Conception {{multiple images The original
Sonic the Hedgehog was published by
Sega for the Sega Genesis in June 1991. It was developed by
Sonic Team, led by the programmer
Yuji Naka, the artist
Naoto Ohshima, and the designer
Hirokazu Yasuhara.
Sonic greatly increased the Genesis's popularity in North America and is credited with helping Sega gain 65% of the market share against then-industry leader
Nintendo, making Sega a formidable competitor. After the release, the team disbanded: Naka quit Sega due to disagreements over his salary, dissatisfaction over the time and effort it had taken to finish
Sonic, and a lack of support from management, while Yasuhara moved to America to join
Mark Cerny's California-based
Sega Technical Institute (STI). Cerny had established STI during the development of
Sonic the Hedgehog because Sega wanted to develop more games in America, and his aim was to establish an elite studio that would combine the design philosophies of American and Japanese developers. Other members of the
Sonic development team joined Naka. Ohshima stayed in Japan to work on
Sonic CD (1993), so
Yasushi Yamaguchi replaced him. He was inspired to design Casino Night because he found
Sonic springs similar to the gimmicks of
pinball tables, while Sky Chase—which features Sonic riding a biplane as he attempts to reach Robotnik's base—was inspired by
Hayao Miyazaki's anime
Future Boy Conan (1978). The first
game demo was playable around six or seven months after the initial outline's creation and featured a few levels without sound effects or significant detail. STI assembled
focus groups to play the demo for feedback and created the
alpha build afterward; by this point, 80% of programming had been finished. Yasuhara wanted to add a second playable character so siblings could play together. Naka suggested the second character be endearing, similar to the
kitsune from
Urusei Yatsura, and beginner-oriented rather than Sonic's rival. An internal contest was held to determine the new character, and the winning design was Yamaguchi's fox, which he named Miles Prower (a
pun on "
miles per hour"). STI wanted the character to appeal to Japanese audiences, and Yamaguchi gave him two tails—inspired by the
Phantasy Star character Myau—to make the design more impactful. Sega of America felt the name "Miles Prower" would not sell and suggested "Tails" as an alternative. Nilsen developed a character backstory to convince the developers to make the change; they compromised by making Tails his nickname. Tails was implemented using an
artificial intelligence routine that allowed him to mimic Sonic's movements. He was also used in the multiplayer mode, something that Naka had attempted to implement late in development of the original
Sonic. According to the level artist Craig Stitt, the artists received the paper map with ideas regarding the level theme. Once the design was settled, the artist would draw the art pixel by pixel and then input the graphics in the game itself. The graphics and animations were implemented using the Digitizer, Sega's proprietary graphics system for the Genesis. The artists had to deal with
palette limitations, as only 64 colors could be displayed on-screen.
Rieko Kodama, who worked on the first game as an artist, helped design the levels. Yasuhara said meshing the Americans' art with art by Yamaguchi was the development's largest hurdle. Yamaguchi had to check the teams' enemy and stage designs while producing his own. Stitt called Yamaguchi, who mostly worked alone, "a machine" who spent hours reworking other artists' levels repeatedly to ensure quality. For example, Stitt felt disappointed when Yamaguchi redid his background art for the Oil Ocean level, but did not argue because he was not satisfied with the original background and Yamaguchi's was much better. The title screen and Casino Night level art were both completely reworked shortly before release. Tim Skelly designed the appearance of the pseudo-3D special stages, based on a
tech demo created by Naka. The special stages, designed by the
Shinobi (1987) director Yutaka Sugano, were created from
pre-rendered 3D polygons, video of which was compressed and halved vertically and horizontally to fit in the game cartridge. Cerny said the developers chose the 3D look to make the stages appear extravagant. In retrospect, he felt the stages were visually impressive but did not have as much gameplay depth as the original
Sonic special stages, which featured Sonic navigating a rotating maze.
Conflicts and cut content The development was complicated by the cultural and language barriers between the Japanese and American developers. The Japanese were used to
crunch conditions, with Cerny noting they often worked through the night and slept in their cubicles. though the Sega executive Masaharu Yoshii recalled that he departed around halfway through. Cerny left partly because of the rising tensions between the Japanese and American developers, feeling the Americans were not treated respectfully. Further complicating this was STI's involvement with the
Sonic franchise and Naka's desire to oversee development personally, as well as Sega of America's initial hesitation to assist given their lack of confidence in the Sonic character. Yoshii was installed as the temporary head of STI and was credited as
Sonic 2 director. He said that the situation was severe because Sega of America was "betting everything" on
Sonic 2, but the STI staff did not display any stress and remained optimistic that the project would be finished. A large amount of content was cut, mostly due to time constraints. Nilsen said
Sonic 2 "probably could have been three times the size if we left in everything that was there. Naka and team... weren't afraid to say, 'I've been working on this for four months, it's not working. Let's take it out. Stitt created the Hidden Palace art and considered its foreground among his favorite work. Though Hidden Palace was one of the first levels implemented, work on it stopped in mid-1992, and it was removed shortly before completion for a lack of time and cartridge space. Nakamura composed
Sonic 2 simultaneously with the 1992 Dreams Come True album
The Swinging Star. As a gift to the developers, he produced an alternate version of the
Sonic 2 ending theme, "Sweet Sweet Sweet", for the album. Since
Sonic 2 was more technically advanced than its predecessor, Nakamura "wanted to create music that showed progress... It was like the
Indiana Jones sequels. Same concept, but with more fun and excitement." Nakamura felt considerable pressure, as he understood that expectations were high due to the first game's success. STI let Nakamura work freely, which he felt allowed him to create melodic tunes and unusual rhythms. He composed using a
Roland MC-4 Microcomposer; composing was challenging due to the Genesis' limited sound capabilities, but this encouraged him to be more inventive. Five or six people worked to convert Nakamura's music to the Genesis format.
Completion Sonic 2 did not become playable from start to finish until the last 48 hours of development, in September 1992. The team planned to use a 4MiB cartridge, the same cartridge size as the first game, but STI ran out of space towards the end of development. To make sure the game would be finished in time for
Thanksgiving, Yoshii went to the Japanese side of Sega for help. Managing director Daizaburou Sakurai contacted Sega Enterprises president
Hayao Nakayama, who allowed the team to double the ROM size to avoid a delay. In total, over 100 people worked on
Sonic 2 and the main team comprised 20 developers. The development schedule was shorter than the first game's, and Yasuhara said STI worked under a lot of pressure due to Sega's competition with Nintendo. Yoshii said that
Sonic 2 would not have been ready for release without Sega of America's
bug-checking process. STI videotaped testers' gameplay so the developers could easily locate bugs. Around 50 developers worked as bug checkers, and the process took two to three weeks. Yoshii felt that despite the staff conflicts, the bug-checking made developing
Sonic 2 in the US worth it, as Sega of America's process was much more thorough than the one in Japan. One of the bug testers was
Takashi Iizuka, who undertook the work as part of his
new employee training. When
Sonic 2 was shipped to Japan for production, copies of the
source code were sent on separate planes to ensure that the game would arrive in case of an accident. On the day the code shipped, the STI staff gathered in the warehouse and celebrated with a Sonic-themed cake. ==Release==