1990–1991: Conception and first game (
left) and artist
Naoto Ohshima (
right)|alt=A Sonic the Hedgehog costume performer is flanked by Naka and Oshima in front, while the two men are applauding. 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; the Genesis did not have a large
install base and Nintendo did not take Sega seriously as a competitor. 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. , boosting Genesis sales dramatically.|alt=An edition of the original model of the Sega Genesis. It is a black system that resembles an audio player, with a slot on top to insert game cartridges.After Yasuhara joined Naka and Ohshima, their focus shifted to the protagonist, who Sega hoped could become its mascot. Naka's prototype was expanded with Ohshima's character design and levels conceived by Yasuhara. 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. His personality was based on then-
Governor of Arkansas Bill Clinton's "can-do" attitude. 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. The team took the name
Sonic Team for the game's release. 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. Although Katz was certain that
Sonic would not be popular with American children, Kalinske arranged to place
Sonic the Hedgehog as the
pack-in game with the Genesis. Featuring speedy gameplay,
Sonic the Hedgehog received critical acclaim. It greatly increased the popularity of the Sega Genesis in North America, STI began work on
Sonic the Hedgehog 2 (1992) in November 1991. 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. 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. 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. 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.
Sonic 3 and
Sonic & Knuckles, as with their predecessors, were acclaimed. 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. While
Spinball received mixed reviews, it sold well and helped build the reputation of its developers. Aspect Co. developed most of the subsequent 8-bit
Sonic games, beginning with
Sonic 2. 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), SegaSonic the Hedgehog (1993), an arcade game featuring isometric gameplay, and Knuckles' Chaotix'' (1995), a
spin-off for the Genesis's
32X add-on starring Knuckles.
1995–1998: Saturn era . 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. He was reunited with Ohshima and brought with him
Takashi Iizuka, who had worked with Naka's team at STI. and began to work on a new intellectual property, as the system still had a large install base. It was the final
Sonic game produced for the Genesis, and was developed as a
swan song for the system. Since Sonic Team was preoccupied with
Nights,
3D Blast was outsourced to the British studio
Traveller's Tales. While
3D Blast sold well, it was criticized for its gameplay, controls, and slow pace. 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. Journalists and fans have speculated about the impact
X-treme might have had if it was released, with producer Mike Wallis believing it "definitely would have been competitive" with the first 3D
Mario game,
Super Mario 64 (1996). with updated graphics and bonus levels developed by Sonic Team. 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 which included a 3D
overworld Sonic Team used to experiment with 3D
Sonic gameplay. Sonic Team and Traveller's Tales collaborated again on the second Project Sonic game,
Sonic R, a 3D racing game and the only original
Sonic game for the Saturn. Yasuhara moved to London to assist
Sonic R development. while
Sonic R reviews were more divided. 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. 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."
1998–2005: Transition to 3D , the first major 3D Sonic'' game, was released for the
Dreamcast in 1998|alt=A Dreamcast. It is a white system with a disk drive on top and a controller with a display screen attached 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. was one of the first
sixth-generation video games. It introduced elements that became series staples, such as artist
Yuji Uekawa's new character designs influenced by comics and animation. Between the releases, Ohshima left Sega to form
Artoon. While both
Adventure games were well received consumer interest in the Dreamcast quickly faded, and Sega's attempts to spur sales through lower prices and cash rebates caused escalating financial losses. In January 2001, Sega announced it was discontinuing the Dreamcast to become a
third-party developer; following this, Yasuhara left to join
Naughty Dog. Sega released an expanded port of
Sonic Adventure 2 for Nintendo's
GameCube. 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. It was designed for a broad audience, and Sonic Team revived elements not seen since the Genesis era, such as
special stages and the
Chaotix characters. Reviews for
Sonic Heroes were mixed; while its graphics and gameplay were praised, critics felt it failed to address criticisms of previous
Sonic games, such as the
camera. Iizuka, who directed
Heroes, later said it was the most stressful experience of his career; he lost due to the
crunch conditions. Sega continued to release 2D
Sonic games. In 1999, it collaborated with
SNK to produce
Sonic the Hedgehog Pocket Adventure, an adaptation of
Sonic 2 for the
Neo Geo Pocket Color. 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).
Sonic Advance was the first original
Sonic game released for a Nintendo console after Sega and Nintendo's fierce rivalry in the 1990s. It was outsourced to Dimps because Sonic Team was understaffed with employees familiar with the GBA. Dimps also developed
Sonic Rush (2005) for the
Nintendo DS, which uses a
2.5D perspective. Dimps's projects received generally favorable reviews. Further spin-offs included the
party game Sonic Shuffle (2000), the
pinball game
Sonic Pinball Party (2003) and the
fighting game Sonic Battle (2003).
2005–2010: Franchise struggles Sonic Team USA was renamed Sega Studios USA after completing
Sonic Heroes. While
Shadow retains most elements from previous
Sonic games, it was aimed at a mature audience and introduced
third-person shooting and
nonlinear gameplay.
Shadow the Hedgehog was panned for its controls, level design, and mature themes, but was a commercial success, selling at least 1.59 million copies. In 2006, for the franchise's 15th anniversary, Sonic Team developed
Sonic Riders, a GBA port of the original
Sonic, and a
reboot,
Sonic the Hedgehog (commonly referred to as ''Sonic '06
). 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. The development faced serious problems; Naka, the last of the original Sonic
development team, resigned as head of Sonic Team to form Prope, 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. and Sonic '06
became regarded as the worst game in the series, panned for its bugs, camera, controls, and story. 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." 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
. Citing lengthy development times, Sega switched plans and conceived a game that would use the motion detection of the Wii Remote. Sega released a sequel, Sonic and the Black Knight, set in the world of King Arthur, in 2009. Secret Rings
and Black Knight
form what is known as the Sonic Storybook
sub-series. A Sonic Riders
sequel, Zero Gravity (2008), was developed for the Wii and PlayStation 2. Dimps returned to the Sonic
series with Sonic Rush Adventure, a sequel to Sonic Rush
, in 2007, while BioWare developed the first Sonic
RPG,
Sonic Chronicles: The Dark Brotherhood'' (2008), also for the DS. Following Naka's departure, Akinori Nishiyama, who worked on the
Sonic Advance and
Rush games, became Sonic Team's general manager. Sonic Team began working on
Sonic Unleashed (2008) in 2005. 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. With
Unleashed, Sonic Team sought to combine the best aspects of 2D and 3D
Sonic games and address criticisms of previous 3D entries, although reviews were mixed due to the addition of a
beat 'em up game mode in which Sonic transforms into a
werewolf-like beast. After Nishiyama was promoted in 2010, and became the
Sonic producer.
Sonic the Hedgehog 4, a side-scrolling
episodic sequel to
Sonic & Knuckles co-developed by Sonic Team and Dimps, began with
Episode I in 2010, followed by
Episode II in 2012. 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. For the series' 20th anniversary in 2011, Sega released
Sonic Generations for the Xbox 360, PlayStation 3, and Windows; a separate version was developed by Dimps for the
Nintendo 3DS.
Sonic Generations featured reimagined versions of levels from previous
Sonic games and reintroduced the "classic" Sonic design from the Genesis era. The first game in the partnership, 2013's
Sonic Lost World,
Sonic Lost World was designed to be streamlined and fluid in movement and design, borrowing elements from Nintendo's
Super Mario Galaxy games and the canceled
X-treme. 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 .
Sonic Lost World polarized critics, while critics found
Mario & Sonic at the Sochi 2014 Olympic Winter Games mediocre and panned the
Sonic Boom games. Sega began to release more
Sonic games for
mobile phones, The remasters were developed using Whitehead's
Retro Engine, an engine tailored for 2D projects,
Sonic Dash (2013), a
Temple Run–style
endless runner, was developed by
Hardlight and downloaded over 350 million times by 2020 and received a
Sonic Boom–themed sequel in 2015. Sonic Team released
Sonic Runners, its first game for mobile devices, in 2015.
Sonic Runners was also an endless runner, and was discontinued a year after release.
Gameloft released a sequel,
Sonic Runners Adventure, in 2017 to generally positive reviews.
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. Both were released for the
PlayStation 4,
Xbox One,
Nintendo Switch, and Windows in 2017.
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. The game, which emulates the gameplay and visuals of the Genesis entries, received the best reviews for a
Sonic game in 15 years. 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.
Sonic Forces received mixed reviews, with criticism for its short length. In 2019, Sega released a
kart racing game,
Team Sonic Racing (2019), developed by
Sumo Digital. 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.
Frontiers was the first
Sonic game to feature
open-world design, and Iizuka expressed hope that it would inform future games in a similar way to
Sonic Adventure. and sold well. 2023
Sonic releases included
The Murder of Sonic the Hedgehog, a free
visual novel,
Sonic Dream Team, an
Apple Arcade-exclusive 3D platformer, 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. 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. In 2024,
Sonic media emphasized Shadow the Hedgehog as part of Sega's "Fearless: Year of Shadow" campaign. This included the release of
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. == Characters and story ==