 3D Sonic games and address criticisms of previous 3D entries,[135][136] although reviews were mixed due to the addition of a beat 'em up game mode in which Sonic transforms into a werewolf-like beast.[137] After Nishiyama was promoted in 2010,[132] Iizuka was installed as the head of Sonic Team[138][139] and became the Sonic producer.[70]

2010–2015: Refocusing

 
Takashi Iizuka, who directed the first three 3D Sonic games, has been the head of Sonic Team and Sonic's producer since 2010.

Iizuka felt Sonic was struggling because it lacked unified direction,[70] so Sonic Team refocused on more traditional side-scrolling elements and fast-paced gameplay.[140] Sonic the Hedgehog 4, a side-scrolling episodic sequel to Sonic & Knuckles co-developed by Sonic Team and Dimps,[141][142] began with Episode I in 2010,[143] followed by Episode II in 2012.[144] Later in 2010, Sega released Sonic Colors for the Wii and DS, which expanded on the well received aspects of Unleashed and introduced the Wisp power-ups.[145] For the series' 20th anniversary in 2011, Sega released Sonic Generations for the Xbox 360, PlayStation 3, and Windows;[146][147] a separate version was developed by Dimps for the Nintendo 3DS.[148][149] Sonic Generations featured reimagined versions of levels from previous Sonic games and reintroduced the "classic" Sonic design from the Genesis era.[146][149] These efforts were better received, especially in comparison to Sonic '06 and Unleashed.[140]

In May 2013, Nintendo announced it was collaborating with Sega to produce Sonic games for its Wii U and 3DS platforms.[150] The first game in the partnership, 2013's Sonic Lost World,[150] was also the first Sonic game for eighth-generation hardware.[151] Sonic Lost World was designed to be streamlined and fluid in movement and design,[152] borrowing elements from Nintendo's Super Mario Galaxy games and the canceled X-treme.[153] The second was Mario & Sonic at the Sochi 2014 Olympic Winter Games (2013) for the Wii U, the fourth Mario & Sonic game and a 2014 Winter Olympics tie-in (see Crossovers section).[150] The deal was completed in 2014 with the release of Sonic Boom: Rise of Lyric for the Wii U and Sonic Boom: Shattered Crystal for the 3DS; these games were based on the Sonic Boom television series.[140][154] Sonic Lost World polarized critics,[155] while critics found Mario & Sonic at the Sochi 2014 Olympic Winter Games mediocre[156] and panned the Sonic Boom games.[140] Sonic Boom: Fire & Ice, a Shattered Crystal sequel, was released in 2016.[157]

Sega began to release more Sonic games for mobile phones,[140] such as iOS and Android devices. After Australian programmer Christian "Taxman" Whitehead developed a version of Sonic CD for modern consoles in 2011, he collaborated with fellow Sonic fan Simon "Stealth" Thomley to develop remakes of the original Sonic the Hedgehog and Sonic the Hedgehog 2 for iOS and Android, which were released in 2013.[158] The remasters were developed using Whitehead's Retro Engine, an engine tailored for 2D projects,[158] and received praise.[159][160] Sonic Dash (2013), a Temple Run-style endless runner,[161] was developed by Hardlight[162] and downloaded over 350 million times by 2020[163] and received a Sonic Boom-themed sequel in 2015.[164] Sonic Team released Sonic Runners, its first game for mobile devices, in 2015.[165] Sonic Runners was also an endless runner,[165] but was unsuccessful[166] and was discontinued a year after release.[167] Gameloft released a sequel, Sonic Runners Adventure, in 2017 to generally positive reviews.[168][169]

2015–present: New directions

In a 2015 interview with Polygon, Iizuka acknowledged that contemporary Sonic 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 the Sonic brand, while retaining the modern Sonic design.[140] Iizuka and most of Sonic Team relocated to Burbank, California to oversee the franchise with a new team.[88] At San Diego Comic-Con in July 2016, Sega announced two Sonic games to coincide with the series' 25th anniversary: Sonic Mania and Sonic Forces.[170] Both were released for the PlayStation 4, Xbox One, Nintendo Switch, and Windows in 2017.[171][172] Sonic Mania was developed by the independent game developers PagodaWest Games and Headcannon with a staff comprising members of the Sonic fandom; Whitehead conceived the project and served as director.[173] The game, which emulates the gameplay and visuals of the Genesis entries, received the best reviews for a Sonic game in 15 years.[174] Meanwhile, Sonic Team developed Sonic Forces, which revives the dual gameplay of Sonic Generations along with a third gameplay style featuring the player's custom character.[175][176] Sonic Forces received mixed reviews,[177] with criticism for its short length.[175][178][179]

In 2019, Sega released a kart racing game, Team Sonic Racing (2019), developed by Sumo Digital.[180][181][182] In May 2021, Sega announced several Sonic projects for the series' 30th anniversary, including a remaster of Sonic Colors, the compilation Sonic Origins, and the 2022 game Sonic Frontiers.[183][184] Frontiers was the first Sonic game to feature open-world design,[185] and Iizuka expressed hope that it would inform future games in a similar way to Sonic Adventure.[184] Frontiers received moderately positive reviews, with critics and fans considering it a flawed but solid new direction for the series,[186] and sold well.[187][188] 2023 Sonic releases included The Murder of Sonic the Hedgehog, a free visual novel,[189] Sonic Dream Team, an Apple Arcade-exclusive 3D platformer,[190] and Sonic Superstars, a 2.5D side-scrolling game featuring the classic Sonic design. Superstars was co-developed by Ohshima's studio Arzest and he designed a new character, his first contribution to the series since Sonic Adventure.[191][192] Iizuka said the 2D and 3D Sonic games would continue independently going forward and Sonic Team would try to keep them as different as possible.[193]

2024 Sonic media emphasized Shadow the Hedgehog as part of Sega's "Fearless: Year of Shadow" campaign. This included the release of Sonic X Shadow Generations, a short Shadow game bundled with a rerelease of Sonic Generations; Shadow-themed events in the mobile games Sonic Dash and Sonic Forces: Speed Battle; music from Shadow the Hedgehog in the Sonic Symphony World Tour; and Shadow playing a prominent role in the film Sonic the Hedgehog 3 (see Live-action film franchise).[194]

Characters and story

 
Promotional artwork of Sonic: Ohshima's original design (left) and Uekawa's Sonic Adventure redesign (right)

The Sonic franchise is known for its large cast of characters;[195] Sonic the Fighters (1996) producer Yu Suzuki joked that anyone who makes a Sonic game has the duty to create new characters.[196] 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.[197][198] Sega of America's Dean Sitton made the change[199] without consulting the Japanese developers, who did not want a single character to have two different names. Since Sonic Adventure, the character has been referred to as Eggman in all territories,[197] although the Robotnik name is still acknowledged.[198][200][201]

Sonic games traditionally follow Sonic's efforts to stop Eggman, who schemes to obtain the Chaos Emeralds—seven[b] gems with mystical powers. The Emeralds can turn thoughts into power,[203] warp time and space with a technique called Chaos Control,[204][205] give energy to living things, and be used to create nuclear or laser-based weaponry.[206] They typically act as MacGuffins in the stories.[207] 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 the culture of the 1990s, Sonic features environmental themes.[208] Sonic represents "nature",[208] while Eggman represents "machinery" and "development"—a play on the then-growing debate between environmentalists and developers.[209]

Much of the supporting cast was introduced in the succeeding games for the Genesis and its add-ons. Sonic 2 introduced Sonic's sidekick Miles "Tails" Prower, a fox who can fly using his two tails.[210] Sonic CD introduced Amy Rose, a pink hedgehog and Sonic's self-proclaimed girlfriend, and Metal Sonic, a robotic doppelgänger of Sonic created by Eggman.[211] Sonic 3 introduced Sonic's rival Knuckles, a red echidna and the guardian of the Master Emerald.[212] The Master Emerald, introduced in Sonic & Knuckles,[213] controls the power of the Chaos Emeralds.[203] Knuckles' Chaotix introduced the Chaotix, a group comprising Vector the Crocodile, Espio the Chameleon and Charmy Bee.[214] Three characters introduced during this period, Mighty the Armadillo and Ray the Flying Squirrel from SegaSonic the Hedgehog and Fang the Sniper from Sonic Triple Trouble (1994), faded into obscurity,[37][215] but became prominent characters again in Sonic Mania and Superstars.[216]

During Sonic 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.[72] Since Sonic Adventure, the series' cast has expanded.[195] Notable characters include Big,[217] a large cat who fishes for his pet frog Froggy;[218][219] the E-100 Series of robots;[220] Shadow, a brooding black hedgehog;[217] Rouge, a treasure-hunting bat;[221] Blaze, a cat from an alternate dimension;[222] and Silver, a telekinetic hedgehog from the future.[217] The Chao creatures function as digital pets and minor gameplay elements,[223] and Wisp creatures function as power-ups.[224] Flicky, the blue bird from Sega's 1984 arcade game, appears in several Sonic games, particularly 3D Blast.[225]

Some Sonic characters have featured in spin-off games. Eggman is the featured character of Dr. Robotnik's Mean Bean Machine, a Western localization of Puyo Puyo. Sega replaced the Puyo Puyo characters with Sonic characters because it feared Puyo Puyo would not be popular with a Western audience.[226] In 1995, Sega released the Knuckles spinoff Knuckles' Chaotix for the 32X,[38] and two Tails spin-offs for Game Gear: Tails' Skypatrol (a scrolling shooter) and Tails Adventure (a Metroidvania game).[227][228] Shadow the Hedgehog (2005) was developed in response to the Shadow character's popularity and to introduce "gun action" gameplay to the franchise.[229] Iizuka has said that future spin-offs, such as sequels to Knuckles' Chaotix and Shadow the Hedgehog or a Big the Cat game, remain possibilities.[230][231]

Gameplay

Examples of gameplay in Sonic the Hedgehog 2 (1992) and Sonic Unleashed (2008), illustrating some of the core game mechanics of 2D and 3D Sonic games

The Sonic series is characterized by speed-based platforming gameplay.[195] Controlling the player character, the player navigates a series of levels at high speeds while jumping between platforms, fighting enemies and bosses, and avoiding obstacles.[195][232] The series contains both 2D and 3D games.[233] 2D entries generally feature simple, pinball-like gameplay[232][234]—with jumping and attacking controlled by a single button[235]—and branching level paths that require memorization to maintain speed.[232][234] Meanwhile, 3D entries tend to be more linear in design,[234] feature various level objectives,[236] different movesets,[234] and allow players to upgrade and customize the playable character.[236][237] Games since Sonic Unleashed have blended 2D and 3D gameplay, with the camera shifting between side-scrolling and third-person perspectives.[145][238]

One distinctive game mechanic of Sonic games are collectible golden rings spread throughout levels,[239] which act as a form of health.[240] 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.[239][241] Collecting 100 rings usually rewards the player an extra life.[236][241] Rings have other uses in certain games, such as currency in Sonic '06,[237] restoring health bars in Sonic Unleashed,[242] or improving statistics in Sonic Riders.[243] Levels in Sonic games feature elements such as slopes, bottomless pits, and vertical loops.[4][210] Springs, springboards, and dash panels are scattered throughout and catapult the player at high speeds in a particular direction.[244] Players' progress in levels is saved through passing checkpoints.[245] Checkpoints serve other uses in various games, such as entering bonus stages.[241] Some settings, particularly Green Hill Zone, recur throughout the series.[246]

The series contains numerous power-ups, which are held in boxes that appear throughout levels.[247] An icon indicates what it contains, and the player releases the item by destroying the box.[248] Common items in boxes include rings, a shield, invincibility, high speed, and extra lives.[76][248] Sonic Colors introduces the Wisps, a race of extraterrestrial 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.[249] Since Sonic Rush, most Sonic games have featured "boosting", a mechanic that immediately propels Sonic forward at top speed when activated.[250] While boosting, Sonic can smash through objects, destroy enemies instantly, or access different level paths.[251] This requires players to react to forthcoming obstacles quickly;[250] Sonic Unleashed introduced side-stepping and drifting maneuvers to allow players to maintain speed.[251] Boosting is limited by a gauge that the player can fill with rings or Wisps.[250]

In most Sonic games, the goal is to collect the Chaos Emeralds;[202][252] the player is required to collect them all to defeat Eggman and achieve the games' good endings.[202][253] Sonic games that do not feature the Chaos Emeralds, such as Sonic CD, feature different collectibles that otherwise function the same.[254][214] Players find the Emeralds by entering portals,[253] opening portals using 50 rings,[255] or scouting them within levels themselves.[256] Sometimes, the Emeralds are collected automatically as the story progresses.[257][258] 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.[259][260] Some games require the player to collect all the Chaos Emeralds to reach the final boss.[261][262]

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.[214] 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.[263] Both the Sonic Storybook games feature unique concepts: Secret Rings is controlled exclusively using the Wii Remote's motion detection,[264] which Black Knight incorporates hack and slash gameplay.[265] While some games feature Sonic as the only playable character,[264][266] others feature multiple, who have alternate movesets and storylines.[140][267] For instance, in Sonic & 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.[268]

Many Sonic games contain multiplayer and cooperative gameplay, beginning with Sonic the Hedgehog 2.[214][269] 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.[270][271] Sonic games also feature a split-screen competitive mode in which two players race to the end of the stage.[272][273]

Music

 
Jun Senoue (left) and his band Crush 40 have composed music for most Sonic games since Sonic 3D Blast (1996).

For the original Sonic the Hedgehog, Sega commissioned Masato Nakamura, bassist and songwriter of the J-pop band Dreams Come True, to compose the soundtrack.[5][274] Nakamura returned to compose Sonic 2's soundtrack.[275] Dreams Come True owns the rights to Nakamura's score, which created problems when the Sonic Spinball team used his Sonic theme music without permission.[24] For Sonic 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 by Spencer Nilsen, David Young, and Mark Crew.[276][277]

A number of composers contributed to the Sonic the Hedgehog 3 score, including Sega sound staff[278] and independent contractors recruited to finish the game on schedule.[279] According to conflicting sources, American pop musician Michael Jackson, a Sonic fan, composed music for Sonic 3. Ohshima and Hector said Jackson's involvement was terminated and his music removed following the first allegations of sexual abuse against him,[37][280] but composers involved with the project said his contributions remained.[281]

Sonic 3 was the first Sonic game composer Jun Senoue worked on.[278] Senoue has composed the music for many Sonic games since Sonic 3D Blast,[c] often with his band Crush 40, which he formed with Hardline vocalist Johnny Gioeli.[291] While the Genesis Sonic soundtracks were characterized by electropop, Senoue's scores typically feature funk and rock music.[292] Tomoya Ohtani has been the series' sound director since Sonic the Hedgehog in 2006, and was the lead composer for that game, Sonic Unleashed, Sonic Colors, Sonic Lost World, Sonic Runners, and Sonic Forces.[293][294] Ohtani said he attempts to "express through music the greatest features each game has", citing the diverse and energetic score of Sonic Unleashed and the more science fiction-style score of Sonic Colors as examples.[293]

Other composers who have contributed to Sonic games include Richard Jacques[295][296] and Hideki Naganuma.[297] Tee Lopes—known for releasing unofficial remixes of Sonic tracks on YouTube—was the lead composer for Sonic Mania[298] and a contributor to Team Sonic Racing.[299] The main theme of the 2006 Sonic the Hedgehog was performed by Ali Tabatabaee and Matty Lewis of the band Zebrahead,[300] while Akon remixed "Sweet Sweet Sweet" for its soundtrack.[301] Doug Robb, the lead singer of Hoobastank, performed the main theme of Sonic Forces.[302] One of the ending themes of Sonic Frontiers, "Vandalize", was performed by the Japanese rock band One Ok Rock.[303]

Other media

Crossovers

Outside the Sonic series, Sonic appears in other Sonic Team games as a playable character in Christmas Nights (1996),[304] a power-up in Billy Hatcher and the Giant Egg (2003),[305] and in a cameo in the 2008 Wii version of Samba de Amigo (1999).[306] Sonic characters also feature in the Sega All-Stars series, which includes Sega Superstars (2004),[307] Sega Superstars Tennis (2008),[308] and Sumo Digital's kart racing games Sonic & Sega All-Stars Racing (2010) and Sonic & All-Stars Racing Transformed (2012).[180][181]

From 2007 to 2020, Sega collaborated with Nintendo to produce Mario & Sonic, an Olympic Games-themed crossover with the Mario franchise. The first Mario & Sonic game was released in 2007 for the Wii and in 2008 for the DS to tie in with the 2008 Summer Olympics.[309][310][311] Mario & Sonic at the Olympic Winter Games, based on the 2010 Winter Olympics, was released in 2009 for the Wii and DS,[312] and Mario & Sonic at the London 2012 Olympic Games, based on the 2012 Summer Olympics, was released for the Wii in 2011 and the 3DS in 2012.[313] The fourth game, Mario & Sonic at the Sochi 2014 Olympic Winter Games (2013), was exclusive to the Wii U,[314] but the following game, Mario & Sonic at the Rio 2016 Olympic Games (2016), was released on both the Wii U and 3DS.[315] After a brief hiatus, the series returned in 2019 with Mario & Sonic at the Olympic Games Tokyo 2020 for the Switch, based on the 2020 Summer Olympics.[316] The International Olympic Committee opted not to renew its licensing deal with Sega and Nintendo in 2020, effectively ending the series.[317][318]

Sonic appears as a playable character in Nintendo's Super Smash Bros. crossover fighting games, beginning with Super Smash Bros. Brawl in 2008. Alongside Solid Snake from Konami's Metal Gear franchise, Sonic was the first non-Nintendo character to appear in Smash.[319] He was considered for inclusion in Super Smash Bros. Melee (2001), but the game was too close to completion so his introduction was delayed until Brawl.[320] He returned in the sequels Super Smash Bros. for Nintendo 3DS and Wii U (2014) and Super Smash Bros. Ultimate (2018).[321][322] Shadow and Knuckles appear in Smash as non-playable characters,[323] while Tails and Knuckles costumes are available for players' Mii avatars.[324] A Sonic amiibo figurine was released for the Smash games, and is also compatible with Mario Kart 8 (2014), Super Mario Maker (2015), and Yoshi's Woolly World (2015).[325][326][327]

In June 2015, characters from the Angry Birds RPG Angry Birds Epic (2014) appeared as playable characters in Sonic Dash during a three-week promotion,[328] while Sonic was added to Angry Birds Epic as a playable character the following September.[329] Similar crossovers with the Sanrio characters Hello Kitty, Badtz-Maru, My Melody, and Chococat and the Namco game Pac-Man took place in December 2016 and February 2018.[330][331] In November 2016, a Sonic expansion pack was released for the toys-to-life game Lego Dimensions (2015); the pack includes Sonic as a playable character, in addition to Sonic levels and vehicles.[332] In September 2021, Sonic and Tails became playable characters in Cookie Run: Kingdom.[333]

Animation

 
Jaleel White voiced Sonic in DIC Entertainment's three Sonic animated series.

In 1992, Sega approached the American Broadcasting Company (ABC) about producing two television series—"a syndicated show for the after-school audience" and a Saturday-morning cartoon—based on Sonic. Kalinske "had seen how instrumental the launch of He-Man and the Masters of the Universe cartoon series was to the success of the toyline" during his time at Mattel and believed that success could be recreated using Sonic.[334] The two cartoons, the syndicated Adventures of Sonic the Hedgehog (1993) and ABC's Sonic the Hedgehog (1993–1994), were produced by DIC Entertainment. DIC also produced a Sonic Christmas special in 1996, and Sonic Underground in 1999, to promote Sonic Adventure.[335][336] DIC's Sonic adaptations are generally not held in high regard.[335][337][338]

Adventures of Sonic the Hedgehog comprises 65 episodes overseen by Ren & Stimpy director Kent Butterworth and features slapstick humor in the vein of Looney Tunes.[339] The 26-episode Sonic the Hedgehog (commonly called Sonic SatAM)[336] features a bleak setting in which Eggman has conquered the world, while Sonic is a member of a resistance force that opposes him.[339] The series was canceled after two seasons.[336] 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.[335][336] In all three DiC series, Sonic is voiced by Family Matters star Jaleel White.[335]

In Japan, Sega and Sonic Team collaborated with Studio Pierrot to produce a two-part original video animation (OVA), Sonic the Hedgehog, released direct-to-video in Japan in 1996. To coincide with Sonic Adventure's Western release in 1999,[340] 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 on Sonic CD, with elements from Sonic the Hedgehog 2 and 3,[335] and recounts Sonic's efforts to stop a generator taken over by Eggman from exploding and destroying their world.[341] Patrick Lee of The A.V. Club's said the OVA was "the only cartoon to adapt the look, sound, and feel of the Sonic games", with familiar scenes and music.[335]

Sonic X, an anime series produced by TMS Entertainment and overseen by Naka, ran for three seasons (78 episodes) from 2003 to 2006.[335][342] While previous series' episodes feature self-contained plots, Sonic X tells a single serialized story.[335] The Sonic cast teleports from their home planet to Earth 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 the Sonic Adventure games and Sonic 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.[335][342] Some critics enjoyed Sonic X,[336][343] while others disliked it.[342][335][344] Although it suffered from poor ratings in Japan,[342] Sonic X consistently topped ratings for its timeslot in the US and France.[345][346]

Sonic Boom, an animated television series produced by Sega and Genao Productions,[347] premiered on Cartoon Network in November 2014.[348] It features a satirical take on the Sonic mythos,[336] and the franchise's cast was redesigned for it.[348] According to Iizuka, Sonic Boom came about as a desire to appeal more to Western audiences, and it ran parallel with the main Sonic franchise.[349] 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 of Sonic Boom would be produced.[350]

To promote the release of Sonic Mania Plus (2018), a five-part series of animated shorts, Sonic Mania Adventures, was released on the Sonic the Hedgehog YouTube channel between March 30 and July 17, 2018. The series depicts Sonic's return to his world following the events of Sonic Forces, teaming up with his friends to prevent Eggman and Metal Sonic from collecting the Chaos Emeralds and Master Emerald.[351][352] An additional Christmas-themed episode was released on December 21, 2018.[353] The shorts were written and directed by Tyson Hesse, who created Sonic Mania's opening cutscene.[352][354] Hesse has contributed to other animated Sonic short films since, including a two-part Team Sonic Racing series and the Christmas special Chao in Space in 2019,[355][356] a two-part Sonic Colors series in 2021,[357] a Sonic Frontiers prequel in 2022,[358] and a Sonic Superstars prequel in 2023.[359] Sonic and Tails also appeared as guest stars in OK K.O.! Let's Be Heroes in August 2019.[360]

Sonic Prime, an animated Sonic series, began airing on Netflix in December 2022. The series was co-produced by Netflix Animation, Sega of America, WildBrain Studios, and Man of Action Entertainment,[361][362][363] and unlike prior adaptations, it is canon to the events of the Sonic games.[364] It follows Sonic as he is sent into a multiverse after accidentally shattering an artifact during a battle with Eggman and encounters alternate-universe counterparts of Sonic characters.[365]

Comics

 
Ian Flynn has been a lead writer on Sonic the Hedgehog comics since 2006. He also contributed to other Sonic media, including the script for Sonic Frontiers (2022).

Shogakukan published a Sonic the Hedgehog manga series in its Shogaku Yonensei magazine, beginning in 1992. Written by Kenji Terada and illustrated by Sango Norimoto, it follows a sweet but cowardly young hedgehog named Nicky whose alter ego is the cocky, heroic Sonic.[366] According to character artist Kazuyuki Hoshino, the manga was part of Sega's promotional strategy to appeal to primary school children.[367] The Sonic design team worked with Shogakukan to create new characters; Amy Rose and Charmy Bee originated in the manga before appearing in the games.[37][367]

The longest-running Sonic-based publication is the 290-issue Sonic the Hedgehog, an American comic book published by Archie Comics from 1993 until its cancellation in 2017.[368] Archie also published a number of spin-offs, such as Knuckles the Echidna (1997–2000) and Sonic Universe (2009–2017). Archie's comic drew its premise from the Sonic the Hedgehog television series, with Sonic and a resistance force fighting the dictator Eggman.[368] Originally written as a "straightforward lighthearted action-comedy", Sonic the Hedgehog became more dramatic after Ken Penders began writing it with issue #11.[369] 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.[369] Following a legal battle with Penders over ownership of characters he created, in 2013 the series was rebooted,[369][370] leaving only characters introduced in the games or which predated Penders' run.[369]

In 2008, Guinness World Records recognized Archie's Sonic the Hedgehog as the longest-running comic based on a video game,[371] 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,[369] and in July, Sega announced it was ending its business relationship with Archie in favor of a new partnership with IDW Publishing.[368] IDW's Sonic 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 of Sonic Forces.[372] Fans continued the Archie series unofficially, including finishing unpublished issues, while Penders is using the characters he gained ownership of for a graphic novel, The Lara-Su Chronicles.[370]

Sonic the Comic, a British comic published by Fleetway Publications, ran for 223 issues from 1993 to 2002; contributors included Richard 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 of Sonic Adventure in 2000, followed by 39 issues reprinting old stories. Following the series' cancellation, fans started Sonic the Comic Online, an unofficial webcomic that continues the stories.[373]

Sega and DC Comics announced a Sonic-themed partnership on Batman Day 2024.[374] The partnership will begin with a five-issue limited series written by Flynn, in which Sonic characters take on the personas of Justice League heroes such as Batman and the Flash, in March 2025.[375]

Live-action film franchise

In August 1994, Sega of America signed a deal with Metro-Goldwyn-Mayer Pictures and Trilogy Entertainment to produce a live-action animated film to tie in with Sonic X-treme. In May 1995, screenwriter Richard Jefferies pitched a treatment, Sonic the Hedgehog: Wonders of the World, to Sega. It saw Sonic and Eggman escape from Sonic X-treme into the real world and Sonic collaborate with a boy to stop Eggman. No agreement was reached, and the film was canceled. With permission from Sega, Jeffries pitched his treatment to DreamWorks Animation, but it was rejected.[334]

Sonic the Hedgehog (2020)

 
Tim Miller, the executive producer of the Sonic the Hedgehog film

In 2013, Sony Pictures Entertainment acquired the Sonic film rights.[376] In June 2014, it announced plans to produce a Sonic film as a joint venture with Sega's Marza Animation Planet.[377] Neal H. Moritz was attached to produce under his Original Film banner, alongside Takeshi Ito, Mie Onishi, and Toru Nakahara.[377] In February 2016, Sega CEO Hajime Satomi said the film was scheduled for 2018.[378] Blur Studio's Tim Miller and Jeff Fowler were hired the following October to develop the film; Fowler would make his feature directorial debut, while both would executive produce.[379] In October 2017, Paramount Pictures acquired the rights after Sony put the film into turnaround. However, most of the production team remained unchanged,[380] and principal photography began in September 2018 in Ladysmith, British Columbia.[381]

The film, written by Patrick Casey and Josh Miller,[379][382] follows Sonic (voiced by Ben 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 include Tika Sumpter, Adam Pally, and Neal McDonough,[383] while Colleen O'Shaughnessey reprises her voice role as Tails from the games for a mid-credits scene cameo.[384][385] Sonic was initially redesigned to be more realistic, with fur, new running shoes, separate eyes and a more humanlike physique.[386][387] The design triggered a backlash;[388][389][390] it was criticized for not resembling the game design and provoked an uncanny valley-type of repulsed response from viewers.[391] As such, Sonic was revised to better resemble the original design.[392]

Paramount originally scheduled Sonic the Hedgehog for a November 8, 2019, release,[393] but delayed it to February 14, 2020, to accommodate the redesign.[394] The film received 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.[395] Criticism was directed at a perceived lack of originality or ambition,[396] and while Sonic's second redesign was praised, some felt it set a negative precedent for the film industry by giving fans the power to influence the filmmakers.[397] With an estimated budget of $81–95 million,[398][399] the film grossed over $310 million worldwide,[400][401] becoming the sixth-highest-grossing film of 2020.[402] In March, it became the highest-grossing film based on a video game in US box office history.[403]

Sonic the Hedgehog 2 (2022)

Sonic the Hedgehog 2 was announced in May 2020,[404] and principal photography began in March 2021.[405] It features Sonic and Tails attempting to stop Eggman, who has joined forces with Knuckles in search of the Master Emerald. Schwartz, O'Shaughnessey, Marsden, Carrey, and Sumpter reprise their roles from the first film,[406][407] while Idris Elba voices Knuckles.[408] Much of the crew, including Fowler, Casey, and Josh Miller, returned.[404]

Sonic 2 incorporates more aspects of the Sonic games than the first film,[409] including plot elements from Sonic 2 and Sonic 3 & Knuckles and the introduction of Shadow in the mid-credits scene.[410][411] Sonic the Hedgehog 2 was released on April 8, 2022.[412] It received positive reviews and grossed over $402 million worldwide,[413][414] surpassing its predecessor as the highest-grossing video game film in the US.[415]

Knuckles (2024)

In February 2022, Paramount and Sega announced Knuckles, a six-episode streaming television series for Paramount+.[416][417] It was created by John Whittington and premiered on April 26, 2024.[417] The story is set after the events of Sonic 2 and follows Knuckles as he trains a protégé. It was produced by the films' creative team; Elba, Pally, and Sumpter reprise their roles, while Edi Patterson, Julian Barratt, Scott Mescudi, Ellie Taylor, Cary Elwes, Stockard Channing, Christopher Lloyd, Paul Scheer and Rob Huebel portray new characters.[418][419]

Sonic the Hedgehog 3 (2024)

In February 2022, Paramount and Sega announced Sonic the Hedgehog 3,[416] scheduled for release on December 20, 2024.[420] Principal photography began in November 2023. Fowler is directing from a script by Casey, Miller, and Whittington. Schwartz, O'Shaughnessey, Elba, Carrey, Marsden, and Sumpter are reprising their roles,[421][422] while Krysten Ritter, Alyla Browne, James Wolk, Sofia Pernas, Cristo Fernández, and Jorma Taccone will play new characters.[423] Shadow, voiced by Keanu Reeves,[424] makes his full film debut following his cameo in Sonic 2.[421]

Merchandise

 
Shelf of various Sonic merchandise on display at Sonic the Hedgehog Speed Cafe in Katy, Texas, United States in 2024

Licensed Sonic merchandise includes books, clothing, soundtracks,[425] board games,[426] and toys such as figures and plushes.[427][428] By 2004, the Sonic the Hedgehog franchise had generated more than $1 billion in licensed merchandise sales.[429] Sega and McDonald's collaborated for Sonic-themed Happy Meal promotions in 1994 for Sonic 3 and in 2004 for Sonic Heroes.[28][430] Sonic was the first video game franchise promoted in McDonald's, and over 50 million Sonic Happy Meal toys were sold worldwide.[431] A million pairs of Sonic trousers were sold by 1996.[432]

First4Figures has produced a large number of vinyl and resin Sonic figures since 2008.[433][434] In January 2012, Sega and RHM Solutions opened an online Sonic store,[427] while PlayStation Gear began selling Sonic items in December 2017.[435] Sega and The Lego Group collaborated to produce a Green Hill Zone Lego set in 2021, after it was suggested on Lego Ideas in 2019.[436] This was followed by the launch of a full Lego Sonic the Hedgehog theme in 2023.[437]

Events

On June 23, 2021, to celebrate Sonic the Hedgehog's 30th anniversary, Sega presented the concert Sonic the Hedgehog 30th Anniversary Symphony as a free live stream on YouTube and Twitch, starring performances of orchestral arrangements of Sonic's music by Prague Philharmonic Orchestra and pop rock arrangements by the Tomoya Ohtani Band and Crush 40, with Nathan Sharp as guest singer.[438][439][440][441] The concert would become the start of Sonic Symphony, a tour, with its first live concert on October 12, 2022[442] at the 2022 Brasil Game Show and more concerts in late 2023 and 2024 as the Sonic Symphony World Tour.[443][444]

Reception and legacy

Commentary

I think Sega succeeded in making a good, strong character. There are lots of games that try to imitate Mario but Sega did especially well with Sonic. 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.

Mario creator Shigeru Miyamoto, 1995[445]

The Sonic platformers released during the 1990s were acclaimed and have been listed among the greatest video games of all time.[446][447][448] The original Sonic was touted as a faster, cooler alternative to Nintendo's Super Mario World (1990).[195] According to Kotaku'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".[449] Writing in The Guardian, Keith Stuart observed that Sonic 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."[232] Sonic 2, Sonic CD, Sonic 3, and Sonic & Knuckles were praised for building on the first game's formula;[450] in 1996, Next Generation described them as "the zeitgeist of the 16-bit era".[448]

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;[451][452][453] Sonic Adventure 2 was met with similar praise.[285][454][455] However, journalists began to feel the series was straying from its roots, with some commenting that Sonic Adventure failed to reinvent Sonic for the 3D era as Super Mario 64 had for Mario.[449][456][234] 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".[449] Edwin Evans-Thirlwell of Eurogamer agreed, writing that Mario's "plucky earnestness and whimsy will always enjoy a longer shelf-life than [Sonic's] over-compensatory edginess".[234]

After the Dreamcast, the series' critical standing declined. Evans-Thirlwell summarized further 3D Sonic games as "20-odd years of slowly accumulating bullshit".[234] Although reviews for Sonic Heroes were mostly favorable,[140] Stewart said this was when the focus on story and cutscenes became unbearable.[449] Shadow the Hedgehog was widely criticized as a misguided attempt to bring a sense of maturity to the franchise,[107][108][457] and Sonic '06 was critically panned.[88] The Sonic Mania developer Christian Whitehead said that the changes to the Sonic formula "stemmed from a – perhaps misplaced – desire to continue to push Sonic as a AAA brand".[140] Journalists, Whitehead, and the former Sega of America marketing director Al Nilsen criticized the number of characters added to the series,[140][195] which Naka had justified as necessary to please fans.[458] 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".[234] Simon Parkin of The Guardian noted that whereas the Mario creator Shigeru Miyamoto reviews every Mario game prior to release, the individuals who had shaped Sonic (Naka, Ohshima, and Cerny) left Sega.[238]

Despite the critical decline, Dimps' side-scrolling Sonic games for the GBA and DS were consistently praised.[99] Writing for Destructoid, Jim Sterling said: "Hyperbole states that we haven't had a good Sonic game since Sonic Adventure, which really betrays how much we gamers ignore the handheld market... Sonic Advance and the Sonic 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."[459] In the wake of the 2006 Sonic the Hedgehog, Brett Elston of GamesRadar+ said that Sonic Rush Adventure had "managed to keep the [series'] spirit alive".[460] Sonic Unleashed was criticized for its addition of beat 'em up gameplay, which IGN's Hilary Goldstein felt had "nothing to do with Sonic whatsoever".[263] Critics suggested that Unleashed would have been better received if it had focused on its speed-based platforming levels, which were widely praised.[461][462][463]

In October 2010, Sega delisted Sonic games with average or below-average scores on the review aggregator website Metacritic, to increase the value of the brand and avoid confusing customers.[464] That month, Sonic the Hedgehog 4: Episode I was released to general praise,[465] with Goldstein describing it as "short but sweet and well worth downloading".[466] Sonic Colors, released shortly afterward, was hailed as a return to form,[467][468][469] as was 2011's Sonic Generations.[470][471] Though Evans-Thirlwell considered Sonic Generations the best 3D Sonic 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".[234] Sonic Lost World was released in 2013 to more mixed reviews, with some critics considering it a fresh take on the Sonic formula and others a poorly designed mess.[155] The two Sonic Boom games received negative reviews[472][473] and sold only 490,000 copies combined by February 2015, making them the worst-selling Sonic games.[474] That year, Iizuka admitted that Sonic Team had prioritized shipping games over quality and did not have enough involvement in third-party Sonic games such as Sonic Boom.[140] 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.[475]

In June 2015, the Sonic public relations manager Aaron Webber took charge of the series' Twitter account. Under Webber, the account, @sonic_hedgehog, became renowned for posting internet memes and making self-deprecating comments about the Sonic franchise's critical decline. According to Allegra Frank of Polygon, Webber "had an important effect on the franchise, cultivating a new persona for the character, one that has created a renewed sense of hope".[476] The announcement of Sonic Mania in 2016 brought further hope for the Sonic franchise's future. Journalists described it as a true continuation of the Genesis games, succeeding where previous Sonic games—such as Sonic Rush and Sonic 4—had failed.[477][478][479] Released in August 2017, it became the best-reviewed Sonic game in 15 years .[480] Matt Espineli of GameSpot 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".[481] Many called it one of the best games in the series and expressed excitement for Sonic's future,[481][482][483] although Sonic Forces, released a few months later, received mixed reviews.[177]

Sales

Sonic the Hedgehog is one of the bestselling video game franchises. Its cumulative sales reached 89 million copies by March 2011[484][485] and over 140 million by 2016.[486] The Mario & Sonic series alone sold over 19 million copies as of 2011.[485] The Sonic the Hedgehog games had grossed over $5 billion in sales by 2014.[487] Series sales and free-to-play mobile game downloads totaled 920 million by 2019,[488] more than 1.14 billion by 2020,[489] over 1.6 billion by 2023,[490] and over 1.77 billion by 2024.[491] In 1993, Sonic tied with Mario as the highest-earning entertainment character of the year, each generating $500 million ($1,050 million adjusted for inflation) in digital game sales that year.[492] In the United Kingdom, Sonic was the sixth-bestselling game franchise between 1996 and 2012.[493]

Individual Sonic games have been bestsellers as well. The original game is the bestselling Genesis game, while Sonic the Hedgehog 2 is the bestselling Game Gear game, Sonic CD is the bestselling Sega CD game, and Sonic Adventure is the bestselling Dreamcast game.[494] Sonic Adventure 2 is the eighth-bestselling GameCube game in the US and the bestselling GameCube game that was not published by Nintendo.[495] Upon release, Sonic the Hedgehog 2 set records[496] for being the fastest-selling game,[497] selling out 3.2 million copies worldwide within two weeks in 1992.[498] The original Sonic the Hedgehog earned over $400 million by 1997[499] ($890 million adjusted for inflation). Sonic the Hedgehog 2 grossed $450 million in 1992 ($980 million adjusted for inflation), becoming the year's highest-grossing home entertainment product.[500]

Year Game Platform(s) Sales
1991 Sonic the Hedgehog Sega Genesis 15 million (bundled with Genesis hardware)[11][12]
1992 Sonic the Hedgehog 2 6 million[501]
1993 Sonic CD Sega CD 1.5 million[494]
1994 Sonic the Hedgehog 3 and Sonic & Knuckles Sega Genesis 4 million[502][503]
1996 Sonic 3D Blast 700,000[44]
1998 Sonic Adventure Dreamcast 2.5 million[76]
2001 Sonic Adventure 2 500,000[504]
Sonic Adventure 2: Battle GameCube 1.54 million[d]
Sonic Advance Game Boy Advance 1.31 million[e]
2003 Sonic Mega Collection GameCube 1.453 million[f]
Sonic Heroes PlayStation 2, Xbox, GameCube 3.41 million[508][509][510]
Sonic Mega Collection Plus PlayStation 2, Xbox 2 million[511]
2005 Shadow the Hedgehog PlayStation 2, Xbox, GameCube 2.06 million[512][513]
2006 Sonic the Hedgehog Mobile 8 million in US & EU[514]
Sonic the Hedgehog (2006) Xbox 360, PlayStation 3 870,000[515]
2008 Sonic Unleashed PlayStation 2, Wii, Xbox 360, PlayStation 3 2.45 million[516]
2010 Sonic & Sega All-Stars Racing PlayStation 3, Xbox 360, Wii, Nintendo DS, Windows 1.07 million[517]
Sonic Colors Wii, Nintendo DS 2.18 million[518][519]
2011 Sonic Generations PlayStation 3, Xbox 360, Windows, Nintendo 3DS 1.85 million[520]
2012 Sonic & All-Stars Racing Transformed PlayStation 3, Xbox 360, Wii U, Nintendo 3DS 1.36 million[521]
2013 Sonic Lost World Wii U, Nintendo 3DS 710,000[522]
2014 Sonic Boom: Rise of Lyric and Shattered Crystal 620,000[523]
2017 Sonic Mania Nintendo Switch, PlayStation 4, Xbox One, Windows 1 million[524]
2022 Sonic Frontiers Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, Windows 3.5 million[525]
Mario & Sonic series 19 million[485]
2007 Mario & Sonic at the Olympic Games Wii, Nintendo DS 11.31 million[526][527]
2009 Mario & Sonic at the Olympic Winter Games 6.53 million[517][528]
2011 Mario & Sonic at the London 2012 Olympic Games Wii, Nintendo 3DS 3.28 million[529]
2019 Mario & Sonic at the Olympic Games Tokyo 2020 Nintendo Switch 900,000[530]

Effect on the industry

Primarily because of its Genesis bundling, Sonic the Hedgehog contributed greatly to the console's popularity in North America.[23] Between October and December 1991, the Genesis outsold its chief competitor, the Super 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.[11] Although Nintendo eventually reclaimed the number-one position, it was the first time since December 1985 that Nintendo had not led the console market.[531] 1UP.com credited Sonic for "turning the course" of the 16-bit console wars, helping make Sega a dominant player and industry giant.[23]

During the 16-bit era, Sonic inspired similar platformers starring animal mascots, including the Bubsy series,[532] Aero the Acro-Bat (1993),[23] James Pond 3 (1993),[533] Earthworm Jim (1994),[534] and Zero the Kamikaze Squirrel (1994).[535] "Animal with attitude" games carried over to the 3D era, with the developers of Gex (1995) and Crash Bandicoot (1996) citing Sonic as a major inspiration.[536][537][538] According to Levi Buchanan of IGN, "Sonic inspired so many of these copycats that they practically became an entire subgenre for the platformer."[538] 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",[27] while Phil Hornshaw of Complex noted that few animal mascot characters achieved the same success as Sonic.[486] Regarding the series' influence, Thorpe wrote:

Every E3 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 of Sonic 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 buy DLC, you might want to spare a thought for Sonic & Knuckles. And, of course, all of that is to say nothing of the legion of mascot platform games that came in the wake of the Sonic series.[27]

Computer and Video Games credited Sonic the Hedgehog with helping to popularize console video games in the United Kingdom, where home computers previously dominated the home video game market.[539] Frank Cifaldi, a video game preservationist and the founder of the Video Game History Foundation (VGHF), said Sonic fans' documentation of Sonic the Hedgehog 2 prototypes influenced how video game history is studied, and that the VGHF has roots in his interest in Sonic 2's development.[540]

Cultural impact

Sonic was the first video game character to have a balloon in the Macy's Thanksgiving Day Parade, which occurred in 1993. In the above time lapse of the 2012 parade, the balloon can be seen at the 46-second mark.

One of the world's most popular video game characters, by 1992 Sonic was more recognizable to children ages 6 to 11 than Disney's Mickey Mouse. In 1993, Sonic became the first video game character to have a balloon in the Macy's Thanksgiving Day Parade,[23] and he was one of the four characters inducted on the Walk of Game in 2005, alongside Mario, Link, and Master Chief.[541] Additionally, a Japanese team developing the Radio & Plasma Wave Investigation (RPWI) instrumentation for the Jupiter Icy Moons Explorer spacecraft, to be launched by ESA and Airbus in 2023, received approval to use Sonic as the mascot.[542] Sonic and Eggman appear as minor characters in the Walt Disney Animation Studios films Wreck-It Ralph (2012) and Ralph Breaks the Internet (2018),[543][544] while Sonic makes cameos in Ready Player One (2018)[545] and Chip 'n Dale: Rescue Rangers (2022).[546]

The franchise is known for its eccentric and passionate fandom, which produces unofficial media, including fangames, fan fiction, modifications and ROM hacks of existing games, fan films, and fan art. Caty McCarthy of USGamer noted that many fans have continued to support the series in spite of poorly received games like the 2006 Sonic the Hedgehog, and she credited the fandom with helping maintain public interest in the franchise.[547] Notable Sonic fangames include Sonic After the Sequel (2013), set between the events of Sonic the Hedgehog 2 and 3,[548] and Sonic Dreams Collection (2015), which satirizes the series' fandom.[549] Sonic Mania's development team included individuals who had worked on Sonic ROM hacks and fangames,[547] while Iizuka said the character customization system in Sonic Forces was influenced by the Sonic community's tendency to create original characters.[550] Summer of Sonic, an annual fan convention dedicated to the Sonic series and hosted in the United Kingdom, was founded by Svend Joscelyne and Adam Tuff and first held in 2008.[551]

Sonic has inspired various internet memes,[552][553] which have been acknowledged by Sega and referenced in games.[554][555] "Sanic hegehog", a crude Sonic drawn in Microsoft Paint, originated in 2010;[556] typically, the meme uses one of Sonic's catchphrases but with poor grammar.[557] The Sonic Twitter account has made numerous references to it,[557][558] and it appeared in official downloadable content for Sonic Forces on in-game shirts[557][559] and as a visual gag in the Sonic the Hedgehog film.[240] Sanic also inspired similar memes and parodies and was described by William Moo of Syfy Wire as "perfect proof of the twisted love and appreciation many have" for Sonic.[557] In January 2018, players flooded the virtual reality game VRChat with avatars depicting "Ugandan Knuckles", a deformed version of Knuckles the Echidna. The character stemmed from a 2017 review of Sonic Lost World by YouTube user Gregzilla, as well as fans of PlayerUnknown's Battlegrounds streamer Forsen, who often reference the African country Uganda.[560][561] The Ugandan Knuckles meme was controversial for its perceived racial insensitivity,[560] and the creator of the avatar expressed regret over how it was used.[562] In response, the Sonic Twitter account encouraged players to respect others and donate to a Ugandan charity through GlobalGiving.[554]

The sonic hedgehog gene, first identified for its role in fruit fly embryonic development, was named after Sonic.[563][564] Robert Riddle, then a postdoctoral fellow at the Tabin Lab,[565] came up with the name after his wife bought a magazine containing an advert for Sonic.[566][567] A mutation in the gene causes fly larvae to bear spiky denticles, reminiscent of Sonic.[563]

Notes

  1. ^ Japanese: ソニック・ザ・ヘッジホッグ, Hepburn: Sonikku za Hejjihoggu
  2. ^ In the original Sonic the Hedgehog, there are only six Chaos Emeralds.[202]
  3. ^ Senoue was the lead composer for Sonic 3D Blast (1996),[282] Sonic Adventure (1998),[283][284] Sonic Adventure 2 (2001),[285] Sonic Heroes (2003),[286] Shadow the Hedgehog (2005),[287] Sonic and the Black Knight (2009),[288] Sonic the Hedgehog 4 (2010 and 2012),[142] Sonic Generations (2011),[289] and Team Sonic Racing (2019).[290]
  4. ^ Sonic Adventure 2: Battle: 1.44 million in US,[505] 100,000 in UK[506]
  5. ^ Sonic Advance: 1.21 million in US,[505] 100,000 in UK[506]
  6. ^ Sonic Mega Collection: 1.38 million in US,[505] 72,967 in Japan[507]

References

  1. ^ a b c Kennedy, Sam. "The Essential 50: Sonic the Hedgehog". 1Up.com. Archived from the original on August 22, 2004.
  2. ^ a b c Kent, Steven L. (2001). The Ultimate History of Video Games: From Pong to Pokémon and Beyond (1 ed.). Three Rivers Press. ISBN 0-7615-3643-4.
  3. ^ a b c Harris, Blake J. (2014). Console Wars: Sega, Nintendo, and the Battle That Defined a Generation. HarperCollins. p. 386. ISBN 978-0-06-227669-8.
  4. ^ a b c Thomas, Lucas M. (January 26, 2007). "Sonic the Hedgehog VC Review". IGN. Archived from the original on December 10, 2019.
  5. ^ a b c "ソニックチーム物語". Sega Magazine (in Japanese). No. 3. SoftBank Publishing. January 1997. pp. 9–13.
  6. ^ a b c d e f Petronille, Mark; Audureau, William (2013). The History of Sonic the Hedgehog. Pix'n Love. ISBN 978-1926778563.
  7. ^ a b "Sonic's Architect: GI Interviews Hirokazu Yasuhara". Game Informer. Vol. 13, no. 124. GameStop. August 2003. pp. 114–116. ISSN 1067-6392.
  8. ^ a b c "Game Design Psychology: The Full Hirokazu Yasuhara Interview". Gamasutra. August 25, 2008. Archived from the original on July 9, 2018.
  9. ^ "The Making of ... Sonic The Hedgehog". Edge. No. 101. Bath: Future Publishing. September 2001. pp. 118–121. ISSN 1350-1593.
  10. ^ Sheffield, Brandon (December 4, 2009). "Out of the Blue: Naoto Ohshima Speaks". Gamasutra. Archived from the original on July 16, 2015.
  11. ^ a b c d Sonic the Hedgehog GameTap Retrospective Pt. 3/4 (YouTube). GameTap. February 17, 2009. Archived from the original on July 21, 2016.
  12. ^ a b "Review: Sonic Jam". Sega Saturn Magazine. No. 22. August 1997. p. 68. ISSN 1360-9424.
  13. ^ Retro Gamer staff (2013). "Sonic Boom: The Success Story of Sonic the Hedgehog". Retro Gamer – The Mega Drive Book. Imagine Publishing. p. 31. ISSN 1742-3155.
  14. ^ "Interview with Yuji Naka: the creator of Sonic the Hedgehog". Sega Visions. Vol. 1, no. 9. Infotainment World. August 1992. pp. 20–21. OCLC 794192137.
  15. ^ a b c d e Smith, Sean (2006). "Company Profile: Sonic Team". Retro Gamer. No. 26. Imagine Publishing. pp. 24–29. ISSN 1742-3155.
  16. ^ Horowitz, Ken (2018). The Sega Arcade Revolution, A History in 62 Games. McFarland & Company. pp. 182–184. ISBN 978-1476631967.
  17. ^ McFerran, Damien (January 26, 2023). "PlayStation 5 lead architect Mark Cerny talks Sega, Michael Jackson and Yuji Naka". Time Extension. Retrieved January 29, 2023.
  18. ^ a b Fahs, Travis (April 21, 2009). "IGN Presents the History of Sega". IGN. Archived from the original on February 5, 2014.
  19. ^ Horowitz, Ken (December 5, 2006). "Interview: Mark Cerny". Sega-16. Archived from the original on October 17, 2014. Retrieved November 10, 2019.
  20. ^ McFerran, Damien (March 8, 2007). "Hardware Focus – Sega Megadrive / Genesis". Nintendo Life. Archived from the original on October 7, 2011.
  21. ^ Lesser, Hartley; Lesser, Patricia & Lesser, Kirk (October 1991). "The Role of Computers". Dragon. No. 174. pp. 57–64. ISSN 1062-2101.
  22. ^ "Sonic The Hedgehog". Review. Computer and Video Games. No. 117. August 1991. pp. 16–19. ISSN 0261-3697.
  23. ^ a b c d e f "The Essential 50 Part 28 – Sonic the Hedgehog". 1UP.com. Archived from the original on May 23, 2011.
  24. ^ a b c d Horowitz, Ken (June 11, 2007). "Developer's Den: Sega Technical Institute". Sega-16. Archived from the original on April 8, 2016.
  25. ^ a b Day, Ashley (2007). "Company Profile: Sega Technical Institute". Retro Gamer. No. 36. Imagine Publishing. pp. 28–33. ISSN 1742-3155.
  26. ^ Linneman, John (April 8, 2018). "DF Retro: Sonic CD – under-appreciated but still brilliant today". Eurogamer. Archived from the original on April 8, 2018.
  27. ^ a b c d Thorpe, Nick (2016). "The Story of Sonic the Hedgehog". Retro Gamer. No. 158. Imagine Publishing. pp. 18–25. ISSN 1742-3155.
  28. ^ a b Minotti, Mike (October 18, 2019). "The RetroBeat: Sonic & Knuckles turned a problem into success 25 years ago". VentureBeat. Archived from the original on May 21, 2020.
  29. ^ Shea, Brian (October 10, 2016). "How Sonic 3 Became Two Separate Games". Game Informer. Archived from the original on October 31, 2020.
  30. ^ Humphreys, Andrew (March 1994). "Review: Sonic 3". Hyper. pp. 26–29. ISSN 1320-7458.
  31. ^ "Review Crew: Sonic & Knuckles". Electronic Gaming Monthly. No. 65. Sendai Publishing. December 1994. p. 34. ISSN 1058-918X.
  32. ^ GamesRadar+ staff (June 21, 2017). "Best Sega Genesis/Mega Drive games of all time". GamesRadar+. p. 5. Archived from the original on June 3, 2020.
  33. ^ Machin, Cole (January 2011). "The Making of: Sonic Spinball". Retro Gamer. No. 85. Imagine Publishing. pp. 36–39. ISSN 1742-3155.
  34. ^ Szczepaniak, John (2014). The Untold History of Japanese Game Developers: Volume 1. SMG Szczepaniak. pp. 346–347. ISBN 978-0992926007.
  35. ^ Ronaghan, Neal (June 21, 2013). "Grinding Game Gears: An Overview of Sonic's Portable Origins". Nintendo World Report. Archived from the original on March 13, 2018.
  36. ^ "Puyo Puyo". Hardcore Gaming 101. Archived from the original on February 20, 2016.
  37. ^ a b c d Szczepaniak, John (2018). The Untold History of Japanese Game Developers: Volume 3. S.M.G Szczepaniak. pp. 301–302, 308–309. ISBN 978-0992926083.
  38. ^ a b "Knuckles Chaotix Review". 1UP.com. January 1, 2000. Archived from the original on July 22, 2012.
  39. ^ Hunt, Stuart; Jones, Darran (December 2007). "The Making of... Nights". Retro Gamer. No. 45. Imagine Publishing. ISSN 1742-3155.
  40. ^ "Sega's new beginning". Edge. No. 89. Future plc. October 2000. pp. 68–78. ISSN 1350-1593.
  41. ^ "Topics: The 1998". Sega Saturn Magazine (in Japanese). SoftBank Publishing. January 23, 1998. pp. 18–29.
  42. ^ a b "Sonic 3D". Previews. Mean Machines Sega. No. 52. EMAP. February 1997. pp. 84, 85. ISSN 0967-9014.
  43. ^ Langshaw, Mark (February 8, 2014). "Sonic the Hedgehog 3 retrospective: Sega mascot's finest outing". Digital Spy. Archived from the original on June 23, 2018.
  44. ^ a b c Horowitz, Ken (June 19, 2007). "Interview: Mike Wallis". Sega-16. Archived from the original on September 4, 2009.
  45. ^ Thomas, Lucas M. (December 4, 2007). "Sonic 3D Blast Review (Genesis)". IGN. Retrieved July 19, 2013.
  46. ^ GameSpot Staff (October 21, 1997). "Sonic 3D Blast Review (PC)". GameSpot. Retrieved February 27, 2015.
  47. ^ "Who Won the Videogame Wars of 1996?". Next Generation. No. 28. Imagine Media. April 1997. p. 17. ISSN 1078-9693.
  48. ^ Walk, Gary Eng (December 13, 1996). "Sonic 3D Blast Review". Entertainment Weekly. Archived from the original on April 27, 2009.
  49. ^ Shau, Austin (December 12, 2007). "Sonic 3D Blast Review (Genesis)". GameSpot. Archived from the original on February 4, 2018.
  50. ^ "Sonic 3D Blast for Genesis". GameRankings. Archived from the original on July 2, 2012.
  51. ^ a b Fahs, Travis (May 29, 2008). "Sonic X-treme Revisited". IGN. Ziff Davis. Archived from the original on July 12, 2017.
  52. ^ a b "The Making Of... Sonic X-treme". Edge. Vol. 15, no. 177. Future plc. July 2007. pp. 100–103. ISSN 1350-1593. Archived from the original on April 17, 2013 – via Edge Online.
  53. ^ "In the Studio". Next Generation. No. 23. Future US. November 1996. p. 17. ISSN 1078-9693.
  54. ^ Sewart, Greg (August 5, 2005). "Sega Saturn: The Pleasure And The Pain". 1UP.com. Archived from the original on October 21, 2012.
  55. ^ Houghton, David (April 24, 2008). "Page 7 – The greatest Sonic game we never got to play". GamesRadar+. Archived from the original on June 10, 2020.
  56. ^ "Sonic Boom!". Sega Saturn Magazine. EMAP. January 1997. pp. 58–63. ISSN 1360-9424.
  57. ^ "Sonic 3D Blast: Blast's the Name for a Blast of a Game". Electronic Gaming Monthly. No. 89. Ziff Davis. December 1996. pp. 230–1. ISSN 1058-918X.
  58. ^ "Sonic 3D". Computer and Video Games. No. 183. Future plc. February 1997. pp. 42–43. ISSN 0261-3697.
  59. ^ CVG Staff (June 1997). "Tokyo Game Show: Project Sonic". Computer and Video Games. No. 187. Future plc. pp. 20–21. ISSN 0261-3697.
  60. ^ "Nights Adventure". Retro Gamer. No. 45. Imagine Publishing. December 2007. p. 39. ISSN 1742-3155.
  61. ^ Nutter, Lee (July 1997). "A Blast from the Past!". Sega Saturn Magazine. No. 21. EMAP. p. 39. ISSN 1360-9424.
  62. ^ a b Williamson, Coliun (November 14, 2014). "Sonic Jam overview". AllGame. Archived from the original on November 14, 2014.
  63. ^ "Travellers Tales: Sonic R Programmer Speaks!". Sega Saturn Magazine. No. 24. EMAP. October 1997. p. 25. ISSN 1360-9424.
  64. ^ "Review Crew: Sonic Jam". Electronic Gaming Monthly. No. 99. Ziff Davis. October 1997. p. 52. ISSN 1058-918X.
  65. ^ "Sonic Jam review: Where's the Sonic Peanut Butter?". Game Revolution. June 6, 2004. Archived from the original on November 17, 2015.
  66. ^ Elektro, Dan (February 1998). "Pro Review: Sonic R". GamePro. Vol. 10, no. 103. International Data Group. p. 98. ISSN 1042-8658.
  67. ^ MacDonald, Ryan (December 22, 2007). "Sonic R Review for Saturn". GameSpot. Archived from the original on January 6, 2012.
  68. ^ Buchanan, Levi (February 2, 2009). "What Hath Sonic Wrought? Vol. 10 – Saturn Feature at IGN". IGN. Archived from the original on November 11, 2013.
  69. ^ Thorpe, Nick (December 28, 2018). "The Making of: Sonic Adventure". Retro Gamer. No. 189. Future Publishing. pp. 18–27. Archived from the original on January 2, 2019 – via PressReader.
  70. ^ a b c d Nutt, Christian (November 3, 2011). "Sega's Iizuka On 'Better Defining The Direction of the Sonic Series'". Gamasutra. Archived from the original on April 7, 2016.
  71. ^ Cundy, Matt; Houghton, David; Irvine, Nathan; Towell, Justin (September 26, 2011). "Top 7... horrendously buggy games we loved anyway". GamesRadar+. p. 2. Archived from the original on August 7, 2020.
  72. ^ a b c Cook & Becker (April 7, 2017). "How Sega moved Sonic from 2D to 3D". Polygon. Archived from the original on July 5, 2017.
  73. ^ Fahey, Rob (November 24, 2006). "Sonic The Hedgehog". Eurogamer. Archived from the original on March 1, 2017.
  74. ^ IGN Staff (June 4, 2001). "Interview With Sonic Adventure 2 Director Takashi Iizuka". IGN. Archived from the original on March 23, 2016.
  75. ^ McFerran, Damien (March 29, 2016). "The Guy Who Designed Sonic The Hedgehog Supervised On Mario & Sonic at the Rio Olympics". Nintendo Life. Archived from the original on February 29, 2020.
  76. ^ a b c Boutros, Daniel (August 4, 2006). "A Detailed Cross-Examination of Yesterday and Today's Best-Selling Platform Games". Gamasutra. Archived from the original on July 2, 2016.
  77. ^ "Dreamcast may be discontinued, Sega says". USA Today. January 24, 2001. Archived from the original on December 25, 2014.
  78. ^ Ahmed, Shahed (January 31, 2001). "Sega announces drastic restructuring". GameSpot. Archived from the original on May 10, 2015.
  79. ^ "ゲームキューブ". Sonic Channel (in Japanese). Archived from the original on March 4, 2016.
  80. ^ Mirabella, Fran III (February 8, 2002). "Sonic Adventure 2: Battle". IGN. Archived from the original on December 22, 2014.
  81. ^ "Yuji Naka and Takashi Iizuka Speak on Sonic Heroes". Sega. Archived from the original on March 21, 2006.
  82. ^ "Takashi Iizuka Q&A". Nintendo Power. No. 173. November 2003. ISSN 1041-9551. Archived from the original on July 26, 2015.
  83. ^ "Afterthoughts: Sonic Heroes – A candid chat with Sonic Team's lord of the rings". Electronic Gaming Monthly. Archived from the original on March 30, 2004.
  84. ^
  85. ^ 1UP Staff (January 1, 2004). "Sonic Heroes Review for GC". 1UP.com. Archived from the original on June 29, 2011.{{cite web}}: CS1 maint: numeric names: authors list (link)
  86. ^ Casamassina, Matt (January 5, 2004). "Sonic Heroes". IGN. Archived from the original on March 24, 2018.
  87. ^ Davis, Ryan (January 6, 2004). "Sonic Heroes Review". GameSpot. Archived from the original on August 26, 2015.
  88. ^ a b c d e f g Shea, Brian (November 14, 2016). "Where Sonic Went Wrong". Game Informer. Archived from the original on August 8, 2017.
  89. ^ "Sonic Adventure DX: Director's Cut for GameCube Reviews". Metacritic. Retrieved March 10, 2021.
  90. ^ IGN Staff (August 6, 1999). "Sonic on NeoGeo Pocket Color". IGN. Archived from the original on August 10, 2016.
  91. ^ Shamoon, Evan (March 2000). "Pocket Sonic". Official Dreamcast Magazine. No. 4. Imagine Media. p. 79.
  92. ^ Harris, Craig (April 18, 2001). "GBA Sonic Developed By Dimps". IGN. Archived from the original on August 18, 2016.
  93. ^ IGN Staff (August 17, 2009). "The DSi Virtual Console Wishlist". IGN. Archived from the original on March 24, 2016.
  94. ^ IGN Staff, May 18, 2001 (May 18, 2001). "E3: First Look: Sonic the Hedgehog Advance". IGN. Archived from the original on August 18, 2016.{{cite web}}: CS1 maint: multiple names: authors list (link) CS1 maint: numeric names: authors list (link)
  95. ^ GamesRadar+ Staff (May 19, 2017). "The best Sonic games of all time". GamesRadar+. Archived from the original on September 30, 2017.
  96. ^ Harris, Craig (May 13, 2004). "E3 2004: Yuji Naka Talks Sonic". IGN. Archived from the original on July 14, 2018.
  97. ^ Harris, Craig (November 11, 2005). "IGN: Sonic Rush Review". IGN. Archived from the original on May 16, 2012.
  98. ^ Gerstmann, Jeff (November 14, 2005). "Sonic Rush for DS Review – DS Sonic Rush Review". GameSpot. Archived from the original on March 2, 2009.
  99. ^ a b
  100. ^ "Yojiro Ogawa Interview". GameSpy. July 22, 2005. Archived from the original on March 18, 2012.
  101. ^ Huhtala, Alex (April 2001). "Reviews: Sonic Shuffle". Official Dreamcast Magazine. No. 18. Dennis Publishing. pp. 66–69. ISSN 1467-6265.
  102. ^ Harris, Craig (May 28, 2003). "Sonic Pinball Party Review". IGN. Archived from the original on December 10, 2015.
  103. ^ Harris, Craig (January 13, 2004). "Sonic Battle". IGN. Archived from the original on October 31, 2019.
  104. ^ Deci, TJ. "Shadow the Hedgehog for GameCube Overview". AllGame. Archived from the original on November 14, 2014.
  105. ^ "Game of the week; Shadow the Hedgehog; GameCube/PS2/Xbox (rrp $79.95) Rating: 3.5/5". Herald Sun. No. 1. February 26, 2006. p. F02.
  106. ^ Klepek, Patrick (May 24, 2005). "Shadow the Hedgehog Preview from 1UP.com". 1UP.com. Archived from the original on November 8, 2012.
  107. ^ a b Helgeson, Matt (January 2006). "Shadow the Hedgehog for GameCube Review". Game Informer. Archived from the original on May 26, 2006.
  108. ^ a b Mueller, Greg (November 21, 2005). "Shadow the Hedgehog for GameCube review". GameSpot. Archived from the original on January 5, 2014.
  109. ^ "Sega Sammy Holdings Annual Report 2006" (PDF). Sega Sammy Holdings. July 2006. p. 47. Archived (PDF) from the original on March 30, 2016.
  110. ^ "Fiscal Year Ended March 2007 Full Year Results" (PDF). Sega Sammy Holdings. May 14, 2007. p. 15. Archived from the original (PDF) on July 29, 2016. Retrieved June 12, 2017.
  111. ^ Ouroboros (March 1, 2006). "Sonic Riders Review". GamePro. Archived from the original on November 7, 2009.
  112. ^ Metts, Jonathan (June 23, 2006). "News Article: Sonic on GBA for 15th Anniversary". Nintendo World Report. Archived from the original on May 10, 2009.
  113. ^ Dunham, Jeremy (September 17, 2005). "TGS 2005: Sonic PS3 Named". IGN. Archived from the original on June 24, 2015.
  114. ^ Reiner, Andrew (March 12, 2017). "Super Replay – The Worst Sonic The Hedgehog Ever". Game Informer. Archived from the original on March 13, 2017. Retrieved March 13, 2017.
  115. ^ Eddy, Andy (May 24, 2006). "E3 2006: Sonic Team Interview". TeamXbox. pp. 1–3. Archived from the original on October 22, 2013.
  116. ^ Torres, Ricardo (May 8, 2006). "E3 06: Sonic the Hedgehog Preshow Report: Sonic Goes Next-Gen". GameSpot. Archived from the original on April 25, 2015.
  117. ^ Fahey, Mike (November 15, 2016). "Ten Years Ago Sonic The Hedgehog Was at Its Worst". Kotaku Australia. Archived from the original on November 17, 2016.
  118. ^ "Sonic the Hedgehog Genesis for Game Boy Advance Reviews". Metacritic. Archived from the original on November 30, 2011.
  119. ^
  120. ^ Lee, Patrick (June 23, 2016). "The best, worst, and weirdest games from 25 years of Sonic The Hedgehog". The A.V. Club. Archived from the original on January 17, 2017.
  121. ^ "The 100 worst games of all time". GamesRadar+. December 2, 2015. Archived from the original on February 2, 2017.
  122. ^ Yoon, Andrew (December 9, 2006). "PSP Fanboy review: Sonic Rivals". Engadget. Archived from the original on December 15, 2019.
  123. ^ Bishop, Sam (November 14, 2007). "Sonic Rivals 2 Review". IGN. Archived from the original on November 16, 2019.
  124. ^ Thomason, Steve (March 2007). "New Blue". Nintendo Power. No. 213. Future plc. pp. 32–36. ISSN 1041-9551.
  125. ^ Burman, Rob (February 6, 2007). "Lifting the lid on Sonic's Secret Rings". IGN. Archived from the original on September 5, 2011.
  126. ^ Casamassina, Matt (February 6, 2009). "Hands-on Sonic & The Black Knight". IGN. Archived from the original on July 7, 2018.
  127. ^ Fahey, Mike (July 21, 2008). "Sonic and the Black Knight Isn't A Bad Dream". Kotaku. Archived from the original on June 15, 2017.
  128. ^ Bozon (January 14, 2008). "Sonic Riders: Zero Gravity Review". IGN. Archived from the original on April 27, 2013.
  129. ^ Harris, Craig (September 17, 2007). "Sonic Rush Adventure Review". IGN. Archived from the original on November 16, 2019.
  130. ^ Casamassina, Matt (February 15, 2008). "Sonic Chronicles: The Dark Brotherhood Interview". IGN. Archived from the original on March 4, 2012.
  131. ^ kombo (May 4, 2012). "TGS 2008: Sonic Team General Manager Talks About 2D, HD Sonic". GameZone. Retrieved April 29, 2022.
  132. ^ a b Musgrave, Shaun (June 30, 2015). "An Interview With Sonic Team's Takashi Iizuka About 'Sonic Runners'". TouchArcade. Retrieved April 29, 2022.
  133. ^ Riley, Patrick (October 16, 2008). "SEGA_SonicUnleashed's Blog – Sonic Unleashed – A New Direction". IGN. Archived from the original on May 24, 2012.
  134. ^ Robinson, Andy (April 9, 2008). "Sonic Unleashed "has no relation" to Sonic 360/PS3". Computer and Video Games. Archived from the original on April 12, 2008.
  135. ^ Thomason, Steve (August 2008). "Back on the Fast Track". Nintendo Power. Future plc. pp. 67–69. ISSN 1041-9551.
  136. ^ Doree, Adam (November 12, 2008). "Sonic Unleashed: Yoshi Hashimoto Interview". Kikizo. Archived from the original on November 2, 2014.
  137. ^ McWhertor, Michael (March 2, 2009). "You Haven't Seen The Last Of Sonic The Werehog". Kotaku. Archived from the original on November 27, 2019.
  138. ^ Inemoto, Tetsuya (December 28, 2011). "Producer Takashi Iizuka speaks, "Sonic Generations White Space-Time Space / Blue Adventure" Production Secret Story and Sonic Series 20 Years of Progress". 4Gamer.net (in Japanese). Archived from the original on August 21, 2017.
  139. ^ Higham, Rupert (October 6, 2010). "Interview: Sonic Team's Takashi Iizuka". Kikizo. Archived from the original on March 27, 2018.
  140. ^ a b c d e f g h i j k Hester, Blake. "Sonic the Hedgehog's long, great, rocky history". Polygon. Archived from the original on December 1, 2016. Retrieved November 19 2016.
  141. ^ Ronaghan, Neal (February 17, 2010). "Sonic the Hedgehog 4 to be Developed by Dimps". Nintendo World Report. Retrieved March 31, 2018.
  142. ^ a b Thomason, Steve (April 2010). "True Blue". Nintendo Power. No. 253. Future US. pp. 14–17.
  143. ^ Mix, John (October 14, 2010). "Review: Wonky Physics, Nasty Levels Ruin Sonic the Hedgehog 4". Wired. Archived from the original on November 7, 2012.
  144. ^ Plunkett, Luke (December 29, 2011). "Sonic 4: Episode 2 is Already Changing Stuff". Kotaku. Archived from the original on March 16, 2012.
  145. ^ a b McWhertor, Michael (June 18, 2010). "Sonic Colors Sends A Hedgehog Into (Mario's) Space". Kotaku. Archived from the original on March 31, 2019.
  146. ^ a b Towell, Justin (October 31, 2011). "Sonic Generations review". GamesRadar+. Archived from the original on February 10, 2017.
  147. ^ Sterling, Jim (October 31, 2011). "Review: Sonic Generations". Destructoid. Archived from the original on November 29, 2016.
  148. ^ Whitehead, Dan (December 9, 2011). "Sonic Generations 3DS Review". Eurogamer. Archived from the original on March 30, 2016.
  149. ^ a b Turi, Tim (November 22, 2011). "Sonic Generations Review: Dimps' Reliable Quality Skips A Generation". Game Informer. Archived from the original on August 25, 2019.
  150. ^ a b c Karmali, Luke (May 17, 2013). "Nintendo Announces Sonic: Lost World". IGN. Archived from the original on February 22, 2014.
  151. ^ Diver, Mike (January 20, 2015). "Sonic the Hedgehog Needs to Die". Vice. Archived from the original on October 25, 2019.
  152. ^ Pitcher, Jenna (June 13, 2013). "Sonic Lost World adds 'spice' and usability to the series". Polygon. Archived from the original on December 13, 2013.
  153. ^ Ponce, Tony (May 28, 2013). "Sonic Lost World trailer reminds me of Sonic X-treme". Destructoid. Archived from the original on August 6, 2013.
  154. ^ Lien, Tracey (February 6, 2014). "Sonic Boom gives Sega's series a new look, two new developers". Polygon. Archived from the original on February 7, 2014. Retrieved February 6, 2014.
  155. ^ a b Davidson, Joey (November 4, 2013). "Sonic Lost World review: On The Path to Redemption". TechnoBuffalo. Archived from the original on November 10, 2019.
  156. ^ "Mario & Sonic at the Sochi 2014 Olympic Winter Games for Wii U Reviews". Metacritic. Archived from the original on March 10, 2016.
  157. ^ Petty, Jared (September 27, 2016). "Sonic Boom: Fire and Ice Review". IGN. Archived from the original on August 18, 2017.
  158. ^ a b Mawson, Chris (April 2, 2015). "Sonic the Hedgehog 3 Remastered Interview With Christian 'The Taxman' Whitehead". Power Up Gaming. Archived from the original on November 10, 2016.
  159. ^ Nelson, Jared (October 19, 2014). "Hey Sega! This 'Sonic 3 & Knuckles' iOS Port Needs to Happen". TouchArcade. Archived from the original on September 3, 2019.
  160. ^ Musgrave, Shaun (December 16, 2013). "'Sonic The Hedgehog 2 Remastered' Review – Setting Right What Once Went Wrong". TouchArcade. Archived from the original on September 9, 2019.
  161. ^ Don, Hatfield (March 7, 2013). "App of the Week: 'Sonic Dash'". MTV. Archived from the original on November 10, 2019.
  162. ^ Usher, Anthony (March 4, 2013). "Sega officially announces Blue Blur-themed endless-runner Sonic Dash for iOS". Pocket Gamer. Archived from the original on November 10, 2019.
  163. ^ Forde, Matthew (February 14, 2020). "Nearly seven years on, Sonic Dash is showing no signs of slowing down". Pocket Gamer. Archived from the original on March 11, 2020.
  164. ^ Cowley, Ric (July 1, 2015). "Sonic Dash 2: Sonic Boom soft-launched on Android [Update]". Pocket Gamer. Archived from the original on November 10, 2019.
  165. ^ a b Musgrave, Shaun (June 30, 2015). "An Interview With Sonic Team's Takashi Iizuka About 'Sonic Runners'". TouchArcade. Archived from the original on August 6, 2018.
  166. ^ "Sega Networks Strategic Presentation" (PDF). Sega. December 18, 2015. p. 11. Archived (PDF) from the original on June 1, 2016.
  167. ^ Whitehead, Thomas (May 28, 2016). "Sonic Runners, SEGA's Mobile Release by the Sonic Team, is Getting Shut Down". Nintendo Life. Archived from the original on August 22, 2018.
  168. ^ Dotson, Carter (June 12, 2017). "'Sonic Runners Adventure' Released on Gameloft's Android Store in Some Countries". TouchArcade. Archived from the original on August 6, 2018.
  169. ^ "Sonic Runners Adventure for iPhone/iPad Reviews". Metacritic. Archived from the original on May 5, 2019.
  170. ^ Johnson, Leif (July 23, 2016). "Sonic the Hedgehog Is Really Trying to Get His Act Together for 25th Anniversary". Vice. Archived from the original on August 19, 2019.
  171. ^ Compendio, Chris (September 22, 2017). "Sonic the Hedgehog Has Too Many Friends in Sonic Forces Story Trailer". Paste. Archived from the original on November 10, 2019.
  172. ^ Sarkar, Samit (May 30, 2017). "Sonic Mania arrives in August, watch the awesome new trailer". Polygon. Archived from the original on November 10, 2019.
  173. ^ Casey (July 31, 2017). "Watch The Full Sonic Mania Panel From San Diego Comic-Con". Siliconera. Archived from the original on June 17, 2019.
  174. ^ Helster, Blake (August 17, 2017). "Sonic Mania is the Highest-Rated Sonic game in 15 Years". Rolling Stone. Archived from the original on August 22, 2017. Retrieved August 21, 2017.
  175. ^ a b Parish, Jeremy (November 5, 2017). "Sonic Forces review". Polygon. Archived from the original on November 12, 2019.
  176. ^ Gartenberg, Chaim (June 15, 2017). "Sonic Mania and Sonic Forces show Sega's wildly differing views on its flagship franchise". VentureBeat. Archived from the original on June 17, 2017.
  177. ^ a b *"Sonic Forces for PC Reviews". Metacritic. Archived from the original on November 12, 2017.
  178. ^ Kemps, Heidi (November 10, 2017). "Sonic Forces Review". IGN. Archived from the original on October 14, 2019.
  179. ^ Andrews, Stuart (November 8, 2017). "Sonic Forces review: 'A short game of short levels, yet desperately short of real ideas'". GamesRadar+. Archived from the original on November 8, 2017.
  180. ^ a b Wales, Matt (February 5, 2018). "Evidence of new Sonic Racing game mounts". Eurogamer. Archived from the original on June 12, 2018.
  181. ^ a b Robinson, Martin (June 5, 2018). "Team Sonic Racing is another arcade racer that wants to reinvent the genre". Eurogamer. Archived from the original on June 8, 2018.
  182. ^ Sonic Stadium @ E3 2018 Interview with Aaron Webber (Interview with Aaron Webber). Sonic Stadium. June 24, 2018. Archived from the original on July 17, 2018.
  183. ^ Skrebels, Joe (May 27, 2021). "Sonic Central Stream: Everything Announced, Including a Brand New Sonic Game". IGN. Retrieved May 30, 2021.
  184. ^ a b Ivan, Tom (November 8, 2021). "Sega's 'Sonic Frontiers' trademark seemingly corroborates open-world claims". Video Games Chronicle. Retrieved November 8, 2021.
  185. ^ Fahey, Mike (December 9, 2021). "Sega Reveals Sonic Frontiers, The First Open-World Sonic Game". Kotaku. Retrieved December 9, 2021.
  186. ^ Bonthuys, Darryn (December 7, 2022). "Review Roundup For Sonic Frontiers". GameSpot. Retrieved December 7, 2022.
  187. ^ Smith, David (November 18, 2022). "In Contrast To Its Middling Response In The West, Sonic Frontiers Is Selling Off Its Head In Japan". Kotaku. Archived from the original on November 18, 2022. Retrieved December 7, 2022.
  188. ^ Scullion, Chris (November 28, 2022). "Sonic Frontiers and Mario Kart 8 Deluxe were UK Black Friday's biggest winners". Video Games Chronicle. Retrieved December 7, 2022.
  189. ^ McWhertor, Michael (March 31, 2023). "Sonic's dead in Sega's new game The Murder of Sonic the Hedgehog". Polygon. Retrieved April 2, 2023.
  190. ^ Romano, Sal (November 1, 2023). "3D action platformer Sonic Dream Team announced for Apple Arcade". Gematsu. Retrieved November 1, 2023.
  191. ^ Shea, Brian (June 8, 2023). "Sonic Superstars Is A Modernized 2D Adventure With Four-Player Co-Op". Game Informer. Archived from the original on June 8, 2023. Retrieved June 8, 2023.
  192. ^ Robinson, Andy (June 10, 2023). "Sonic Superstars is developed by original designer's studio, Sega confirms". Video Games Chronicle. Retrieved June 10, 2023.
  193. ^ Takashi Iizuka Talks Superstars Using 3D models, The Classic Formula & Sonic Adventure 2 Remake. Shacknews. June 15, 2023. Retrieved June 16, 2023 – via YouTube.
  194. ^ Nightingale, Ed (April 10, 2024). "Sega declares 2024 the Year of Shadow the Hedgehog". Eurogamer. Retrieved April 10, 2024.
  195. ^ a b c d e f Buchanan, Levi (February 20, 2009). "Where Did Sonic Go Wrong?". IGN. Archived from the original on November 4, 2019.
  196. ^ "Maximum News: Sonic and AM2 team-up for new coin-op!". Maximum. No. 3. EMAP. p. 115.
  197. ^ a b Casey (June 24, 2016). "Sega Explains How Dr. Robotnik Came To Be Called Eggman". Siliconera. Archived from the original on March 10, 2018.
  198. ^ a b Frushtick, Russ (February 16, 2020). "Doctor Robotnik vs. Eggman: the confusion over Sonic the Hedgehog's true villain". Polygon. Archived from the original on March 10, 2020.
  199. ^ Caoili, Eric (April 13, 2009). "Sonic The Hedgehog Bible: Never Before Revealed Secret Origins". GameSetWatch. Archived from the original on October 3, 2019.
  200. ^ 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!
  201. ^ Sonic Team (November 1, 2011). Sonic Generations (PlayStation 3, Xbox 360, and Windows). 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.
  202. ^ a b c Katala, Kurt (July 6, 2018). "Sonic the Hedgehog". Hardcore Gaming 101. Archived from the original on November 20, 2019.
  203. ^ a b Sonic Team (December 23, 1998). Sonic Adventure (Dreamcast). Sega. Level/area: "?" Story.
  204. ^ Sega (2002). "Characters: Shadow". Sonic Adventure 2 Instruction Manual. Sega. p. 7.
  205. ^ Sega (2004). "Team Dark". Sonic Heroes Instruction Manual. Sega. p. 8.
  206. ^ "Prologue". Sonic the Hedgehog (in Japanese). Sega. pp. 4–5.
  207. ^ Chichizola, Corey (February 28, 2020). "Why Sonic The Hedgehog's Movie Doesn't Include Super Sonic and the Chaos Emeralds". CinemaBlend. Archived from the original on March 12, 2020.
  208. ^ a b McWhertor, Michael (March 21, 2018). "The origins of Sonic the Hedgehog". Polygon. Archived from the original on August 25, 2019.
  209. ^ "Sonic's Creator – Yuji Naka". Sega. Archived from the original on June 5, 1997.
  210. ^ a b Thomas, Lucas M. (June 11, 2007). "Sonic the Hedgehog 2 Review". IGN. Archived from the original on July 23, 2019.
  211. ^ Stuart, Keith (2014). "Interview with Kazuyuki Hoshino, Art Director". Sega Mega Drive/Genesis: Collected Works. Read-Only Memory. pp. 289–290. ISBN 978-0957576810.
  212. ^ Oxford, Nadia (February 13, 2019). "Knock Knock it's Knuckles: How Sega Turned the World's Weirdest Mammal into Sonic's Coolest Friend". USGamer. Archived from the original on December 10, 2019.
  213. ^ Hanshaw, Neil; Hanshaw, Carol Ann (1994). "Save Floating Island!". Sonic & Knuckles Instruction Manual. Sega. p. 3.
  214. ^ a b c d Bobinator (July 22, 2018). "Knuckles' Chaotix". Hardcore Gaming 101. Archived from the original on December 8, 2019.
  215. ^ Minotti, Mike (May 29, 2014). "Sonic's lamest and most forgotten sidekicks and rivals". VentureBeat. Archived from the original on December 11, 2019.
  216. ^ Minotti, Mike (June 10, 2023). "Sonic Superstars wants to give fans a classic 2D game with new surprises". VentureBeat. Retrieved June 11, 2023.
  217. ^ a b c Shea, Brian (May 16, 2015). "The 10 Worst Characters in Sonic History". Game Informer. Archived from the original on October 10, 2019.
  218. ^ Legarie, Destin (September 27, 2010). "Review: Sonic Adventure (XBLA)". Destructoid. Archived from the original on February 25, 2016.
  219. ^ ビッグ・ザ・キャット (in Japanese). Sega. Archived from the original on December 5, 2013.
  220. ^ Sonic Adventure (Dreamcast) instruction manual, pp. 26–27.
  221. ^ Dunham, Jeremy (December 2, 2003). "Sonic Heroes Profiles: Team Dark". IGN. Archived from the original on December 14, 2019.
  222. ^ Gerstmann, Jeff (November 14, 2005). "Sonic Rush Review". GameSpot. Archived from the original on December 14, 2019.
  223. ^ Frank, Allegra (August 16, 2017). "Sonic's greatest minigame becomes its own perfect spinoff". Polygon. Archived from the original on December 14, 2019.
  224. ^ Hinkle, David (September 5, 2010). "Sonic Colors preview: Wisp you were here". Engadget. Archived from the original on December 14, 2019.
  225. ^ Derboo, Sam. "Hardcore Gaming 101: Flicky". Hardcore Gaming 101. Archived from the original on May 20, 2016.
  226. ^ Electronic Gaming Monthly staff (November 1993). "Preview: The Mean Beans of Robotnik's Machine". Electronic Gaming Monthly. No. 52. Sendai Publishing. p. 256. ISSN 1058-918X.
  227. ^ Chungus, Apollo (February 26, 2019). "Tails' Skypatrol". Hardcore Gaming 101. Archived from the original on November 18, 2019.
  228. ^ Chungus, Apollo (February 26, 2019). "Tails Adventures". Hardcore Gaming 101. Archived from the original on October 19, 2019.
  229. ^ Kemps, Heidi (September 30, 2005). "Sega's Yuji Naka Talks!". GameSpy. Archived from the original on March 6, 2016.
  230. ^ "Sonic Team's Takashi Iizuka wants to make NiGHTS 3, Knuckles Chaotix 2". GamesTM. August 23, 2010. Archived from the original on April 6, 2016.
  231. ^ "Sonic Lost World". Official Nintendo Magazine. No. 94. October 2013. pp. 48–49. ISSN 1750-9998. 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.
  232. ^ a b c d Stuart, Keith (July 27, 2017). "Why Sonic the Hedgehog is 'incorrect' game design". The Guardian. Archived from the original on July 27, 2017.
  233. ^ USGamer Team (January 6, 2020). "Gotta Go Fast: Ranking All of The Sonic The Hedgehog Games". USgamer. Archived from the original on August 25, 2017. Retrieved March 1, 2020.
  234. ^ a b c d e f g h i Evans-Thirlwell, Edwin (August 28, 2017). "Why did 3D Sonic struggle?". Eurogamer. Archived from the original on December 6, 2017.
  235. ^ "The Making of ... Sonic The Hedgehog". Edge. No. 101. Future Publishing. September 2001. pp. 118–121. ISSN 1350-1593.
  236. ^ a b c Nishino, Makoto (June 23, 2001). Sonic Adventure 2 Instruction Manual. Sega. pp. 7–11, 17, 20.
  237. ^ a b Sonic the Hedgehog Instruction Manual. Sega. November 14, 2006. pp. 8–11.
  238. ^ a b Parkin, Simon (October 18, 2013). "Sonic Lost World – Wii-U review". The Guardian. Archived from the original on March 3, 2020.
  239. ^ a b Wallace, Kimberly (October 5, 2017). "Sonic Forces Producer Discusses Changes To Ring System And Darker World". Game Informer. Archived from the original on February 21, 2020.
  240. ^ a b Russell, Bradley (February 14, 2020). "Sonic movie Easter eggs: every cameo and reference to the games". GamesRadar+. Archived from the original on February 16, 2020.
  241. ^ a b c Orry, Tom (June 7, 2019). "Sonic Mania Cheats: Level Select Code, How to Collect Chaos Emeralds, Super Sonic, Special and Bonus Stages". USGamer. Archived from the original on November 8, 2019.
  242. ^ Sonic Unleashed Wii Instruction Manual. Sega. November 18, 2008. p. 11.
  243. ^ Sakuta, Yoshihiro; Nakagawa, Hisakazu; Restall, Colin (February 21, 2006). Sonic Riders GameCube Instruction Manual. Sega. p. 23.
  244. ^ Sonic Colors Wii Instruction Manual. Sega. November 16, 2010. p. 16.
  245. ^ Orry, Tom (August 15, 2017). "Sonic Mania's Save System Sucks". USGamer. Archived from the original on February 23, 2020.
  246. ^ Frank, Allegra (April 26, 2017). "Sonic fans are getting a little tired of Green Hill Zone". Polygon. Archived from the original on May 19, 2017.
  247. ^ Provo, Frank (June 15, 2007). "Sonic the Hedgehog 2 Review". GameSpot. Archived from the original on May 31, 2019.
  248. ^ a b Rich, Jason R. (February 2, 1994). "Sonic Power-Ups". Sonic the Hedgehog 3 Instruction Manual. Sega. pp. 11–12.
  249. ^ Gies, Arthur (November 8, 2010). "Sonic Colors Wii Review". IGN. Archived from the original on August 21, 2017.
  250. ^ a b c Poskitt, Matt (June 23, 2021). "How Sonic Team made the iconic hedgehog feel like the fastest creature on the planet". TechRadar. Retrieved September 30, 2023.
  251. ^ a b DeAngelus, Chris (November 27, 2008). "Xbox 360 Review - 'Sonic Unleashed'". WorthPlaying. Archived from the original on August 28, 2023. Retrieved December 2, 2008.
  252. ^ Chungus, Apollo (February 18, 2019). "Sonic Chaos". Hardcore Gaming 101. Archived from the original on November 25, 2019.
  253. ^ a b Reynolds, Matthew (July 27, 2018). "Sonic Mania special stages – How to get Chaos Emeralds and Gold Medals from UFO, Blue Sphere stages". Eurogamer. Archived from the original on October 12, 2019.
  254. ^ Katala, Kurt (July 8, 2018). "Sonic CD". Hardcore Gaming 101. Archived from the original on October 20, 2019.
  255. ^ NGamer_UK (March 22, 2010). "Sonic the Hedgehog 4: Episode I". GamesRadar+. Archived from the original on February 16, 2019.
  256. ^ Thomas, Lucas M. (August 4, 2008). "Sonic the Hedgehog (Master System Version) Review". IGN. Archived from the original on July 28, 2017.
  257. ^ Stratton, Bryan (2003). Sonic Adventure DX: Director's Cut: Prima's Official Strategy Guide. Prima Games. p. 58. ISBN 0761542868.
  258. ^ Black, Fletcher (2006). Sonic the Hedgehog: Official Game Guide. Prima Games. p. 310. ISBN 0761555102.
  259. ^ Nelson, Jared (May 29, 2013). "A Guide to 'Sonic The Hedgehog' Version 2.0's Hidden Level-select, Debug Mode, and Many More Secrets". TouchArcade. Archived from the original on May 16, 2020.
  260. ^ Craddock, David (August 15, 2017). "Sonic Mania: How to Play As Super Sonic". Shacknews. Archived from the original on July 14, 2018.
  261. ^ Orry, Tom (June 7, 2019). "Sonic Mania Bosses – How to Unlock Secret Final Boss". USGamer. Archived from the original on November 8, 2019.
  262. ^ Dimps; Sonic Team (December 19, 2002). Sonic Advance 2 (Game Boy Advance). Sega. Level/area: True Area 53.{{cite book}}: CS1 maint: multiple names: authors list (link)
  263. ^ a b Goldstein, Hilary (December 2, 2008). "Sonic Unleashed Review". IGN. Archived from the original on December 6, 2008.
  264. ^ a b Fahey, Rob (March 5, 2007). "Sonic and the Secret Rings". Eurogamer. Archived from the original on October 7, 2019.
  265. ^ Mike (January 17, 2009). "New Sonic and the Black Knight footage shows hack'n'slash". VG247. Archived from the original on September 24, 2015.
  266. ^ Mitchell, Richard (June 18, 2010). "Sega: Sonic is the only playable character ... 'in Episode 1'". Engadget. Archived from the original on June 10, 2020.
  267. ^ Dunham, Jeremy (December 5, 2003). "Sonic Heroes Profiles: Team Sonic". IGN. Archived from the original on October 16, 2012.
  268. ^ Katala, Kurt (July 10, 2018). "Sonic & Knuckles". Hardcore Gaming 101. Archived from the original on November 19, 2019.
  269. ^ Mitchell, Richard (September 12, 2007). "Sonic 2 speeds onto XBLA". Engadget. Archived from the original on June 10, 2020.
  270. ^ Sega Technical Institute (1992). Sonic the Hedgehog 2 Instruction Manual. Sega. pp. 7–8.
  271. ^ Minotti, Mike (August 14, 2017). "Sonic Mania review – Sonic's best game in over two decades". VentureBeat. Archived from the original on August 22, 2017.
  272. ^ "2P Battle Mode". Sonic Adventure 2: Battle Instruction Manual. Sega of Europe. 2002. p. 40.
  273. ^ McWhertor, Michael (August 8, 2017). "Sonic Mania brings back Sonic 2's competitive multiplayer". Polygon. Archived from the original on February 26, 2020.
  274. ^ "The Making of Sonic the Hedgehog". Retro Gamer. No. 100. Imagine Publishing. February 2012. pp. 46–49. ISSN 1742-3155.
  275. ^ 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.
  276. ^ Stuart, Keith (2014). "Interview with Naofumi Hataya". Sega Mega Drive/Genesis: Collected Works. Read-Only Memory. p. 312. ISBN 978-0957576810.
  277. ^ Horowitz, Ken (December 9, 2008). "Interview: Spencer Nilsen (Composer)". Sega-16. Archived from the original on May 12, 2018.
  278. ^ a b Herman, Tamar (September 10, 2019). "Jun Senoue on Creating Music for 'Team Sonic Racing' and the Future of Video Gaming Music". Billboard. Archived from the original on December 30, 2019. (subscription required)
  279. ^ Plunkett, Luke (November 17, 2019). "Unreleased Version Of Sonic The Hedgehog 3 Found After Surviving Development Hell". Kotaku. Archived from the original on November 20, 2019.
  280. ^ Carless, Simon (March 27, 2006). "Michael Jackson's Secret Sonic 3 Shame". GameSetWatch. Archived from the original on January 6, 2009.
  281. ^ Lynch, Joe (January 26, 2016). "Michael Jackson Wrote 'Sonic the Hedgehog 3' Music: Crazy Theory Confirmed?". Billboard. Archived from the original on November 15, 2019.
  282. ^ Traveller's Tales; Sonic Team (November 5, 1996). Sonic 3D Blast (Sega Genesis). Sega. Level/area: Credits.{{cite book}}: CS1 maint: multiple names: authors list (link)
  283. ^ "Digi-Log Conversation Sonic Adventure O.S.T. Side-A". sonic.sega.jp (in Japanese). Sega. Archived from the original on June 16, 2016.
  284. ^ "Digi-Log Conversation Sonic Adventure O.S.T. Side-B". sonic.sega.jp (in Japanese). Sega. Archived from the original on August 18, 2016.
  285. ^ a b Four-Eyed Dragon (June 19, 2001). "Sonic Adventure 2". GamePro. Archived from the original on January 2, 2006.
  286. ^ "Sonic Heroes – Original Soundtrack". AllMusic. November 9, 2004. Archived from the original on January 15, 2017.
  287. ^ ""セガモバ"で『シャドウ・ザ・ヘッジホッグ』のサントラCDがプレゼント!". Famitsu (in Japanese). February 21, 2006. Archived from the original on June 19, 2009.
  288. ^ Tuff, Adam (February 7, 2010). "The June Senoue Interview – Part One". Sonic Stadium. Archived from the original on September 7, 2011.
  289. ^ Hammond, Joe. "Game Music :: Sonic Generations Original Soundtrack -Blue Blur". Square Enix Music Online. Archived from the original on March 31, 2016.
  290. ^ Gallagher, Mathew (June 7, 2018). "Jun Senoue lead composer on Sonic Team Racing". Video Game Music Online. Archived from the original on June 12, 2018.
  291. ^ Aitchison, Sean (January 10, 2020). "Sonic Youth: The History and Impact of Crush 40". Fanbyte. Archived from the original on April 26, 2020.
  292. ^ "Sega Unveils Sonic Adventure". Edge. No. 63. Future plc. October 1998. pp. 6–7. ISSN 1350-1593.
  293. ^ a b Greening, Chris (December 5, 2015). "Tomoya Ohtani Interview: Sonic Music for a New Generation". Video Game Music Online. Archived from the original on December 18, 2019.
  294. ^ Sonic Team (December 7, 2017). Sonic Forces (Nintendo Switch, PlayStation 4, Xbox One, and Windows). Sega. Level/area: Credits.
  295. ^ Leo, Jon (May 2, 2012). "Sound Byte: Meet the Composer – Richard Jacques". GameSpot. Archived from the original on December 30, 2019.
  296. ^ Sheffield, Brandon (June 16, 2008). "Staying in Tune: Richard Jacques On Game Music's Past, Present, And Future". Gamasutra. Archived from the original on December 30, 2019.
  297. ^ Frank, Allegra (April 27, 2017). "Jet Set Radio composer would like to remind you that he can't make a new game happen". Polygon. Archived from the original on April 28, 2017.
  298. ^ Webster, Andrew (August 10, 2017). "Creating the old-school soundtrack of Sonic Mania". The Verge. Archived from the original on November 8, 2017.
  299. ^ Sega (October 30, 2018). Team Sonic Racing OST – "Boo's House" (Music). Archived from the original on December 6, 2018.
  300. ^ "Sonic the Hedgehog". Sega. Archived from the original on October 4, 2006.
  301. ^ jkdmedia (September 15, 2006). "DREAMS COME TRUE Song to be Featured in Sonic the Hedgehog". GameZone. Archived from the original on August 18, 2015.
  302. ^ Frank, Allegra (July 6, 2017). "Sonic Forces recruits Hoobastank for its perfectly on-brand theme song". Polygon. Archived from the original on September 4, 2017.
  303. ^ Romano, Sam (September 6, 2022). "Sonic Frontiers ending theme song announced – 'Vandalize' by ONE OK ROCK". Gematsu. Retrieved October 4, 2022.
  304. ^ Williamson, Alan (December 22, 2013). "Christmas NiGHTS Into Dreams retrospective". Eurogamer. Archived from the original on March 29, 2014.
  305. ^ Sonic Team (September 23, 2003). Billy Hatcher and the Giant Egg (GameCube). Sega.
  306. ^ Greenhough, Chris (July 16, 2008). "Samba de Cameo". Engadget. Archived from the original on June 10, 2020.
  307. ^ Bramwell, Tom (August 26, 2004). "SEGA SuperStars". Eurogamer. Archived from the original on October 24, 2020.
  308. ^ Thomas, Aaron (March 25, 2008). "Sega Superstars Tennis Review". GameSpot. Archived from the original on September 23, 2019.
  309. ^ Jackson, Mike (March 29, 2007). "Mario and Sonic interview Pt. 1". Computer and Video Games. Archived from the original on April 6, 2007.
  310. ^ Thorsen, Tor (March 29, 2007). "Q&A: Sega, Nintendo on the first Sonic-Mario game". GameSpot. Archived from the original on November 2, 2012.
  311. ^ "Mario and Sonic at the Olympic Games (Nintendo DS)". PALGN. Archived from the original on February 19, 2014.
  312. ^ Gaudiosi, John (April 6, 2009). "Sega shows off next big Olympics game, targets Wii and DSi". VentureBeat. Archived from the original on April 9, 2009.
  313. ^ Makuch, Eddie (July 27, 2010). "Mario & Sonic at the London Olympic Games playing November 15". GameSpot. Archived from the original on November 21, 2012.
  314. ^ "Mario & Sonic at the Sochi 2014 Olympic Winter Games (Wii U) Game Profile". Nintendo Life. July 28, 2014. Archived from the original on September 4, 2019.
  315. ^ Sarkar, Samit (March 3, 2016). "Mario & Sonic at the Rio 2016 Olympic Games launches June 24 on Wii U". Polygon. Archived from the original on November 10, 2019.
  316. ^ Theriault, Donald (March 29, 2019). "Sega Announces Pair Of 2020 Olympic Games". Nintendo World Report. Archived from the original on March 30, 2019.
  317. ^ Phillips, Tom (July 30, 2024). "Olympics ditched Mario & Sonic series to explore NFTs and esports". Eurogamer. Archived from the original on July 30, 2024. Retrieved September 6, 2024.
  318. ^ Gillibrand, Peter (August 6, 2024). "Mario and Sonic at the Olympic Games: Where is the 2024 edition?". BBC News. Archived from the original on August 13, 2024. Retrieved September 6, 2024.
  319. ^ Frank, Allegra (February 1, 2018). "When Sonic joined Super Smash Bros. Brawl, the internet exploded". Polygon. Archived from the original on February 1, 2018.
  320. ^ SXSWGaming (March 19, 2016). SXSW Gaming: March 17 – 19, 2016 in Austin, Texas (Twitch). Archived from the original on January 9, 2019. Event occurs at 03:47:57.
  321. ^ Sahdev, Ishaan (October 1, 2013). "Sonic Returns For Super Smash Bros. On 3DS And Wii U". Siliconera. Archived from the original on August 7, 2020.
  322. ^ Mejia, Ozzie (July 16, 2018). "Super Smash Bros. Ultimate Character Profiles: Sonic". Shacknews. Archived from the original on December 14, 2019.
  323. ^ Donaldson, Alex (September 13, 2018). "Super Smash Bros Ultimate: echo fighter ideas and picks". VG247. Archived from the original on December 17, 2019.
  324. ^ Hillier, Brenna (December 15, 2015). "Super Smash Bros: Chocobo, Geno costumes today, Tails and Knuckles in February". VG247. Archived from the original on October 7, 2017.
  325. ^ Reynolds, Matthew (June 2, 2017). "Mario Kart 8 Deluxe amiibo list for every Mii racing suit costume". Eurogamer. Archived from the original on October 31, 2019.
  326. ^ Prell, Sam (August 19, 2015). "Nintendo does Sonic a solid and puts him in a bona fide classic". GamesRadar+. Archived from the original on March 17, 2016.
  327. ^ Minotti, Mike (October 14, 2015). "Yoshi's Wooly World is adorable but can't match Yoshi's Island's brilliance". VentureBeat. Archived from the original on December 25, 2019.
  328. ^ Webster, Andrew (June 11, 2015). "Nobody wins in this Angry Birds / Sonic crossover". The Verge. Archived from the original on December 16, 2019.
  329. ^ Sawers, Paul (September 2, 2015). "Sonic the Hedgehog zooms into Angry Birds Epic". VentureBeat. Archived from the original on July 27, 2017.
  330. ^ Swalley, Kirstin (December 1, 2016). "Sonic the Hedgehog Celebrates 25 Years with Sanrio". Hardcore Gamer. Archived from the original on December 8, 2019.
  331. ^ S. Good, Owen (February 21, 2018). "Sonic, Pac-Man cross over to each other's mobile apps". Polygon. Archived from the original on December 4, 2019.
  332. ^ Lada, Jenni (October 17, 2016). "Sonic The Hedgehog Comes To Lego Dimensions On November 18, 2016". Siliconera. Archived from the original on August 7, 2020.
  333. ^ "Sonic And Tails Join Cookie Run For A Limited Time Only". TheGamer. September 19, 2021. Retrieved November 16, 2021.
  334. ^ a b Owen, Luke (July 6, 2018). "The Sonic the Hedgehog Movie That Never Got Made". Kotaku. Archived from the original on October 23, 2018.
  335. ^ a b c d e f g h i j Lee, Patrick (September 30, 2015). "A hedgehog for all seasons: Our guide to 20 manic years of Sonic cartoons". The A.V. Club. Archived from the original on October 30, 2019.
  336. ^ a b c d e f Plant, Gaz (October 18, 2013). "Feature: A Supersonic History of Sonic Cartoons". Nintendo Life. Archived from the original on August 18, 2014.
  337. ^ GamesRadar_ US (April 23, 2008). "The absolute worst Sonic moments: Page 2". GamesRadar+. Archived from the original on July 16, 2015.
  338. ^ Bozon, Mark (February 28, 2007). "Sonic the Hedgehog – The Complete Series". IGN. Archived from the original on October 31, 2020.
  339. ^ a b Mackey, Bob (July 10, 2014). "On Saturday Mornings, Sonic the Hedgehog Turned Platforming into Pathos". USgamer. Archived from the original on March 27, 2019.
  340. ^ Gilbert, Henry (August 1, 2014). "15 esoteric game-to-anime adaptations worth discovering". GamesRadar+. Archived from the original on October 17, 2015.
  341. ^ Shepard, Chris (July 2, 2013). "Sonic the Hedgehog: The Movie DVD". Anime News Network. Archived from the original on September 26, 2015.
  342. ^ a b c d Jones, Tim. "Sonic X". THEM Anime. Archived from the original on September 22, 2003.
  343. ^ "アニメ『ソニックX』の制作発表会が開催!". Famitsu (in Japanese). March 18, 2003. Archived from the original on October 19, 2014.
  344. ^ Zimmerman, Conrad (April 4, 2010). "Watch Sonic X on Hulu this Easter". Destructoid. Archived from the original on February 20, 2019.
  345. ^ Weiland, Jonah (May 23, 2005). "Archie Launches New 'Sonic X' Series". Comic Book Resources. Archived from the original on July 26, 2014.
  346. ^ "Jetix Europe N.V. Announces Results for the Year Ended September 30, 2004" (PDF). Jetix Europe. December 8, 2004. Archived from the original (PDF) on July 24, 2014.
  347. ^ Kellie (October 2, 2013). "Sonic Boom (Working Title) – A New Animated Series Coming Fall 2014". SEGA Blog. Archived from the original on October 4, 2013.
  348. ^ a b Maiberg, Emanuel (October 5, 2014). "Sonic Boom TV Show Premieres November 8". GameSpot. Archived from the original on October 31, 2019.
  349. ^ Corriea, Alexa (February 6, 2014). "Why Sega handed Sonic over to Western studios and gave him a scarf". Polygon. Archived from the original on October 6, 2014.
  350. ^ Doolan, Liam (May 25, 2020). "Random: Sonic Boom Won't Be Returning, According To Television Show's Executive Producer". Nintendo Life. Archived from the original on June 3, 2020.
  351. ^ Sonic Mania Adventures: Part 1 (YouTube). Sega. March 30, 2018. Archived from the original on March 31, 2018.
  352. ^ a b Esteves, Ricardo C. (July 18, 2018). "Sonic Mania Adventures' last episode is now available". Gamereactor. Archived from the original on June 27, 2020.
  353. ^ Dale, Laura Kate (December 21, 2018). "Sonic Mania Adventures Now Has a Bonus Christmas Episode". Kotaku. Archived from the original on December 24, 2018.
  354. ^ Romano, Sal (March 16, 2018). "Sonic Mania Adventures animated shorts series announced". Gematsu. Archived from the original on March 16, 2018.
  355. ^ Wong, Alistar (March 16, 2019). "Next Sonic The Hedgehog Game in Production; Team Sonic Racing Customization Detailed". Siliconera. Archived from the original on March 22, 2019.
  356. ^ Lada, Jenni (December 12, 2019). "A New Sonic Mania Adventures Holiday Special Stars a Chao". Siliconera. Retrieved October 1, 2023.
  357. ^ Romano, Sal (August 26, 2021). "Sonic Colors: Rise of the Wisps Part 2 now available". Gematsu. Retrieved October 1, 2023.
  358. ^ Harte, Charles (November 1, 2022). "Sonic Frontiers Animated Prologue Shows Knuckles in Action". Game Informer. Archived from the original on November 1, 2022. Retrieved October 1, 2023.
  359. ^ Reynolds, Ollie (September 20, 2023). "Sonic Superstars Animation Features Fang The Hunter And Newcomer Trip". Nintendo Life. Retrieved September 20, 2023.
  360. ^ Minotti, Mike (July 19, 2019). "Sonic and Tails will guest star on Cartoon Network show OK K.O.!". VentureBeat. Archived from the original on July 22, 2019.
  361. ^ McWhertor, Michael (December 10, 2020). "New Sonic the Hedgehog animated series coming to Netflix". Polygon. Archived from the original on December 10, 2020.
  362. ^ Mass, Jennifer (February 1, 2021). "Sonic the Hedgehog Animated Series 'Sonic Prime' Ordered at Netflix". The Wrap.
  363. ^ Griffin, David (October 27, 2022). "Sonic Prime: Exclusive Release Date and Character Posters Reveal for Netflix Animated Series". IGN. Retrieved October 27, 2022.
  364. ^ "Is Sonic Prime Canon With Sonic Frontiers and the Games?". Game Revolution. December 21, 2022. Retrieved October 1, 2023.
  365. ^ Seward Jr., Kenneth (December 12, 2022). "Sonic Prime: Season 1 Review". IGN. Retrieved October 1, 2023.
  366. ^ Terada, Kenji; Matsubara, Norihiro (April 1992). "Sonic the Hedgehog: Chapter 1". Shogaku Yonensei (in Japanese). Shogakukan. pp. 96–101.
  367. ^ a b Summer Of Sonic 2013 Live Part 3/5. The Sonic Show. August 4, 2013. Archived from the original on December 21, 2021. – via YouTube. Event occurs at 0:42:22.
  368. ^ a b c Hogan, Patrick (July 24, 2017). "Saying Farewell To Three Decades of Weird Sonic the Hedgehog Comics". Kotaku. Archived from the original on January 5, 2019.
  369. ^ a b c d e Sims, Chris (May 22, 2017). "How did Sonic the Hedgehog become America's longest-running comic?". Polygon. Archived from the original on October 6, 2019.
  370. ^ "Sonic the Hedgehog enter Book of World Records". Archie Comics. July 7, 2008. Archived from the original on September 12, 2008.
  371. ^ Prell, Sam (February 16, 2018). "What the new Sonic the Hedgehog comic pulls from the blue blur's history, and what it leaves behind". GamesRadar+. Archived from the original on December 29, 2019.
  372. ^ GamesTM staff (August 28, 2009). "Paper With Attitude". GamesTM. No. 87. Future plc. pp. 154–157. ISSN 1478-5889.
  373. ^ Doolan, Liam (September 22, 2024). "Video: SEGA Celebrates 'Batman Day' With Shadow The Hedgehog". Nintendo Life. Retrieved September 22, 2024.
  374. ^ McWhertor, Michael (September 24, 2024). "Sonic the Hedgehog and friends are joining the Justice League in 2025". Polygon. Retrieved October 29, 2024.
  375. ^ Bui, Hoai-Tran (October 3, 2017). "Live-Action Sonic the Hedgehog Movie Is Speeding into Development". /Film. Archived from the original on August 3, 2018. Retrieved October 29, 2019.
  376. ^ a b Siegel, Tatiana (June 10, 2014). "'Sonic the Hedgehog' Movie in the Works at Sony". The Hollywood Reporter. Archived from the original on September 26, 2015.
  377. ^ Loughrey, Clarisse (February 11, 2016). "Sonic the Hedgehog movie confirmed for 2018, will be 'a live-action and animation hybrid'". The Independent. Archived from the original on August 3, 2018.
  378. ^ a b Kit, Borys (October 31, 2016). "'Deadpool' Director Shifts to Sony's 'Sonic the Hedgehog' Movie (Exclusive)". The Hollywood Reporter. Archived from the original on November 1, 2016.
  379. ^ Kit, Borys (October 2, 2017). "'Sonic the Hedgehog' Movie Races to Paramount (Exclusive)". The Hollywood Reporter. Archived from the original on October 3, 2017.
  380. ^ Gregory, Mike (June 14, 2018). "Paramount budgets $7M for Sonic the Hedgehog movie shoot in 'hero town' Ladysmith". Vancouver Island Free Daily. Archived from the original on August 9, 2018. Retrieved February 13, 2020.
  381. ^ Petski, Denise (April 30, 2019). "'Sonic The Hedgehog' Trailer: First Look At Jim Carrey As Dr. Robotnik". Deadline. Archived from the original on April 30, 2019.
  382. ^ Sneider, Jeff (August 9, 2018). "Exclusive: 'Sonic the Hedgehog' Movie Adds MCU Veterans Adam Pally, Neal McDonough". Collider. Archived from the original on August 9, 2018.
  383. ^ Spencer, Samuel (February 14, 2020). "'Sonic the Hedgehog' Movie: Does Tails Appear in Credits Scene?". Newsweek. Archived from the original on February 14, 2020.
  384. ^ Russell, Bradley (February 13, 2020). "Is there a Sonic movie post-credits scene?". GamesRadar+. Archived from the original on February 14, 2020.
  385. ^ Webb, Kevin. "A 'Sonic the Hedgehog' movie is on the way, but fans think his new design looks awful". Business Insider. Archived from the original on December 11, 2018.
  386. ^ Schwartz, Terri (December 10, 2018). "Sonic The Hedgehog Movie First Look: Check Out the Exclusive Official Poster". IGN. Archived from the original on December 10, 2018.
  387. ^ Jackson, Gita (April 30, 2019). "The Internet Is Having A Hard Time with the Sonic The Hedgehog Trailer". Kotaku. Archived from the original on April 30, 2019.
  388. ^ Molina, Brett (April 30, 2019). "The 'Sonic the Hedgehog' movie trailer is here, and fans have some issues with it". USA Today. Archived from the original on April 30, 2019.
  389. ^ Stuart, Keith (April 30, 2019). "The Sonic the Hedgehog movie trailer is a 200mph slap in the face". The Guardian. Archived from the original on May 1, 2019.
  390. ^ Lambrechts, Stephen (May 1, 2019). "Sonic the Hedgehog trailer worse than being punched by Knuckles the Echidna, Sonic rolls his way into the uncanny valley". TechRadar. Archived from the original on May 5, 2019.
  391. ^ Carbone, Gina (October 27, 2019). "A Look at Sonic The Hedgehog's Rumored Redesign Has Movie Fans Optimistic". CinemaBlend. Archived from the original on October 28, 2019.
  392. ^ D'Alessandro, Anthony (August 29, 2018). "'Top Gun: Maverick' Flies To Summer 2020 With 'A Quiet Place' Sequel & More: Paramount Release Date Changes". Deadline Hollywood. Archived from the original on August 29, 2018.
  393. ^ Auty, Dan (May 24, 2019). "Sonic The Hedgehog Movie Delayed While Sonic Is Redesigned". GameSpot. Archived from the original on December 12, 2019.
  394. ^ Campbell, Christopher (February 13, 2020). "Sonic the Hedgehog First Reviews: Jim Carrey Steals the Show in a Solid Family Adventure". Rotten Tomatoes. Archived from the original on February 13, 2020.
  395. ^ McMillan, Graeme (February 13, 2020). "'Sonic the Hedgehog': What the Critics Are Saying". The Hollywood Reporter. Archived from the original on February 17, 2020.
  396. ^ Kelly, Stephen (February 14, 2020). "From Sonic the Hedgehog to Star Wars, are fans too entitled?". BBC. Archived from the original on February 16, 2020.
  397. ^ Evans, Nick (November 19, 2019). "Sonic The Hedgehog's Redesign Reportedly Cost A Ton Of Money". CinemaBlend. Archived from the original on February 16, 2020.
  398. ^ McClintock, Pamela (February 13, 2020). "Box Office Preview: 'Sonic the Hedgehog' to Boom Past the Competition". The Hollywood Reporter. Archived from the original on February 13, 2020.
  399. ^ "Sonic the Hedgehog (2020)". Box Office Mojo. Archived from the original on August 7, 2020. Retrieved December 13, 2020.
  400. ^ "Sonic The Hedgehog (2020)". The Numbers. Archived from the original on December 6, 2019.
  401. ^ "Top 2020 Movies at the Worldwide Box Office". The Numbers. Archived from the original on March 24, 2020.
  402. ^ Webb, Katherine (March 14, 2020). "Wow, Sonic The Hedgehog Movie Just Set A Major Box Office Record". CinemaBlend. Archived from the original on March 31, 2020.
  403. ^ a b Kroll, Justin (May 28, 2020). "'Sonic the Hedgehog' Sequel in the Works". Variety. Archived from the original on August 8, 2020.
  404. ^ Batchelor, James (December 1, 2020). "Sonic The Hedgehog 2 movie expected to start production in March". GamesIndustry.biz.
  405. ^ Albers, Caitlin (May 21, 2021). "'Sonic the Hedgehog 2's Uncovered Plot Summary Reveals a Dr. Robotnik Return With a New Enemy Sidekick". Collider. Retrieved December 2, 2021.
  406. ^ Radulovic, Petrana (December 7, 2021). "Sonic the Hedgehog 2 movie casts Tails classic voice actor". Polygon.
  407. ^ Vary, Adam (August 10, 2021). "Idris Elba Joins 'Sonic the Hedgehog 2' as Knuckles". Variety.
  408. ^ Vorel, Jim (December 10, 2021). "Tails and Knuckles Join the Party in First Trailer for Sonic the Hedgehog 2". Paste. Archived from the original on December 13, 2021. Retrieved December 13, 2021.
  409. ^ Purslow, Matt (March 29, 2022). "Sonic the Hedgehog Movies Won't Follow The Games In Order". IGN. Retrieved April 4, 2022.
  410. ^ Russell, Bradley (April 7, 2022). "Sonic 2 ending explained: your biggest questions answered". GamesRadar+. Retrieved April 27, 2022.
  411. ^ Fuster, Jeremy (July 23, 2020). "'Sonic the Hedgehog 2' Gets April 2022 Release Date". The Wrap. Archived from the original on July 24, 2020.
  412. ^ Scullion, Chris (March 24, 2022). "The first impressions of the Sonic 2 movie are largely positive". Video Games Chronicle. Retrieved August 18, 2022.
  413. ^ "Sonic the Hedgehog 2". Box Office Mojo. IMDb. Retrieved July 4, 2022.
  414. ^ Stanton, Rich (April 28, 2022). "Sonic the Hedgehog 2 now the highest-grossing videogame movie ever in the US". PC Gamer. Retrieved April 28, 2022.
  415. ^ a b Kroll, Justin (February 15, 2022). "'Sonic The Hedgehog' Universe Expands As Sega And Paramount Sign Off On Third Film And 'Knuckles' Spinoff Series At Paramount+ With Idris Elba Reprising Role". Deadline Hollywood. Retrieved February 15, 2022.
  416. ^ a b Murphy, J. Kim (February 8, 2024). "'Knuckles' Trailer Reveals Idris Elba's 'Sonic the Hedgehog' Spinoff Series on Paramount+". Variety. Retrieved February 8, 2024.
  417. ^ Otterson, Joe (April 17, 2023). "'Sonic the Hedgehog' Spinoff Series 'Knuckles' at Paramount+ Sets Cast, Including Adam Pally, Tika Sumpter". Variety. Archived from the original on April 17, 2023. Retrieved April 17, 2023.
  418. ^ Petski, Denise (June 14, 2023). "Cary Elwes, Stockard Channing, Christopher Lloyd, Paul Scheer & Rob Huebel Join 'Sonic The Hedgehog' Spinoff Series 'Knuckles'". Deadline Hollywood. Retrieved June 14, 2023.
  419. ^ Grobar, Matt (August 9, 2022). "Paramount Sets Sonic The Hedgehog 3 Release, Pushes Date For Smurfs Animated Musical". Deadline Hollywood. Archived from the original on August 9, 2022. Retrieved April 17, 2023.
  420. ^ a b Watson, Fay (November 29, 2023). "Sonic the Hedgehog 3 reveals first look at Shadow, and we can't get over his shoes". GamesRadar+. Retrieved November 29, 2023.
  421. ^ Lang, Brett (February 2, 2024). "Jim Carrey Returning for 'Sonic the Hedgehog 3' (EXCLUSIVE)". Variety. Retrieved February 16, 2024.
  422. ^ Bankhurst, Adam (February 2, 2024). "Sonic the Hedgehog 3 Adds Krysten Ritter, Cristo Fernández, Alyla Browne, and More". IGN. Archived from the original on February 2, 2024. Retrieved February 2, 2024.
  423. ^ Couch, Aaron; Kit, Borys (April 15, 2024). "Keanu Reeves Joins 'Sonic 3' as Shadow". The Hollywood Reporter. Retrieved April 15, 2024.
  424. ^ Dealessandri, Marie (August 4, 2017). "Margin Makers: Guide to Sonic merchandise". MCV/Develop. Archived from the original on October 21, 2020.
  425. ^ Plunkett, Luke (April 23, 2020). "Sonic The Hedgehog: Battle Racers: The Kotaku Review". Kotaku. Archived from the original on April 28, 2020.
  426. ^ a b Dutton, Fred (January 18, 2012). "Sega launches official Sonic store". Eurogamer. Archived from the original on February 7, 2020.
  427. ^ McWhertor, Michael (February 14, 2020). "This Sonic the Hedgehog plush is non-canon, because you can see his feet". Polygon. Archived from the original on March 1, 2020.
  428. ^ "ShoPro on the Go". License Global. May 1, 2004. Retrieved January 30, 2021.
  429. ^ GamesIndustry.biz International (December 3, 2004). "McDonald's and SEGA Reveal Details of New Happy Meal Promotion Featuring Sonic and 'Search for the Silver Game'". GamesIndustry.biz. Archived from the original on October 26, 2020.
  430. ^ Hansen, Dustin (November 22, 2016). Game On!: Video Game History from Pong and Pac-Man to Mario, Minecraft, and More. Feiwel & Friends. p. 91. ISBN 978-1-250-08096-7.
  431. ^ "News". Computer and Video Games. No. 180 (November 1996). October 9, 1996. p. 10.
  432. ^ Siegel, Scott Jon (February 5, 2008). "First4Figures announces classic Sonic vinyl line". Engadget. Archived from the original on June 10, 2020.
  433. ^ Doolan, Liam (July 12, 2019). "First 4 Figures Reveals Its Fourth Sonic The Hedgehog Resin Statue". Nintendo Life. Archived from the original on November 23, 2019.
  434. ^ Mason, Andrew (December 20, 2017). "New Sonic the Hedgehog merchandise dashes onto PlayStation Gear". PlayStation Blog. Archived from the original on November 9, 2020.
  435. ^ Gartenberg, Chaim (December 28, 2021). "Lego's official Sonic the Hedgehog set recreates picture-perfect Green Hill Zone". The Verge.
  436. ^ Hollister, Sean (April 19, 2023). "Sonic The Hedgehog can actually spin in Lego's new sets". The Verge. Retrieved October 2, 2023.
  437. ^ Robinson, Andy (June 24, 2021). "Watch again: Sonic Symphony concert earns overwhelming fan praise". Video Games Chronicle. Archived from the original on July 30, 2021. Retrieved July 11, 2023.
  438. ^ Parrish, Ash (June 24, 2021). "Sonic's 30th Anniversary Concert Kicked So Much Arse I Cried". Kotaku Australia. Archived from the original on November 8, 2022. Retrieved July 11, 2023.
  439. ^ Sheehan, Gavin (June 23, 2021). "Sonic The Hedgehog 30th Anniversary Symphony Happening Today". Bleeding Cool. Avatar Press. Retrieved July 10, 2023.
  440. ^ Shepard, Kenneth (June 25, 2021). "I'm Still Crying About the Sonic Symphony Concert Days Later". Fanbyte. Retrieved July 11, 2023.
  441. ^ Sonic the Hedgehog (October 12, 2022). "If you're at Brasil Game Show - be..." Facebook. Retrieved July 11, 2023.
  442. ^ Price, Leigh (May 19, 2022). "Sonic Symphony World Tour Dates Announced". Siliconera. Gamurs Group. Retrieved July 11, 2023.
  443. ^ Egan, Toussaint (May 19, 2023). "The Sonic the Hedgehog symphony is going on a world tour". Polygon. Vox Media. Retrieved July 11, 2023.
  444. ^ "Interview: Shigeru Miyamoto". Edge. No. 21. Future plc. June 1995. ISSN 1350-1593.
  445. ^ "The Top 200 Games of All Time". Game Informer. No. 200. January 2010. ISSN 1067-6392.
  446. ^ Cork, Jeff (November 16, 2009). "Game Informer's Top 100 Games Of All Time (Circa Issue 100)". Game Informer. Archived from the original on April 8, 2010.
  447. ^ a b "Top 100 Games of All Time". Next Generation. No. 21. Imagine Media. September 1996. pp. 63–64. ISSN 1078-9693.
  448. ^ a b c d Stewart, Zolani (August 4, 2014). "Where Sonic The Hedgehog Went Wrong". Kotaku. Archived from the original on December 13, 2017.
  449. ^
  450. ^ Justice, Brandon (September 8, 1999). "Sonic Adventure". IGN. Archived from the original on October 30, 2014.
  451. ^ Bartholow, Peter (December 31, 1998). "Sonic Adventure Review". GameSpot. Archived from the original on October 29, 2017.
  452. ^ "Sonic Adventure". Testscreen. Edge. No. 68. Future plc. February 1999. pp. 70–73. ISSN 1350-1593.
  453. ^ Ahmed, Shahed (June 19, 2001). "Sonic Adventure 2 Review". GameSpot. Archived from the original on May 18, 2013.
  454. ^ Chau, Anthony (June 22, 2001). "Sonic Adventure 2 Review". IGN. Archived from the original on March 4, 2012. Retrieved February 12, 2020.
  455. ^ DeMaria, Rusel, and Johnny L. Wilson (2004), High Score!: The Illustrated History of Electronic Games, McGraw-Hill/Osborne, p. 312. ISBN 0072224282.
  456. ^ East, Thomas (May 29, 2013). "The best and worst Sonic characters". Official Nintendo Magazine. p. 3. Archived from the original on October 29, 2013.
  457. ^ Kemps, Heidi (September 30, 2005). "Sega's Yuji Naka Talks!". GameSpy. p. 2. Archived from the original on September 15, 2012.
  458. ^ Sterling, Jim (November 14, 2010). "Review: Sonic Colors DS". Destructoid. Archived from the original on August 28, 2016.
  459. ^ Elston, Brett (April 9, 2008). "The rise, fall and deafening crash of Sonic the Hedgehog". GamesRadar+. p. 4. Archived from the original on October 18, 2016.
  460. ^ Bettenhausen, Shane (November 20, 2008). "Sonic Unleashed Review". 1UP.com. Archived from the original on May 24, 2012.
  461. ^ Buffa, Chris (November 25, 2008). "Sonic Unleashed on Xbox 360 Review". GameDaily. Archived from the original on January 3, 2009.
  462. ^ Cabral, Matt (November 25, 2008). "Sonic Unleashed Review (Xbox 360)". TeamXbox. Archived from the original on December 9, 2008.
  463. ^ McWhertor, Michael (October 7, 2010). "Sega Doesn't Want Sub-par Sonic Games On Shelves Anymore". Kotaku. Archived from the original on November 4, 2018.
  464. ^
  465. ^ Goldstein, Hilary (October 8, 2010). "Sonic the Hedgehog 4: Episode I Review". IGN. Archived from the original on July 13, 2011.
  466. ^ Meyer, John (November 18, 2010). "Review: No-Nonsense Sonic Colors Is Best Hedgehog Game in Years". Wired. Archived from the original on September 22, 2017.
  467. ^ Gies, Arthur (November 8, 2010). "Sonic Colors Wii Review". IGN. Archived from the original on February 12, 2020.
  468. ^ Comb, Dave (November 15, 2010). "Sonic Colors Game Review". Empire. Archived from the original on August 21, 2017.
  469. ^ DeVries, Jack & Altano, Brian (October 28, 2011). "Sonic Generations Review". IGN. Archived from the original on December 1, 2011.
  470. ^ Williamson, Sebastian (November 4, 2011). "Sonic Generations Game Review". Empire. Archived from the original on October 4, 2017.
  471. ^ "Sonic Boom: Shattered Crystal for 3DS Reviews". Metacritic. Archived from the original on November 11, 2014.
  472. ^ "Sonic Boom: Rise of Lyric for Wii U Reviews". Metacritic. Archived from the original on December 6, 2016.
  473. ^ Copeland, Wesley (February 12, 2015). "Sonic Boom is the Worst-Selling Sonic Title in History". IGN. Archived from the original on November 2, 2019.
  474. ^ Sato (July 7, 2015). "Sega Learned About Making Quality Games From Atlus, Aim To Regain Trust From Players". Siliconera. Archived from the original on November 28, 2019.
  475. ^ Frank, Allegra (September 13, 2016). "How Sonic the Hedgehog's weirdo Twitter account could bring him back from the brink". Polygon. Archived from the original on May 18, 2020.
  476. ^ Goldfarb, Andrew (September 4, 2016). "PAX 2016: Sonic Mania Has Me Excited For Sonic Again". IGN. Archived from the original on June 30, 2019.
  477. ^ Robinson, Nick (February 21, 2017). "Why Sonic Mania is my most anticipated game this year". Polygon. Archived from the original on February 27, 2017.
  478. ^ Donaldson, Alex (September 28, 2016). "Sonic Mania hands-on: after 20 years, this is the sequel I've always wanted". VG247. Archived from the original on September 29, 2016.
  479. ^ Helster, Blake (August 17, 2017). "Sonic Mania is the Highest-Rated Sonic game in 15 Years". Rolling Stone. Archived from the original on August 22, 2017.
  480. ^ a b Espineli, Matt (August 14, 2017). "Sonic Mania Review". GameSpot. Archived from the original on August 14, 2017.
  481. ^ L Patterson, Mollie (August 15, 2017). "Sonic Mania review". EGMNow. Archived from the original on August 16, 2017. Retrieved November 10, 2019.
  482. ^ Whitehead, Thomas (August 16, 2017). "Sonic Mania Review – Switch eShop". Nintendo Life. Archived from the original on August 18, 2017.
  483. ^ Annual Report 2011 (PDF). Sega Sammy Holdings. 2011. p. 43. Archived (PDF) from the original on May 2, 2020.
  484. ^ a b c "London's Calling Mario & Sonic" (Press release). Sega/Nintendo. April 21, 2011. Archived from the original on September 16, 2012.
  485. ^ a b Hornshaw, Phil (June 24, 2016). "Gotta Go Fast: How Sonic the Hedgehog Transcended Video Games to Become an Icon". Complex. Archived from the original on November 17, 2019.
  486. ^ Gaudiosi, John (July 9, 2014). "Sonic the Hedgehog still running fast for Sega". Fortune. Archived from the original on May 28, 2019.
  487. ^ Sega Sammy Holdings – Integrated Report 2019 (PDF). Sega Sammy Holdings. 2019. p. 35. Archived (PDF) from the original on May 2, 2020.
  488. ^ "Integrated Report 2020" (PDF). Sega Sammy Holdings. p. 10. Archived from the original (PDF) on February 10, 2021. Retrieved February 11, 2021.
  489. ^ "Sonic Franchise Moves 1.6 Billion Units". gonintendo. November 2, 2023. Retrieved November 3, 2023.
  490. ^ "Sonic Franchise Moves 1.77 Billion Units" (PDF). SegaSammy. November 3, 2024. Retrieved November 5, 2024.
  491. ^ Seigel, Jessica (July 10, 1994). "Interactive Frenzy". Sun-Sentinel. Archived from the original on May 22, 2020. Retrieved February 22, 2021.
  492. ^ Purchese, Robert (July 30, 2012). "Can you guess the top 10 UK games brands from 1996 to 2012?". Eurogamer. Archived from the original on October 30, 2006. Retrieved October 18, 2021.
  493. ^ a b Guinness World Records 2016 Gamer's Edition. Jim Pattison Group. 2015. p. 149. ISBN 978-1910561096.
  494. ^ Minotti, Mike (December 12, 2018). "The RetroBeat: Examining the GameCube's 10 best-selling games in the U.S." VentureBeat. Archived from the original on January 29, 2019.
  495. ^ "Screen Digest". Screen Digest. Screen Digest Limited: 348. 2001. Sonic the Hedgehog 2 breaks all records for sales of video/computer games
  496. ^ "News: Sonic For Pope". Mean Machines Sega. No. 4 (January 1993). December 28, 1992. p. 13.
  497. ^ Tokyo Business Today. Toyo Keizai. 1993. p. 37. Through March 1992, "Sonic" sales had climbed to 2.8 million packages, a record high for Sega software. "Sonic 2," introduced in November 1992, proceeded to outperform its predecessor. The initial release of 3.2 million packages sold out only two weeks after hitting the stores
  498. ^ Abreu, Carlos De; Smith, Howard Jay (1997). Opening the Doors to Hollywood: How to Sell Your Idea, Story, Book, Screenplay, Manuscript. Three Rivers Press. p. 25. ISBN 978-0-609-80110-9. Sonic the Hedgehog, a video game which has made over four hundred million dollars worldwide, compared to two or three hundred million for a blockbuster picture.
  499. ^ Lewis, Peter H. (August 1, 1993). "Sound Bytes: A Man With Many Ideas for Addicting Americans". The New York Times. Archived from the original on February 14, 2011. Retrieved February 13, 2021. Last year we did $450 million worldwide on one game, Sonic 2. That's more than any hit movie, more than any other entertainment property.
  500. ^ Boutros, Daniel (August 5, 2006). "A Detailed Cross-Examination of Yesterday and Today's Best-Selling Platform Games". Game Developer. Archived from the original on November 20, 2015. Retrieved May 20, 2022.
  501. ^ Sonic the Hedgehog GameTap Retrospective (Alternative Compilation Upload) (YouTube). GameTap. 2009. Event occurs at 12:40 (Sonic 1), 14:39 (Sonic 2), 18:40 (Sonic 3/Sonic & Knuckles). Archived from the original on December 21, 2021.
  502. ^ Sonic the Hedgehog GameTap Retrospective Pt. 4/4 (YouTube). GameTap. Event occurs at 1:39. Archived from the original on July 25, 2015.
  503. ^ Lab, Jesse (April 24, 2022). "20 Years Later, Sonic Adventure 2: Battle Might Be the Series's Most Important Game". The Escapist. Archived from the original on January 26, 2023. Retrieved March 23, 2023.
  504. ^ a b c "US Platinum Videogame Chart". The Magic Box. December 27, 2007. Archived from the original on December 31, 2015.
  505. ^ a b "ELSPA Sales Awards". Entertainment and Leisure Software Publishers Association. Archived from the original on February 13, 2010.
  506. ^ "2003 Japan Charts". Geimin (in Japanese). Archived from the original on June 27, 2015.
  507. ^ "Annual Report 2004". Sega Sammy Holdings. March 31, 2004. Archived from the original on November 10, 2017.
  508. ^ "Sega Sammy Holdings Annual Report 2006" (PDF). July 2006. p. 47. Archived (PDF) from the original on March 30, 2016.
  509. ^ "Fiscal Year Ended March 2007 Full Year Results" (PDF). Sega Sammy Holdings. May 14, 2007. p. 15. Archived from the original (PDF) on July 29, 2016. Retrieved June 12, 2017.
  510. ^ "Annual Report 2005". Sega Sammy Holdings. May 25, 2005. Archived from the original on November 10, 2017.
  511. ^ "Full Year Results Presentation" (PDF). Sega Sammy Holdings. May 16, 2006. Archived (PDF) from the original on October 11, 2016.
  512. ^ "Fiscal Year Ended March 2007 Full Year Results" (PDF). May 14, 2007. p. 15. Archived from the original (PDF) on July 29, 2016. Retrieved June 12, 2017.
  513. ^ Parfitt, Ben (May 29, 2008). "Sonic rings mobile success". MCV. Archived from the original on June 1, 2008.
  514. ^ "Full Year Results" (PDF). Sega Sammy Holdings. May 14, 2007. Archived from the original (PDF) on July 29, 2016. Retrieved June 12, 2017.
  515. ^ "Financial Results" (PDF) (in Japanese). Sega Sammy Holdings. May 13, 2009. p. 7. Archived from the original (PDF) on May 13, 2011. Retrieved December 29, 2009.
  516. ^ a b "Appendix of Consolidated Financial Statements Year Ended March 31, 2010" (PDF). Sega Sammy Holdings. May 14, 2010. p. 5. Archived (PDF) from the original on October 3, 2011.
  517. ^ "Appendix of Consolidated Financial Statements Year Ended March 31, 2011" (PDF). Sega Sammy Holdings. May 13, 2011. p. 3. Archived from the original (PDF) on March 15, 2012. Retrieved April 14, 2012.
  518. ^ Ivan, Tom (February 4, 2011). "Vanquish sells 820,000 copies". Computer and Video Games. Archived from the original on November 3, 2012.
  519. ^ "Appendix of Consolidated Financial Statements Year Ended March 31, 2012" (PDF). Sega Sammy Holdings. May 8, 2012. p. 6. Archived (PDF) from the original on March 29, 2016.
  520. ^ Kuo, Li C. (May 10, 2013). "Sega Sammy posts fiscal net profit". Joystiq. Archived from the original on June 7, 2013.
  521. ^ "FY Ended March 2014 Full Year Results Presentation" (PDF). Sega Sammy Holdings. May 12, 2014. p. 21. Archived (PDF) from the original on July 25, 2014.
  522. ^ "FY Ended March 2015 Full Year Results Presentation" (PDF). Sega Sammy Holdings. March 31, 2015. p. 21. Archived (PDF) from the original on April 7, 2019.
  523. ^ Sato (April 24, 2018). "Sonic Mania Reaches 1 Million in Worldwide Sales". Siliconera. Archived from the original on April 25, 2018.
  524. ^ Carter, Justin (May 8, 2023). "Sonic Frontiers speeds to 3.5 million copies six months after release". Game Developer. Archived from the original on May 9, 2023. Retrieved May 9, 2023.
  525. ^ "The 'Godfather' of Gaming is Back!". Guinness World Records. May 2010. Archived from the original on May 25, 2010.
  526. ^ Crecente, Brian (July 18, 2008). "Another Mario Sonic Collaboration in the Works?". Kotaku. Archived from the original on March 6, 2009.
  527. ^ Ivan, Tom (February 5, 2010). "Sega Posts Decline in Nine Month Game Sales". Edge. Archived from the original on October 11, 2010.
  528. ^ "Appendix of Consolidated Financial Statements: Year Ended March 31, 2012" (PDF). Sega Sammy Holdings. May 11, 2012. p. 6. Archived from the original (PDF) on May 22, 2012. Retrieved October 16, 2018.
  529. ^ "Sega Europe Limited Annual Financial Statements". gov.uk. March 2020. p. 4. Retrieved September 7, 2022.
  530. ^ "This Month in Gaming History". Game Informer. Vol. 12, no. 105. January 2002. p. 117. ISSN 1067-6392.
  531. ^ Cifaldi, Frank (October 3, 2005). "Playing Catch-Up: Bubsy's Michael Berlyn". Gamasutra. Archived from the original on February 2, 2017.
  532. ^ Edge staff (August 25, 2010). "Making Of: James Pond II – Robocod". Edge. p. 2. Archived from the original on July 21, 2014.
  533. ^ Kalata, Kurt (October 10, 2008). "Earthworm Jim". Hardcore Gaming 101. Archived from the original on March 22, 2016.
  534. ^ Ledford, Jon (September 6, 2013). "10 Worst Video Game Mascots". Arcade Sushi. Archived from the original on February 15, 2016.
  535. ^ "From Rags to Riches: Way of the Warrior to Crash 3". Game Informer. No. 66. GameStop. October 1998. pp. 18–19. ISSN 1067-6392.
  536. ^ Gavin, Andy (February 2, 2012). "Making Crash Bandicoot – part 1". All Things Andy Gavin. Archived from the original on June 16, 2016.
  537. ^ a b Buchanan, Levi (December 2, 2008). "What Hath Sonic Wrought?, Vol. 4". IGN. Archived from the original on November 17, 2019.
  538. ^ "16-Bit Systems". Computer and Video Games. No. 182 (January 1997). December 11, 1996. p. 18.
  539. ^ Cifaldi, Frank (December 12, 2023). Sonic 2 Lost Stages Revealed. Video Game History Foundation. Retrieved December 13, 2023 – via YouTube.
  540. ^ CNET Australia staff (August 14, 2008). "Walk of Game: Mario and Sonic get stars". CNET. Archived from the original on November 17, 2019.
  541. ^ Plunkett, Luke (October 2, 2019). "Actual Space Mission Picks Sonic The Hedgehog As An Official Mascot". Kotaku. Archived from the original on October 3, 2019.
  542. ^ Geoghegan, Kev (February 8, 2013). "How Wreck-It Ralph recruited Sonic, Pac-Man and Bowser". BBC. Archived from the original on September 20, 2017.
  543. ^ Aguilar, Matthew (October 30, 2018). "'Wreck-It Ralph 2': Sonic Explains Wi-Fi". ComicBook.com. Archived from the original on December 27, 2019.
  544. ^ Riesman, Abraham (March 28, 2018). "Here Are All the References in Ready Player One". Vulture. Archived from the original on November 29, 2019.
  545. ^ Milici, Lauren (May 20, 2022). "Chip 'N Dale: Rescue Rangers director Akiva Schaffer talks that very ugly cameo". GamesRadar. Retrieved May 20, 2022.
  546. ^ a b McCarthy, Caty (August 17, 2017). "The People Who Never Gave up on Sonic: A Deep Dive Into the Most Curious (and Passionate) Fandom on the Internet". USGamer. Archived from the original on November 23, 2019.
  547. ^ Neltz, András (June 20, 2013). "There's a New Sonic Out on PC. It's a Fangame and It Looks Amazing". Kotaku. Archived from the original on April 19, 2014.
  548. ^ Fingas, Jon (August 16, 2015). "'Sonic the Hedgehog' tribute games reflect a mascot's fall from grace". Engadget. Archived from the original on August 20, 2015.
  549. ^ Frank, Allegra (September 25, 2017). "Sonic Forces' Custom Hero mode might not be the wish fulfillment you want". Polygon. Archived from the original on December 27, 2019.
  550. ^ Ollerenshaw, Tracy (June 8, 2016). "Happy Birthday Sonic! The famous blue hedgehog turns 25". BBC. Archived from the original on July 8, 2020.
  551. ^ Feldman, Brian (March 6, 2018). "Is President Trump Tweeting About Sonic the Hedgehog's Chaos Emeralds?". New York. Archived from the original on May 14, 2020.
  552. ^ Knoop, Joseph (March 9, 2019). "Sonic the Hedgehog live-action memes are so hot right now". The Daily Dot. Archived from the original on September 4, 2019.
  553. ^ a b Frank, Allegra (January 11, 2018). "Sonic the Hedgehog Twitter takes on Ugandan Knuckles in the best way". Polygon. Archived from the original on November 2, 2019.
  554. ^ Good, Owen S. (November 26, 2017). "Sonic Forces pays tribute to Sanic Hegehog meme". Polygon. Archived from the original on November 2, 2019.
  555. ^ Macgregor, Jody (November 27, 2017). "Now you can get a "Sanic" T-shirt in Sonic Forces for some reason". PC Gamer. Archived from the original on November 2, 2019.
  556. ^ a b c d Moo, William (February 10, 2020). "Sanic, the demented meme, is the purest expression of Sonic the Hedgehog". Syfy Wire. Archived from the original on June 10, 2020. Retrieved February 11, 2020.
  557. ^ Webster, Andrew (June 23, 2016). "Talking to the man behind Sonic the Hedgehog's incredible Twitter". The Verge. Archived from the original on December 1, 2017.
  558. ^ Glagoski, Peter (November 25, 2017). "Get your Sanic on in Sonic Forces with some free DLC". Destructoid. Archived from the original on November 26, 2017.
  559. ^ a b Hathaway, Jay (January 11, 2018). "How Ugandan Knuckles turned VRChat into a total trollfest". The Daily Dot. Archived from the original on January 14, 2018.
  560. ^ MacGregor, Collin (January 9, 2018). "Controversial 'Ugandan Knuckles' Meme Has Infested VRChat". Heavy.com. Archived from the original on January 9, 2018.
  561. ^ Tamburro, Paul (January 8, 2018). "Creator of VRChat's 'Ugandan Knuckles' Meme Regrets His Decision". GameRevolution. Archived from the original on January 10, 2018.
  562. ^ a b Anwood, Robert (September 6, 2007). Emus Can't Walk Backwards. Ebury Press. pp. 113–114. ISBN 978-0-09-192151-4.
  563. ^ Simonite, Tom (December 15, 2005). "Pokémon blocks gene name". Nature. 438 (897): 897. Bibcode:2005Natur.438..897S. doi:10.1038/438897a. ISSN 0028-0836. PMID 16355177. S2CID 37632823.
  564. ^ Keen, Annalise; Tabin, Cliff (April 12, 2004). "Cliff Tabin: Super Sonic An Interview". The Weekly Murmur. Archived from the original on November 10, 2005. Retrieved April 24, 2014.
  565. ^ "A Gene Named Sonic". The New York Times. January 11, 1994.
  566. ^ Interview with Robert Riddle, on naming of the gene, features in "Ingenious: The Cyclops Gene", BBC Radio feature by Kat Arney https://www.bbc.co.uk/sounds/play/m000h263