Sonic the Hedgehog (1991 video game): Difference between revisions

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{{Short description|Platform game}}
{{Infobox CVG| title = Sonic The Hedgehog
{{About|the Sega Genesis game|other games of the same name|List of Sonic the Hedgehog video games{{!}}''Sonic the Hedgehog'' (video game)}}
|image = [[Image:Sonic1_box_usa.jpg|200px|center]]
{{Good article}}
|developer = [[Sonic Team]]
{{Use mdy dates|date=March 2025}}
|publisher = [[Sega]]
{{Infobox video game
|designer = [[Naoto Ohshima]] (character design), [[Hirokazu Yasuhara]] (game planner), [[Yuji Naka]] ([[computer program|program]]ming)
| title = Sonic the Hedgehog
|engine =
| image = Sonic the Hedgehog 1 Genesis box art.jpg <!-- Do not change the box art without first discussing on the talk page, please. -->
|released = {{flagicon|US}} [[June 23]], [[1991]]<br>{{flagicon|Europe}} [[June]] [[1991]]<br>{{flagicon|Japan}} [[July 26]], [[1991]]
| caption = North American box art by Greg Wray
|genre = [[Platform game]]
| developer = [[Sonic Team]]{{efn|A team within Sega.}}<!--The actual Sonic Team was not formed until 2000.-->
|modes = [[Single player]]
| publisher = [[Sega]]
|ratings = [[Video Game Ratings Council|VRC]]: GA
| director =
|platforms = [[Sega Mega Drive/Sega Genesis|Mega Drive/Genesis]]; [[Mobile Phone]]; [[Sega Saturn|Saturn]] (as part of [[Sonic Jam]]); [[Sega Dreamcast|Dreamcast]] (as part of [[Sega Smash Pack]]); [[Nintendo GameCube|GameCube]], [[Xbox]], [[Microsoft Windows|Windows]] and [[PlayStation 2]] (as part of [[Sonic Mega Collection]]); [[Virtual Console (Wii)|Wii Virtual Console]]; [[Game Boy Advance]], [[Xbox Live Arcade]], [[Mobile]], [[Playstation Portable]] (as part of [[Sega Genesis Collection]])
| designer = [[Hirokazu Yasuhara]]
|media = 4-[[megabit]] [[cartridge (electronics)|cartridge]]
| artist = {{unbulleted list|[[Naoto Ohshima]]|Jina Ishiwatari|[[Rieko Kodama]]}}
|requirements =
|input programmer = [[GameYuji controllerNaka]]
| composer = [[Masato Nakamura]]
|followed by = [[Sonic the Hedgehog 2 (16-bit)|Sonic The Hedgehog 2]]
| series = ''[[Sonic the Hedgehog]]''
| platforms = {{Collapsible list|title={{nobold|[[Sega Genesis]]}}|[[Arcade video game|Arcade]], [[Game Boy Advance]], [[Windows]], [[Nintendo 3DS]], [[iOS]], [[Android (operating system)|Android]], [[Amazon Fire TV]] ,[[Apple TV]], [[Nintendo Switch]]}}
| released = {{collapsible list|title={{nobold|June 21, 1991}}|
'''Genesis'''{{vgrelease|PAL|June 21, 1991<ref name="pennsonic">{{cite magazine|title=Penn to Paper|magazine=Computer Trade Weekly|date=1 July 1991|issue=343 (July 1991)|page=17|url=https://retrocdn.net/images/7/76/CTW_UK_343.pdf|access-date=July 9, 2024}}</ref>|NA|June 23, 1991|JP|July 26, 1991}}
'''Arcade'''{{vgrelease|WW|1991<ref>{{cite web|title=Sonic The Hedgehog|url=https://www.arcade-museum.com/game_detail.php?game_id=18855|website=The International Arcade Museum|publisher=[[Killer List of Video Games]]|access-date=April 23, 2020}}</ref>}}
'''Game Boy Advance'''{{vgrelease|NA|November 14, 2006}}
'''Windows'''{{vgrelease|WW|October 26, 2010}}
'''Nintendo 3DS'''{{vgrelease|JP|May 15, 2013|WW|December 5, 2013}}
'''iOS'''{{vgrelease|WW|May 2009{{efn|Original release}}|EU|May 15, 2013{{efn|2013 remastered release|name=2013 release}}|NA|May 16, 2013{{efn|name=2013 release}}}}
'''Android'''{{vgrelease|WW|May 16, 2013}}
'''Switch'''{{vgrelease|WW|September 20, 2018}}
}}
| genre = [[Platform game|Platform]]
| modes = [[Single-player]]
}}
 
{{nihongo foot|'''''Sonic the Hedgehog'''''|ソニック・ザ・ヘッジホッグ|Sonikku za Hejjihoggu|lead=yes|group=lower-alpha}}<!-- See [[WP:JFN]] --> is a 1991 [[platform game]] developed and published by [[Sega]] for the [[Sega Genesis]]. It was released in [[PAL region]]s on June 21, North America two days later on June 23 and in Japan the following month. The player controls [[Sonic the Hedgehog (character)|Sonic]], a hedgehog who can run at supersonic speeds. The story follows Sonic as he aims to foil the mad scientist [[Doctor Ivo Robotnik]]'s plans to seek the powerful [[Chaos Emeralds]]. The gameplay involves collecting rings as a form of [[health (gaming)|health]], and a simple control scheme, with jumping and attacking controlled by a single button.
'''''Sonic the Hedgehog''''' is the [[platform game]] that launched the career of [[Sonic the Hedgehog (character)|Sonic the Hedgehog]] and [[Sonic Team]]. It was released on [[June 23]], [[1991]] in [[North America]] for the [[Sega Genesis]], and later included as one of the games in the Sega 6-Pak. The European [[Sega Mega Drive]] version was released later in June of [[1991]] and the [[Japan]]ese Sega Mega Drive version was released on [[July 26]], [[1991]].
 
Development began in 1990 when Sega ordered [[List of Sega software development studios|its developers]] to create a game featuring a mascot for the company. The developers chose a blue hedgehog designed by [[Naoto Ohshima]] after he won an internal character design contest, and named themselves Sonic Team to match their character. It uses a novel technique that allows Sonic's [[Sprite (computer graphics)|sprite]] to roll along curved scenery which was based on a concept by Oshima from 1989.<ref name="TwinStars">{{cite web|url=https://www.timeextension.com/news/2023/01/sonic-character-designer-shares-images-of-the-game-that-evolved-into-sonic|date=January 24, 2023|title=Sonic Character Designer Shares Images Of The Game That Evolved Into Sonic|author=Jack Yarwood|work=Time Extension}}</ref> ''Sonic the Hedgehog'', designed for fast gameplay, was influenced by games by the ''[[Mario]]'' creator, [[Shigeru Miyamoto]]. The music was composed by [[Masato Nakamura]], bassist of the [[J-pop]] band [[Dreams Come True (band)|Dreams Come True]].
This game was the first game to propel the Genesis into mass popularity in North America. After it was released, it eventually supplanted ''[[Altered Beast]]'' as the bundled game with the console. The game featured many novel elements which contributed to its popularity and helped to promote the uptake of [[16-bit era|16 bit]] [[consoles]].
 
''Sonic the Hedgehog'' received positive reviews for its visuals, audio and gameplay and is widely considered [[List of video games considered the best|one of the greatest video games]]. It sold over 40 million copies across all platforms, becoming one of the [[List of best-selling video games|best-selling video games]].<ref>{{Cite web |last=Power |first=Ed |date=June 23, 2021 |title=How Sega conquered the video games industry with Sonic the Hedgehog – and then threw it all away |url=https://www.independent.co.uk/games/sonic-hedgehog-video-game-sgea-b1871090.html |url-status=live |archive-url=https://web.archive.org/web/20220308113101/https://www.independent.co.uk/games/sonic-hedgehog-video-game-sgea-b1871090.html |archive-date=March 8, 2022 |access-date=March 23, 2025 |website=www.independent.co.uk}}</ref> On the Genesis, which it was bundled with, it sold over 15&nbsp;million copies, making it the [[List of best-selling Sega Genesis games|best-selling Genesis game]]. It established the Genesis as a key player in the [[Fourth generation of video game consoles|16-bit era]] and made it competitive with the [[Super NES]]. It has been [[Porting#Porting of video games|ported]] to multiple systems and inspired several [[video game clone|clones]], a successful [[Sonic the Hedgehog|franchise]], and adaptations into other media. ''[[Sonic the Hedgehog 2]]'' was released in 1992.
''Sonic the Hedgehog'' added the element of speed to the standard platform formula and introduced other unique elements as well, such as the loops, springboards, hi-speed devices, and rings now permanently associated with the game series.
 
==Gameplay==
[[File:MD Sonic the Hedgehog.png|thumb|left|The game's first [[level (video gaming)|level]]: [[Green Hill Zone]]]]
[[Image:Sonic1.png|thumb|left|''Sonic the Hedgehog''<nowiki>'</nowiki>s title screen.]]
===Overview===
In the game, Sonic has to prevent [[Doctor Eggman|Dr. Eggman Robotnik]] from collecting six of the [[Chaos Emerald|Chaos Emeralds]] in an attempt to rule the world.
 
''Sonic the Hedgehog'' is a [[platform game]] where players control the titular character [[Sonic the Hedgehog (character)|Sonic]], who is tasked with defeating [[Doctor Ivo Robotnik]]{{efn|Known as Doctor Eggman in the Japanese version}} and obtaining the six Chaos Emeralds. The game takes place from a [[side-scrolling]] perspective. He is capable of running at high speed through levels that include springs, slopes, bottomless pits and [[vertical loop]]s.<ref name="alive">{{cite web|url=http://www.ign.com/articles/2007/01/27/sonic-the-hedgehog-vc-review|website=[[IGN]]|last=Thomas|first=Lucas M.|date=January 26, 2007|title=Sonic the Hedgehog VC Review|access-date=February 23, 2014}}</ref> The levels are populated with robot enemies, inside which Dr. Robotnik has trapped animals; destroying a robot frees the animal, but is not necessary to complete the game.<ref name="allgame">{{cite web|url=http://www.allgame.com/game.php?id=1709&tab=overview|publisher=[[Allgame]]|title=Sonic the Hedgehog|last=Mariott|first=Scott Alan|access-date=February 6, 2014|archive-date=November 14, 2014|archive-url=https://web.archive.org/web/20141114105756/http://www.allgame.com/game.php?id=1709&tab=overview|url-status=dead}}</ref> His primary form of offense is a spin attack, in which he curls into a ball and spins his body, damaging enemies and certain obstacles upon collision. This may be performed by jumping or rolling.{{sfn|Official Player's Guide|p=12}}
The [[gameplay]] centered around elements that exploited the increased performance of the 16-bit console. It is notable for being both simplistic and engaging for players.
 
Scattered around each level are gold [[Rings (Sonic the Hedgehog)|rings]] that can grant Sonic protection from a single enemy or hazard as well as an extra life if 100 are collected.{{sfn|Official Player's Guide|p=12}} Also scattered throughout the level are canisters containing [[power-up]]s such as additional rings and temporary [[invincibility]].<ref name="alive" /> Signposts act as [[Checkpoint (video gaming)|checkpoints]] where Sonic can respawn after losing a life.{{sfn|Certain Victory Strategy Guide|p=8}}
At the time of its release, ''Sonic the Hedgehog'' was one of the fastest [[platformer]]s that had yet been released. Sonic could run, jump and roll at significantly higher speeds than most platformers of the time. Unlike other platformers, the game's levels were designed to encourage the player to progress quickly. Springs, slopes, high falls and loop-de-loops were all available to both boost and challenge the player to reach high speeds. This was all accomplished without any slowdown in [[Frame rate|framerates]], adding to the experience.
 
The game is split into six principal [[Level (video gaming)|zones]], followed by a short Final Zone. Each main zone has its own visual style, and while some enemies appear throughout, each zone has unique enemies and obstacles.{{sfn|Certain Victory Strategy Guide|pp=3, 4}} Each main zone is split into three acts,<ref name="alive" /><ref name="cvg" /> all of which must be completed. At the end of each main zone's third act, the player confronts Dr. Robotnik for a [[Boss (video gaming)|boss fight]]. For most of the fights, Robotnik's vehicle is fitted with different weapons.{{sfn|Official Player's Guide|pp=20, 28, 36, 44, 52}} After completing the sixth zone, the player continues to the single-level Final Zone for a last encounter with Robotnik inside a large machine environment.<ref name="game">{{cite video game|title=Sonic the Hedgehog|developer=Sonic Team|publisher=Sega|date=June 23, 1991}}</ref> A brief animation shows Sonic's return to the first zone, with animals liberated from Dr. Robotnik.{{Citation needed|date=December 2024}}
===Movement===
Sonic's method of attack was also novel. As a [[hedgehog]], he can curl up into a ball, by either jumping or by rolling along the ground, a state in which he can damage most enemies by simply colliding with them. This was a change from most other [[platform game]]s, where the player could damage enemies only by shooting, attacking, or jumping on top of them. While rolling along the ground Sonic can roll down slopes, gaining speed as he goes. Most slopes are irregular, as opposed to the fixed angles seen in older titles, and the game has the [[physics]] to match. Sonic's acceleration down a slope depends on its steepness; if travelling fast enough, he can run around 360-degree loops; and he suffers from [[drag (physics)|drag]] underwater. When Sonic moves underwater, he has only a limited amount of time (30 seconds) before his air runs out, so he has to draw his breath either by returning to the surface or by inhaling a bubble of air that bursts from the seabottom.
 
Reaching the end of any zone's Act 1 or Act 2 with 50 rings will cause a large ring to appear through which Sonic can jump to enter a [[bonus stage]]. In them, Sonic is continually curled up in his Spin Attack animation, and bounces off the bumpers and walls of a fully rotating maze. In these levels, the player earns a number of [[Continue (video gaming)|continues]] for each multiple of 50 rings collected, but the main goal is to obtain the Chaos Emerald hidden within the maze. Colliding with any of the blocks marked "GOAL" ends the level.<ref name="cvg" />{{sfn|Official Player's Guide|p=12}}
===Features===
[[Image:MD_Sonic_the_Hedgehog.png|thumb|A typical in-game screenshot of ''Sonic the Hedgehog'', taken from its first [[level (video games)|level]], Green Hill Zone.]]
Essential to the gameplay are the golden rings Sonic collects along his way in each level, a feature which would become one of the most defining characteristics of the series. These items are regularly placed around the map and serve multiple functions. First, Sonic collects rings to protect himself. As long as he has at least one ring, he will not die when injured. Instead, when he's hit, all rings Sonic previously collected will fly outward and scatter around the immediate area, some of which can then be retrieved before they disappear. If Sonic runs into an enemy without a single ring, he will die and lose a life. If Sonic manages to collect 100 rings at a time he will gain a life, and gain an additional life for every 100 after that, provided he doesn't lose his rings in the process. If Sonic manages to keep at least 50 rings on him at the end of an act sans the third act and Scrap Brain Zone, a giant golden ring will float above the finishing sign which Sonic can then jump through to enter one of the special stages to collect the Chaos Emeralds. At the end of each act, the total number of rings kept is multiplied by 100 and added to the score. During the score tallying Sonic can also jump through the air to find hidden point emblems, which can range from 100 to 10,000 points. This was the only console Sonic game prior to ''[[Sonic Adventure]]'' where Sonic could get more lives through Rings after 200 (if he gets 300 rings in the later 16-bit titles, he gets nothing).
 
===Plot===
In addition to the rings, a special barrier [[shield]] can be found in some item monitors which will protect both Sonic and the rings he collected for one hit. However, neither the shield nor rings will protect Sonic against instant death either by getting crushed (by a trap or between a wall and a moving platform), drowning, running out of time, or falling into a bottomless pit. Originally there was to be a big boulder to chase Sonic, as a homage to [[Raiders of the Lost Ark]]. This was cut however, but it made a reapperance in [[Sonic Adventure]] and [[Sonic Adventure DX]] and that boulder became part of the boss for the first zone.
In his attempt to steal the six<!--This game features six Chaos Emeralds, not the seven that appear in the sequels--> Chaos Emeralds and harness their power, the [[mad scientist]] Doctor Ivo Robotnik has trapped the animal inhabitants of South Island inside aggressive robots and stationary metal capsules. A hedgehog named Sonic aims to thwart Robotnik's plans by freeing his animal friends and collecting the emeralds himself.<ref name="alive" /> If Sonic collects all the Chaos Emeralds and completes the game, an ending sequence is shown. If all the emeralds are not collected, Robotnik taunts the player while juggling any of the Chaos Emeralds not collected by the player in an [[alternate ending]].<ref name="game" />
 
==Development==
Progress through the game is made easier by lamp posts that act as [[checkpoint]]s. When Sonic passes a lamp post, its color changes from blue to red and next time he loses a life, he restarts at that point rather than the beginning of the act. However, unlike later 16-bit ''Sonic'' games, if Sonic touches a checkpoint and dies as a result of running out of time, the time at the checkpoint he'll restart part of the act in will not reset to 0:00.
 
===Background and character design===
Distributed through the levels are power-ups inside monitors, which can either be rolled into or jumped on to collect the item inside. These include the previously mentioned shield, a 10-ring bonus, an extra life, temporary [[invincibility]] (accompanied with a temporary change in music), and "Super Sneakers", which gives Sonic a temporary speed boost and increase the tempo of the music for the duration of the speed boost. The item monitors have become another long lasting feature in the series, though they later changed to bubble-like containers.
[[File:Naoto ohshima gdc 2018.jpg|thumb|Character designer [[Naoto Ohshima]]|alt=A middle-aged Japanese man with glasses, a white button-up, and a black coat]]
In the 1980s, Sega had limited success with Genesis ports of its [[arcade game]]s, but wanted a stronger foothold against its main competitor, [[Nintendo]].<ref name="lame title"/> In 1988, [[Sega of Japan]] began an in-house competition to create a rival to Nintendo's mascot [[Mario]].<ref name="megatech">{{cite magazine |title=Sonic: A brief history |magazine=[[MegaTech]] |date=20 January 1994 |issue=26 (February 1994) |page=24 |url=https://archive.org/details/mega-tech-26/page/24}}</ref> For the next three years, programmers and designers at Sega worked on a brand character to rival Mario.<ref>{{cite magazine |title=Feature: When did you get yours? |magazine=[[Mega (magazine)|Mega]] |date=19 November 1992 |issue=4 (December 1992) |pages=16–20 (18) |url=https://retrocdn.net/images/1/14/Mega_UK_03.pdf#page=18}}</ref> In 1990, Sega ordered its [[Sega development studios|in-house development studios]] to develop a game featuring a mascot for the company.<ref name="alive" /><ref name="retro">{{cite magazine|magazine=[[Retro Gamer]]|issue=100|date=February 2012|title=The Making of Sonic the Hedgehog|pages=46–49|___location=Bournemouth|publisher=[[Imagine Publishing]]|issn=1742-3155}}</ref> Sega's president [[Hayao Nakayama]] wanted a character as iconic as [[Mickey Mouse]].<ref name="lame title" />
 
Conception of ''Sonic the Hedgehog'' began in November 1989, when character designer [[Naoto Ohshima]] was working on another project titled ''Twin Stars''. The story focused on a pair of twin brothers from the Dream World defending it against the boss of the Nightmare World, "Thirteen." The game was to feature smooth terrain and loops that the characters would run through. While the gameplay concept was approved by Ohshima's superiors, the characters were not, leaving Ohshima to come up with a new protagonist.<ref name="TwinStars"/>
Hazards Sonic will come across along the way include a wide variety of "[[badniks]]" - animals trapped inside mechanical bodies which are released the moment Sonic hits them. Each badnik takes one hit to destroy, but their patterns vary greatly from Zone to Zone; some will walk in a set path, others will try blasting Sonic, and some can't be avoided at all, such as the Bomb enemies in Star Light Zone. Sonic also has to look out for rows of sharp spikes (some instantly lethal), cliffs, elaborate death traps, and the threat of drowning underwater.
 
The team developed ideas for characters, an [[Game engine|engine]], and [[Game mechanics|gameplay mechanics]]. Development emphasized speed, so Sega considered fast creatures such as [[kangaroo]]s and [[squirrel]]s and eliminated designs not associated with fast animals.<ref name="alive" /> One idea, a [[rabbit]] able to grasp objects with [[prehensile]] ears, showed promise but was too complex for the Genesis hardware. The team narrowed its search to animals that could roll into a ball, their idea for an attacking move, and considered [[armadillo]]s and [[hedgehog]]s.<ref name="lame title" /> The hedgehog character, proposed by employee [[Naoto Ohshima]],<ref name="retro" /> prevailed. Ohshima went on vacation to New York, taking sketches with him. He went to [[Central Park]] and asked locals for their opinions on them, and Sonic was the favorite. A man with a moustache, who eventually became [[Dr. Robotnik]], was in second place.<ref>{{Cite web |date=March 21, 2018 |title=Sonic the Hedgehog's origin story, according to the devs who made him |url=https://www.gamedeveloper.com/design/-i-sonic-the-hedgehog-i-s-origin-story-according-to-the-devs-who-made-him |url-status=live |archive-url=https://web.archive.org/web/20220201110459/https://www.gamedeveloper.com/design/-i-sonic-the-hedgehog-i-s-origin-story-according-to-the-devs-who-made-him |archive-date=February 1, 2022 |access-date=February 22, 2022 |website=[[Game Developer (website)|Game Developer]]}}</ref>
The game features no [[saved game|game saves]] or passwords. This means that the game has to be restarted from the beginning when the player runs out of [[continue]]s or turns off the system.However a cheat exists that allows the selection of any level.
 
Sonic was originally teal-colored,<ref name="retro" /> then a light shade of blue, but he was changed to dark blue so he would stand out against certain backgrounds<ref>{{cite web|last=Horowitz|first=Ken|url=http://www.sega-16.com/2006/12/interview-mark-cerny/|title=Interview: Mark Cerny|publisher=Sega-16|date=December 5, 2006|access-date=October 12, 2014|quote='''Mark Cerny:''' Sonic had been a lighter blue, but he was very hard to see against the ocean backgrounds, so his color was darkened at the last moment.}}</ref> and to match the Sega logo. According to Ohshima, Sonic's basic design was created by combining [[Felix the Cat]]'s head with [[Mickey Mouse]]'s body.<ref name="facts">{{cite web|url=http://www.ign.com/articles/2014/06/26/21-crazy-facts-about-sonic-and-the-console-war-he-started|website=IGN|title=21 Crazy Facts About Sonic and the Console War He Started|access-date=February 13, 2014|date=June 26, 2014|last=Claiborn|first=Samuel}}</ref> His shoes had buckles through the inspiration of [[Michael Jackson]]'s boots on the album cover for ''[[Bad (album)|Bad]]'' and the red and white color scheme of [[Santa Claus]], whom Ohshima saw as the most "famous character in the world".<ref name="retro" /> Sonic's spikes were emphasized to make him sleeker, and he was given the ability to spin while jumping (so attacking and jumping could be controlled with one button).<ref>{{cite web|url=http://www.destructoid.com/review-the-history-of-sonic-the-hedgehog-247079.phtml|website=[[Destructoid]]|title=Review: The History of Sonic The Hedgehog|date=February 27, 2013|last=Ponce|first=Tony|access-date=October 11, 2014}}</ref> The new character was originally named "Mr. Hedgehog", but the eight-member team<ref>{{cite magazine|title=Interview with Yuji Naka: The Creator of ''Sonic The Hedgehog''|magazine=Sega Visions|volume=3|issue=9|date=August–September 1992|page=20}}</ref> changed his name to "Sonic" and took the nickname [[Sonic Team]]. According to Yuji Naka, Sonic Team was a one-time unofficial nickname for the studio within Sega that was used during the development of the game; it was never mentioned again on the division's releases until Ohshima-directed and Naka-produced ''[[Nights into Dreams]]'' was released in 1996. The name would permanently stay when its successor Sega AM8 was spun off as Sonic Team Co., Ltd. in 2000.<ref name="lame title">{{cite web|url=http://www.1up.com/features/essential-50-sonic|title=Sonic Boom|last=Kennedy|first=Sam|website=[[1UP.com]]|archive-url=https://web.archive.org/web/20110604011401/http://www.1up.com/features/essential-50-sonic|archive-date=June 4, 2011|url-status=dead|access-date=September 24, 2014}}<!--previous archived version: https://www.webcitation.org/6SqBtjVif--></ref><ref name="RetroST">{{cite magazine |last=Smith |first=Sean |year=2006 |title=Company Profile: Sonic Team |magazine=[[Retro Gamer]] |publisher=Imagine Publishing |pages=24–29 |issue=26 |issn=1742-3155}}</ref><ref>{{Cite web |date=2000-05-24 |title=セガがソフトウェア研究開発部門を分社化 |trans-title=Sega to spin off software research and development divisions |url=https://nlab.itmedia.co.jp/games/gsnews/0005/24/news04.html |url-status=live |archive-url=https://web.archive.org/web/20250326092258/https://nlab.itmedia.co.jp/games/gsnews/0005/24/news04.html |archive-date=2025-03-26 |access-date=2025-03-26 |website=Softbank Game News}}</ref><ref name="Edge 89">{{Cite magazine|date=October 2000|title=Sega's new beginning|magazine=[[Edge (magazine)|Edge]]|publisher=[[Future plc]]|pages=68–78|number=89}}</ref>
==Graphics and sound==
At the time of its release, ''Sonic the Hedgehog''' boasted some of the most impressive 16-bit graphics of the moment, with richly animated sprites and varied colors, fully utilizing the [[Sega Mega Drive]]'s/Genesis' enhanced color palette. Flowers moved, rings spun, lights blinked, and water shimmered in the background.
 
Ohshima said that "Sonic" was chosen because it represented speed.<ref name="OhshimaIntHist">{{cite interview|subject=Naoto Ohshima|work=The History Of Sonic The Hedgehog|year=2013|pages=96-101|publisher=UDON Entertainment Corp|isbn=978-1-926778-96-9|title=Interview With Naoto Ôshima|editor=Les Editions Pix'n Love}}</ref> Ideas proposed to flesh out the character included placing him in a [[rock music|rock]] band, giving him vampire fangs, and giving him a human girlfriend named Madonna.<ref>{{cite web|url=http://www.digitalspy.com/gaming/feature/a798719/14-things-you-didnt-know-about-sonic-the-hedgehog/|title=14 things you didn't know about Sonic the Hedgehog|website=Digital Spy|author=Sam Loveridge|date=June 23, 2016|access-date=June 10, 2017}}</ref> [[Sega of America]] scrapped these ideas to keep his identity simple. Sega of America also expressed concerns that most Americans would not know what a hedgehog is.<ref name="retro" /> According to [[Mark Cerny]], who worked in Tokyo as an intermediary between the Japanese and American Sega offices, the American staff felt the character was "unsalvageable". They made plans to educate Sonic Team on character design with the work of [[Will Vinton]], the creator of the [[California Raisins]].<ref>{{Cite web |last=McFerran |first=Damien |date=2023-01-26 |title=PlayStation 5 lead architect Mark Cerny talks Sega, Michael Jackson and Yuji Naka |url=https://www.timeextension.com/features/playstation-5-lead-architect-mark-cerny-talks-sega-michael-jackson-and-yuji-naka |access-date=2023-01-29 |website=Time Extension |language=}}</ref> They proposed a full-scale recreation of the character, but compromised with Sonic Team to simply make design changes for western audiences.<ref name="retro" /> The antagonist was named "Dr. Eggman" in Japan and "Dr. Robotnik" in other regions as a result of a dispute between Sega's American and Japanese divisions.<ref name="facts" />
Soundwise, the game takes full advantage of the onboard [[Zilog Z80]] and [[Yamaha Corporation|Yamaha]] [[synthesizer]] sound chip. ''Sonic the Hedgehog'' is filled with [[sound effects]], with chimes, bops and beats following the player through the levels. Many sounds play on top of one another and most of the game's sounds were unique and of higher quality than earlier [[8-bit]] sounds.
 
===Concept and programming===
Besides detailed sound and animation, ''Sonic the Hedgehog'' is especially renown for its dynamic music, composed by [[Masato Nakamura]], a member of the popular [[J-Pop]] band, [[Dreams Come True]]. Using 8-bit [[stereophonic sound|stereo]] sound, the music is rich and varied throughout each level. Particularly notable are the game's recognizable main theme and the music to Green Hill Zone. ''Sonic the Hedgehog'''s soundtrack is still highly popular in [[ReMix|remixing]] communities on the internet.
With a satisfying protagonist established, Sega turned to programmer [[Yuji Naka]], who had impressed executives with his work on ''[[Phantasy Star (video game)|Phantasy Star]]'' and the Genesis port of ''[[Ghouls 'n Ghosts]]''.<ref name="retro" /> Naka was a fan of ''[[Super Mario Bros.]]'' but wanted something faster, so the game was made to play quickly,<ref name="RGBoom">{{cite book|title=Retro Gamer Sega Archives|date=2016|publisher=Imagine Publishing|___location=Bournemouth|isbn=978-1-78546-372-3|pages=50–59|chapter=Sonic Boom: The Success Story Of Sonic The Hedgehog}}</ref> which was where he focused most of his effort.<ref name=NakaInt>{{cite interview|subject=Yuji Naka|work=Sega Mega Drive/Genesis Collected Works|year=2014|pages=278,279|publisher=Read-Only Memory|isbn=978-0-9575768-1-0|title=Yuji Naka Game Designer}}</ref> Production on ''Sonic the Hedgehog'' officially began in April 1990 and lasted about 14 months.<ref>{{cite web|url=http://www.sega-16.com/2007/06/developers-den-sega-technical-institute/|date=June 11, 2007|title=Developer’s Den: Sega Technical Institute|author=Ken Horowitz|work=Sega-16|archive-url=https://web.archive.org/web/20160805181730/http://www.sega-16.com/2007/06/developers-den-sega-technical-institute/|archive-date=August 5, 2016|access-date=July 26, 2025}}</ref> Naka explained that the reason he wanted a fast game was that he had ported ''Ghouls 'n Ghosts'', and wanted to work on its movement but found it slow.<ref name=NakaIntHist>{{cite interview|subject=Yuji Naka|work=The History Of Sonic The Hedgehog|year=2013|pages=90-95|publisher=UDON Entertainment Corp|isbn=978-1-926778-96-9|title=Interview With Yuji Naka|editor=Les Editions Pix'n Love}}</ref>
 
''Sonic the Hedgehog'' was developed by a team of seven at Sega R&D9: two programmers, two sound engineers, and three designers,<ref name=NakaIntHist /> although it began with just Ohshima and Naka.<ref name=OhshimaIntHist /><ref>{{Cite Twitter |number=334666515905409025 |user=U1_Toyama |title=3DソニックDL記念、ソニックの思い出1:'90年3月~4月、某HELP仕事のために広島→羽田に出向した。数週間お邪魔した部署は、期の変わり目だったせいか2研→9研と名前を変えた。近くの席に中さんが居て、MDのソフト開発をしていた…が、MDなのに画面がグルグル回ってて凄かった! |first=Yuichi |last=Toyama |date=May 15, 2013 |access-date=March 26, 2025}}</ref> People came onto the team as the need for content increased.<ref name=OhshimaIntHist /> After being assigned a project with the code name "Defeat Mario", Ohshima and Naka began work, but encountered problems: Ohshima's Rabbit proved hard to program. Catching items and throwing them caused the action's rhythm to break. Naka stated that the rabbit was not suitable for his game engine, and he also wanted the game to be playable with only one button. [[Hirokazu Yasuhara]] came onto the team to supervise Ohshima and Naka and develop levels. He became the lead designer due to his greater experience, and found the way to make the game playable with only one button by having Sonic do damage by jumping. The trio came up with the idea of him rolling into a ball. After the hedgehog character was chosen, many characters were redrawn, and the team agreed on the environments' visual complexity, with particular focus on the colors. After this, four people came onto the team to speed development up.<ref name="Zone1">{{cite book|editor1-last=Les Editions Pix'n Love|title=The History Of Sonic the Hedgehog|date=2013|publisher=UDON Entertainment Corp|___location=Ontario|isbn=978-1-926778-96-9|pages=20–33|chapter=Zone 1 Genesis}}</ref>
== Zones ==
===Green Hill Zone===
[[Image:SonicTheHedgehog1.png|thumb|Green Hill Zone Act 1]]
The '''Green Hill Zone''' is the first zone in the entire ''Sonic'' series and is, arguably, the most famous. Hazards include crumbling platforms and spikes.
At the end of Act 3, Dr. Robotnik appears with a wrecking ball that swings back and forth trying to hit Sonic, who must avoid it by standing on two platforms and jumping over it. After completing the game, Sonic makes a brief return to Green Hill Zone for the ending sequence.
 
Due to the popularity of Mario, Naka wanted Sonic to take over the American market. Sonic's default speed was set to that of Mario while running. Tests were run using the Genesis' tool library, and problems such as flickering, slow frame rates, and shaky animation soon became apparent. Increasing Sonic's speed caused animation problems. Naka solved this by developing an algorithm which retained fluidity. All that was left was to optimize of the game speed to adhere to the staff's expectations. The team noticed that different people had different perceptions of the game's speed: some believed it was too fast, which caused disagreements. As a result, it was slowed down.<ref name="Zone1" />
This Zone is so famous in the ''Sonic'' series that it reappears in later games such as ''[[Sonic Battle]]'' and ''[[Sonic Adventure 2]]''. Even ''[[Sonic Advance 3]]'''s Sunset Hill Zone has a remix of Green Hill Zone music. Perhaps the greatest tribute to the Green Hill Zone was the unlockable 3D remake in Sonic Adventure 2. A beach version of this zone, Neo Green Hill Zone, can be found in Sonic Advance. A PC version can be played on Sonic Channel's website:[[http://sonic.sega.jp/enjoy/flash/sonic1/index.html]]
 
The loop running was implemented in a tech demo by Naka, who developed an algorithm allowing a sprite to move smoothly on a curve by determining its position with a [[dot matrix]]. Naka's prototype was a platform game with a fast-moving character rolling in a ball through a long, winding tube, and this concept was fleshed out with Ohshima's character designs and levels by Yasuhara.<ref name="Yasuhara">{{cite magazine|author=GI Staff|title=Sonic's Architect: GI Interviews Hirokazu Yasuhara|magazine=[[Game Informer]]|issue=124|volume=13|date=August 2003|pages=114–116}}</ref><ref>{{cite video|url=https://m.youtube.com/watch?v=CRphv7x97uw|date=June 23, 2018|title=Sonic the Hedgehog in early development; Sega R&D news footage from February 1990|author=[[Yuji Naka]]|work=[[YouTube]]|access-date=July 27, 2025}}</ref> ''Sonic the Hedgehog'' was unveiled at the Tokyo Toy Show, held between June 7–10, 1990. At this point, Sonic was only able to "run at high speed on a slightly wavy track." As so little was done at the time, the team wanted to try and "bluff" their way through the demo, making the game look far more polished than it actually was.<ref>{{cite web|url=https://www.famitsu.com/news/201606/24107383.html|date=June 24, 2016|title=Sonic Team's legendary creators reveal the truth behind the birth, success, and rebirth of "Sonic the Hedgehog" on its 25th anniversary in this permanent edition packed with secret materials! (1/5)|interviewer=Umanami Rei|last1=Naka|first1=Yuji|last2=Ohshima|first2=Naoto|last3=Iizuka|first3=Takashi|work=[[Famitsu]]|archive-url=https://web.archive.org/web/20160625123544/https://www.famitsu.com/news/201606/24107383.html|archive-date=June 25, 2016|access-date=July 27, 2025}}</ref> Yasuhara originally intended to work on the game for three months due to the delay of his planned move to the United States by the outbreak of the [[Gulf War]], but was engrossed in the project for nearly a year.<ref name="Yasuhara" /><ref name="Birth">{{cite magazine|last=Thomason|first=Steve|title=Birth of a Hedgehog|magazine=[[Nintendo Power]]|issue=211|volume=20|date=January 2007|publisher=[[Future Publishing]]|page=72}}</ref> His designs for levels were intended to attract both hardcore and casual gamers by integrating occasional challenging set pieces into mostly accessible level design.<ref name="retro" /> The color scheme was influenced by the work of [[pop art]]ist Eizin Suzuki, and the aesthetics of Green Hill were influenced by the geography of [[California]].<ref name="retro" />
Almost each subsequent game in the Sonic series would then begin with a tropical themed zone.
 
In designing the gameplay, Naka was inspired by Nintendo employee and ''Mario'' creator [[Shigeru Miyamoto]], whose games he had enjoyed playing years earlier. Admiring the simplicity of Miyamoto's mechanics in complex environments, Naka decided that Sonic would be controlled with only a [[D-pad|directional pad]] for movement and a single button for jumping. He also wanted his creation to be more [[action game|action]]-oriented than the ''Mario'' series;<ref name="edge" /> while playing ''Super Mario Bros.'', he had wondered why the levels could not be cleared more quickly.<ref name="retro" />
===Marble Zone===
[[Image:Sonic Marble Zone.png|thumb|left|Marble Zone Act 1]]
A zone with ancient buildings made of marble and an underground [[castle]] with spiky [[chandeliers]]. There is a lot of [[lava]] that can harm Sonic in this level. Certain bricks can be destroyed for points, sometimes up to 30,000. At the end of Act 3, Dr. Robotnik attacks with an improvement to his craft that shoots fireballs on one of the two platforms Sonic can stand on, briefly setting it on fire. This zone also has many shortcuts, and walls that you can bust through for rings and shields.
 
Ohshima, Naka and Yasuhara worked 19 hours a day on the project for several months.<ref name="Yasuhara" /> Due to the need to demonstrate the Genesis' technological prowess, the game underwent extensive testing and redesign, which took over six months. According to Naka, the game had the fastest-ever character speed in a video game and a rotation effect in the bonus stages that had been considered impossible on the console.<ref name="edge">{{cite magazine|magazine=[[Edge (magazine)|Edge]]|issue=101|title=The Making of&nbsp;... Sonic The Hedgehog|publisher=[[Future plc|Future Publishing]]|___location=[[Bath, Somerset|Bath]]|date=September 2001|pages=118–121|quote="Sonic was delivering [the kind of] high speed no other [game] was capable of, and the Mega Drive allowed this stunning demonstration of rotation during the bonus stages. This was said to be impossible on the hardware at the time."|issn=1350-1593}}</ref>
===Spring Yard Zone===
An urban level with many springs and bumpers, resembling a [[pinball]] machine. There are many secret areas in this zone. This zone's design inspired many similar stages in future Sonic games. In the [[game demo|demo]] version, a Sonic robot is located at he end of Act 1. Act 2 has two Robotnik signs (ends) and as such, can be ended through two possible routes (one of the only two levels in Sonic history with more than one exit, the other being Collision Chaos Zone 2 in [[Sonic CD]]). At the end of Act 3, Dr. Robotnik attacks with a [[spike]]-equipped craft that slowly removes the blocks Sonic stands on.
 
The team intended to add a two-player mode displayed via [[split screen (computer graphics)|split-screen]], but Naka's programming knowledge was insufficient to implement it. A two-player mode appeared in ''[[Sonic the Hedgehog 2]]'' (1992), whereby the second player controls Sonic's sidekick [[Tails (character)|Miles "Tails" Prower]].<ref name="retro" /> Sonic Team also intended to include a [[sound test]] with animations of Sonic [[breakdancing]] to a band of animal characters, including a [[crocodile]] keyboardist who was later introduced into the series as [[Vector the Crocodile]] in ''[[Knuckles' Chaotix]]'' in 1995.<ref name="soundtest">{{cite web|url=http://xbox.gamespy.com/articles/654/654750p5.html|title=Sega's Yuji Naka Talks!|last=Kemps|first=Heidi|date=September 30, 2005|publisher=[[GameSpy]]|access-date=September 23, 2004}}</ref> The sound test was scrapped for time reasons and Naka used the freed up memory to add the iconic "''Se-ga!''" chant used in TV commercials as a startup sound.<ref name="soundtest" />
===Labyrinth Zone===
[[Image:Sonic_Labyrinth_Zone.png|thumb|left|Labyrinth Zone Act 3]]
Labyrinth Zone is a [[ruins|ruin]]-like maze partially submerged in water. It features many spikes and water-driven contraptions. The greatest hazard of this zone is not the enemies or the traps, but the water. After staying underwater for a limited amount of time (18 seconds, with warning bells after 5, 10, and 15 seconds) a countdown starts (5 breaths/about 12 seconds), at the end of which Sonic [[drowning|drowns]]. This would lead the player to a great sense of panic at the sound of the countdown music. Collecting [[bubble|air bubbles]] found in certain points resets the counter and prevents Sonic from drowning. This element has found its way into many more Sonic games. At the end of Act 3, Sonic has to follow Dr. Robotnik through an ascending passage filling with water. Robotnik's craft can be destroyed; however, this is extremely hard without use of cheats and is not required to complete the level, nor does it offer any sort of bonus.
 
Naka's relationship with Sega was tenuous during this time, and he received little credit for his work. He left the company shortly after the game's release, although Sega of America hired him later. Before leaving, however, he defied Sega's prohibition of developer credits by displaying a few names in black text on a black background, identifiable only by looking at the code.<ref name="facts" /> Naka stated that level design was a major challenge: he created maps much wider than normal and tried to ensure players would not get lost. It took him around eight months to develop Green Hill Zone as he kept restarting from scratch.<ref name=NakaInt /><ref name="Zone1" /> He stated that he found the process "very interesting".<ref name=NakaInt /> Throughout the rest of 1990, work on the game was behind closed doors. Sega of Japan instead promoted the upcoming title in other ways. In the November 1990 issue of ''Sega Players Enjoy Club'', a brief "interview" with Sonic was published, establishing his attitude and his birthplace of Christmas Island.<ref>{{Cite magazine |title=SPEC: Volume #7 |date= November 30, 1990 |url=https://archive.org/details/spec-7/page/n78/mode/1up |page=79 |magazine=Sega Players Enjoy Club |publisher=[[Sega|Sega of Japan]] |via=the Internet Archive}}</ref> Naka also stated that the team was trying to create smooth maps, and that implementing looping structures was a challenge because Sonic would break through them instead of running around them. The backgrounds were also a challenge, as the game's speed created the impression of going backwards.<ref name=NakaIntHist /> The zones were based on designs by Naka and Ohshima, with the goal of creating the world's fastest action game. According to Ohshima, Robotnik was based on [[Humpty Dumpty]].<ref name=OhshimaInt>{{cite interview|subject=Naoto Ohshima|work=Sega Mega Drive/Genesis Collected Works|year=2014|pages=328,329|publisher=Read-Only Memory|isbn=978-0-9575768-1-0|title=Naoto Ohshima Visual Designer}}</ref>
===Star Light Zone===
[[Image:Starlight12.png|thumb|Star Light Zone]]
A zone set in an urban environment at night, under the stars, and containing many loops. This stage contains many [[roller coaster]]-like sections in which Sonic is hurled along paths at great velocity; it is possibly the game's strongest showcase of Sonic's speed. Other city-based levels took similar roles in later games, from Stardust Speedway in ''[[Sonic CD]]'' to even Lethal Highway in ''Shadow the Hedgehog''. There are few enemies here, most of which cannot be destroyed by Sonic. At the end of Act 3, Dr. Robotnik shoots spiked mines onto three [[seesaw]]s.
 
Yasuhara wanted the game to appeal to both Japanese and American players, which was why Green Hill Zone was redesigned many times. Sonic Team wanted the level to portray the character correctly. Its checkered ground was inspired by 3D image rendering from computers, an idea Naka obtained from Sega developer [[Yu Suzuki]], who used this technique with ''[[Space Harrier (video game)|Space Harrier]]''. The team read ''[[Famitsu Magazine|Famitsu]]'' to stay informed of what their rivals were doing so they could avoid their mistakes.<ref name="Zone1" />
The music on Star Light Zone is loosely based on the song "Kusuriyubi no Kesshin" (ring finger's decision) by [[Dreams Come True]].
 
===Scrap Brain ZoneMusic===
{{Main|Music of Sonic the Hedgehog 1 and 2#Sonic the Hedgehog (1991)}}
[[Image:Sonic_Scrap_Brain.png|thumb|left|Scrap Brain Zone Act 2]]
{{Listen
A trap-filled industrial level with many dangerous machinery such as saws, flame vents, electric posts, trapdoors, disappearing and rotating platforms. This is yet another famous zone. At the end of Act 2, Robotnik appears behind a [[force field]] and pushes a button which makes the floor give way and sends Sonic into Act 3. This act is almost exactly the same textures and items in the Labyrinth Zone, but with changed colors and more hazards. The end has no encounter with Dr. Robotnik. Instead, Sonic springs up through a hole which leads directly to the Final Zone, where Sonic will meet Dr. Robotnik for the final showdown of the game.
|filename = Sonic the Hedgehog OST - Green Hill Zone Theme.ogg
|pos = left
|title = "Green Hill Zone Theme"
|description = A 24-second portion of the theme for [[Green Hill Zone]], composed by [[Hirokazu Yasuhara]]. It is one of the most iconic video game tracks.
}}
Sega director Fujio Minegishi had connections to the music industry and suggested his friend [[Yūzō Kayama]] write the ''Sonic'' score. However, Sonic Team did not think Kayama's music would fit, and so commissioned [[Masato Nakamura]], bassist and songwriter of the [[J-pop]] band [[Dreams Come True (band)|Dreams Come True]].<ref name="retro" /><ref>{{cite magazine|url=https://retrocdn.net/index.php?title=File%3ASega_Magazine_JP_Issue_03_199701.pdf&page=11|title=ソニックチーム物語|magazine=Sega Magazine|issue=3|publisher=[[SB Creative|SoftBank Creative]]|date=January 1997|pages=9–13|lang=ja}} ([http://shmuplations.com/sonicteam/ Translation] by Shmuplations. {{webarchive|url=https://web.archive.org/web/20191217211118/http://shmuplations.com/sonicteam/|date=December 17, 2019}}).</ref> Nakamura said he was surprised, as he had just started with Dreams Come True, but accepted as he was inspired by the team's desire to outperform Nintendo. He said the hardest part was working with the limited number of sounds that could play concurrently: he was limited to four, and said that his lack of knowledge of music on computers made it "impossible". He wrote the soundtrack concurrently with the Dreams Come True album ''Million Kisses''.<ref name="Zone1" /> After he finished the compositions, they were digitized using an [[Atari ST]] and the program Notator.<ref>{{Cite web|last=Nakamura|first=Masato|date=February 17, 2021|title="Emerald Hill Zone"! {{!}} DREAMS COME TRUE|url=https://dreamscometrue.com/masablog/2021/02/17/27025|access-date=May 24, 2021|website=Dreams Come True}}</ref>
 
On October 19, 2011, over 20 years after the release, a three-disc compilation of music from ''Sonic the Hedgehog'' and ''Sonic the Hedgehog 2'' was released in Japan. The first disc features original tracks from both games, the second contains Nakamura's [[Demo (music)|demo]] recordings before they were programmed into the Genesis, and the third has songs by Dreams Come True and their associated [[Akon]] remixes.<ref>{{cite web|url=http://store.universal-music.co.jp/fs/artist/pocs21032|publisher=Universal Music Japan|title=中村正人 from DREAMS COME TRUE / ソニック・ザ・ヘッジホッグ1&2 サウンドトラック【CD】|language=ja|access-date=February 20, 2015}}</ref>
Much of this level has been reused in subsequent games: the floor and ceiling are later used for Metropolis Zone in [[Sonic the Hedgehog 2 (16-bit)|Sonic 2]], some of the hazards are used in Metallic Madness of [[Sonic CD]], and an entire level was created from its tiles for use in [[Sonic Pocket Adventure]].
 
===FinalPackaging Zoneand release===
Game-package illustrator Akira Watanabe said that his goal was to make the characters "colorful", using clear lines and [[Gradation (art)|gradation]] to "finish them neatly".<ref name="Sega illustrations">{{cite book|title=Sega Video Game Illustrations|year=1994|publisher=Nippon Shuppan Hanbai (Deutschland) GmbH|isbn=3-910052-50-9}}</ref> According to Watanabe, the developers asked him to create a package design "similar to [[pop art]]&nbsp;... without being particular to conventional packages" – something "original" and "stylish".<ref name="Sega illustrations" /> ''Sonic'' was not revealed until the January 1991 Winter [[Consumer Electronics Show]] because Sega wanted to wait until the right time and because they saw an opportunity to "steal the show". ''Sonic the Hedgehog'' was believed to be the most impressive game at the show and won the CES award for innovation.<ref name="Zone2">{{cite book|title=The History Of Sonic the Hedgehog|date=2013|publisher=UDON Entertainment Corp|___location=Ontario|isbn=978-1-926778-96-9|pages=34–41|chapter=Zone 2 A New Face In The Magazines|editor1-last=Les Editions Pix'n Love}}</ref>
The final fight with Dr. Robotnik inside his private laboratory, and without a single ring to help, too. Robotnik will attack using special pods that can crush Sonic. Every time two out of four pods come down or come up; one decoy, and one with Robotnik in it. Sonic is supposed to attack pods with Robotnik in them a total of 8 times. Between each pod movement spark balls come from the ceiling towards Sonic, who must dodge them. After clearing this level, Robotnik flees, during which Sonic can hit him one last time, and after which the player is treated to the end sequence and credits.
 
[[Sega of America]] CEO [[Tom Kalinske]] wanted reassurance that the character would not fail. The global head of marketing, Al Nilsen, and the senior product manager, Madeleine Schroeder, became involved in redesigning Sonic for American audiences. Artist Greg Martin was commissioned to redesign the character, and a new backstory was created where Sonic was from Nebraska.<ref>{{Cite web |date=2018-11-08 |title=Sonic The Hedgehog was originally from Nebraska, ate trash |url=https://www.avclub.com/sonic-the-hedgehog-was-originally-from-nebraska-ate-tr-1830312660 |access-date=2023-07-13 |website=The A.V. Club |language=en}}</ref> Sega [[playtest]]ed ''Sonic'' across the United States with Mario fans: they were shown ''Mario'' and then played ''Sonic the Hedgehog''. 80 percent preferred ''Sonic the Hedgehog'', and the game was shown at the 1991 Summer CES.<ref name="Blur">{{cite book|author-last=Stuart|author-first=Keith|editor-last=Wall|editor-first=Darren|title=Sega Mega Drive/Genesis Collected Works|date=2014|publisher=Read-Only Memory|isbn=978-0-9575768-1-0|pages=20–24|chapter=The Blue Blur}}</ref> The game was completed in May 1991, during Japan's Golden Week.<ref>{{cite web|url=http://shmuplations.com/sonic/|title=Sonic the Hedgehog – 1991 Developer Interview|last1=Oshima|first1=Naoto|last2=Yasuhara|first2=Hirokazu|work=Shmuplations|archive-url=https://web.archive.org/web/20201218105427/http://shmuplations.com/sonic/|archive-date=December 18, 2020|access-date=July 29, 2025}}</ref> It arrived in the United Kingdom on June 21, 1991,<ref name="pennsonic"/> widely released in North America on June 23,<ref name="edge" /> and in the [[PAL region]]s and Japan the following month.<ref name="mean" /><ref name="Mega Drive Master List – Sega">{{cite web|publisher=[[Sega]]|url=http://sega.jp/fb/segahard/md/soft.html|script-title=ja:[セガハード大百科] メガドライブ対応ソフトウェア(セガ発売)|language=ja|access-date=December 18, 2015|archive-url=https://web.archive.org/web/20121124020335/http://sega.jp/fb/segahard/md/soft.html|archive-date=November 24, 2012|url-status=live}}</ref> In November 1991, Sega of America included ''Sonic'' as a [[pack-in game]] with American Genesis consoles,<ref name="Chicago">{{cite news |last1=Lynch |first1=Dennis |title=Super NES, Sega Genesis in 16-bit duel |url=https://chicagotribune.newspapers.com/clip/78009949/super-nes-sega-genesis-in-16-bit-duel/ |access-date=8 September 2021 |work=[[Chicago Tribune]] |date=29 November 1991}}</ref><ref>{{cite magazine |title=Games for Grown-Ups: Speedy sprites |magazine=[[Popular Mechanics]] |date=December 1991 |volume=168 |issue=12 |page=76 |publisher=Hearst Magazines |url=https://books.google.com/books?id=puMDAAAAMBAJ&q=sonic+the+hedgehog&pg=PA76 |access-date=January 3, 2017}}</ref> replacing ''[[Altered Beast]]''. This enabled Sega of America to sell 15 million Genesis units.<ref name="Zone2" /> Genesis owners who bought their consoles before the switch could request free copies of ''Sonic the Hedgehog'' by mail.<ref name="edge" /> Sega of America created a marketing campaign, making Sonic its new mascot.<ref name="retro" />
===Special Stages===
[[Image:Sonic Special Zone.png|thumb|right|Special Stage]]
When Sonic finishes with at least 50 rings in the first or second act of a zone (excluding Scrap Brain Zone) he can jump through a big ring at the end, to enter one of the six [[Special Zone|Special Stages]]. Each Special Stage rotates 360 degrees and has Sonic tumbling through it and into blocks on which he cannot stand. Certain blocks, when touched, can make the maze rotate faster, slower, or in the opposite direction. There is a [[Chaos Emerald]] hiding in each Special Stage. Sonic is supposed to collect it without touching a "Goal" block, which will end the stage. If he collects 50 or more Rings in a Special Stage, he will earn a Continue. As is the case in the rest of the game, collecting 100 rings will get an extra life. If all six Chaos Emeralds are collected, a better ending sequence will be viewed. Also, it is noteworthy, that there are only six chaos emeralds in this game, while there are seven in Sonic the Hedgehog 2.
 
==Other versions and rereleases==
==Development==
===8-bit version===
The game began its production in April [[1990]], after Sega ordered its AM-8 team to develop a "killer game" for the Mega Drive/Genesis, along with a new company mascot. After choosing a hedgehog as the main character, the 15-men group changed its name to [[Sonic Team]] and started working on ''Sonic''. The main minds behind the game were character designer [[Naoto Ohshima]], [[game programmer]] [[Yuji Naka]] and [[level designer]] [[Hirokazu Yasuhara]]. <ref>[http://www.1up.com/do/feature?cId=3134008 1up]</ref>
{{main|Sonic the Hedgehog (8-bit video game)}}
 
A version of ''Sonic the Hedgehog'' was developed by [[Ancient (company)|Ancient]] and released in late 1991 for Sega's 8-bit consoles, the [[Master System]] and [[Game Gear]]. Its plot and gameplay mechanics are similar to the 16-bit version, though some level themes and [[digital asset]]s are different and Chaos Emeralds are scattered throughout levels rather than bonus stages.<ref name="sonic8bit">{{cite magazine|magazine=GamePro|title=Sega Master Pro Review: Sonic Boom|author=Earth Angel|pages=57–58|date=March 1992}}</ref> Gameplay as a whole is simplified; the level design is flatter and has a larger focus on exploration, with no vertical loops, and Sonic cannot re-collect his rings after being hit.<ref name="ign 8bit" /> The game has a different soundtrack composed by [[Yuzo Koshiro]], which includes adaptations of music from the original version.<ref>{{cite web|title=Interview with Yuzo Koshiro|date=February 2011|publisher=Square Enix Music Online|last1=Greening|first1=Chris|last2=Kotowski|first2=Don|url=http://www.squareenixmusic.com/features/interviews/yuzokoshiro.shtml|access-date=September 12, 2014|archive-url=https://web.archive.org/web/20120708075027/http://www.squareenixmusic.com/features/interviews/yuzokoshiro.shtml|archive-date=July 8, 2012}}</ref> It was the final game released for the Master System in North America.<ref>{{cite magazine|last=McFerran|first=Damien|title=Retroinspection: Master System|magazine=[[Retro Gamer]]|publisher=[[Imagine Publishing]]|pages=48–53|issue=44|issn=1742-3155|___location=London, UK}}</ref> The Master System version was re-released for [[Wii]]'s [[Virtual Console]] service in North America and Europe in August 2008.<ref name="ign 8bit">{{cite web|url=http://www.ign.com/articles/2008/08/04/sonic-the-hedgehog-master-system-version-review|title=Sonic the Hedgehog (Master System Version) Review|last=Thomas|first=Lucas M.|date=August 4, 2008|website=[[IGN]]|access-date=September 21, 2014}}</ref><ref>{{cite web|url=http://www.pegi.info/en/index/global_id/505/?searchString=Sonic+the+Hedgehog&agecategories=&genre=&organisations=&platforms=NWI&countries=&submit=Search#searchresults|publisher=[[Pan European Game Information]]|title=Search Result|access-date=September 21, 2014|archive-url=https://web.archive.org/web/20140924041309/http://www.pegi.info/en/index/global_id/505/?searchString=Sonic+the+Hedgehog&agecategories=&genre=&organisations=&platforms=NWI&countries=&submit=Search#searchresults|archive-date=September 24, 2014|url-status=dead|df=mdy-all}}</ref> The Game Gear version was re-released for the [[Nintendo 3DS]] Virtual Console on June 13, 2013,<ref>{{cite web|url=http://www.nintendolife.com/reviews/3ds-eshop/sonic_the_hedgehog_gamegear|website=NintendoLife|last=Sleeper|first=Morgan|title=Sonic the Hedgehog (3DS eShop / Game Gear)|date=June 15, 2013|access-date=December 26, 2014}}</ref> and included as an unlockable game in ''[[Sonic Adventure DX: Director's Cut]]'' for [[GameCube]] and [[Windows]]<ref>{{cite video game|title=[[Sonic Adventure DX: Director's Cut]]|date=June 18, 2003|publisher=[[Sega]]|developer=[[Sonic Team]]|quote='''Description:''' (SONIC THE HEDGEHOG) This is Sonic's first action game on GAME GEAR. Stop Dr. Eggman from getting his hands on the Chaos Emeralds! One Chaos Emerald is hidden in each zone. Collect them all to view the true ending.}}</ref> and ''[[Sonic Mega Collection Plus]]'' for [[PlayStation 2]], [[Xbox (console)|Xbox]], and Windows.<ref name="ign plus" />
The game originally had a [[sound test]], but the short schedule meant this had to be scrapped. Yuji Naka decided to replace the test with the "SEGA!" chant used in TV advertisement, which took 1/8 of the 4-[[megabit]] cartridge. <ref>[http://xbox.gamespy.com/articles/654/654750p5.html GameSpy]</ref> This sound-test would have featured a 'Sonic Band' that would, presumably, be animated while the songs played, the Sonic Band were Sonic (lead vocals) Sharps Chicken (Guitar) Max Monkey (Guitar) Mach Rabbit (Drums) and [[Vector The Crocodile]] (keyboard/synth) Vector was later re-designed and re-used for the game [[Knuckles' Chaotix]] and then redesigned and re-used in [[Sonic Heroes]].
 
===''Sonic the Hedgehog Genesis''===
This is the only Mega Drive/Genesis ''Sonic'' game made entirely in Japan. Although ''[[Sonic the Hedgehog CD]]'' was made in Japan as well, ''[[Sonic the Hedgehog 2]]'', ''[[Sonic the Hedgehog 3]]'', and ''[[Sonic & Knuckles]]'' were produced in [[North America]] at [[Sega Technical Institute]], albeit with almost exclusively Japanese staff members. ''[[Sonic the Hedgehog Spinball]]'', however, was produced almost entirely by Americans, the only ''Sonic'' game to date to do so. ''[[Sonic 3D Blast]]'' featured Japanese staff, but much of the work was done in the U.K.-based video game company [[Traveller's Tales]], who also produced ''[[Sonic R]]''.
To mark the game's fifteenth anniversary, a port for the [[Game Boy Advance]], ''Sonic the Hedgehog Genesis'', was released on November 14, 2006, in the United States. While the port is mostly identical to the original, it includes several new features not seen in the original Genesis release, such as the ability to save game progress and the inclusion of the Spin Dash move.<ref>{{cite web|url=http://www.nintendoworldreport.com/newsArt.cfm?artid=11750|title=News Article: Sonic on GBA for 15th Anniversary|publisher=Nintendo World Report|date=June 23, 2006|access-date=September 12, 2014|last=Metts|first=Jonathan}}</ref> This version, unlike others, received poor reviews, with a [[Metacritic]] score of 33/100.<ref name="Sonic Genesis Metacritic">{{cite web|url=https://www.metacritic.com/game/sonic-the-hedgehog/critic-reviews/?platform=game-boy-advance|website=[[Metacritic]]|title=Sonic the Hedgehog Genesis for Game Boy Advance Reviews|access-date=September 12, 2014}}</ref> The chief complaints concerned its poor conversion to the Game Boy Advance, resulting in a bad performance and poor implementation of the original music and gameplay.<ref name="gamespotgba">{{cite web|url=http://www.gamespot.com/reviews/sonic-the-hedgehog-genesis-review/1900-6162113/|title=Sonic the Hedgehog Genesis Review|website=[[GameSpot]]|date=November 20, 2006|last=Provo|first=Frank|access-date=October 11, 2014}}</ref>
 
As a response to the poor reception and claims that the system could not handle the original game, Simon "Stealth" Thomley, who later assisted with the development of the 2013 mobile port, released an unofficial, [[proof-of-concept]] version of ''Sonic the Hedgehog'' for the system. The unofficial version contains a complete Green Hill Zone and two bonus stages, as well as Tails and Knuckles as playable characters.<ref>{{cite web|last1=Thomley|first1=Simon|title=Sonic 1 GBA/DS|url=http://stealth.hapisan.com/portfolio/S1DS.html|website=stealth.hapisan.com|access-date=December 4, 2016}}</ref>
===Beta===
[[Image:sparklingz.jpg|thumb|left|The Sparkling Zone]]
*The "RINGS" gauge was originally named "RING" (see image left).
*Instead of leaving the screen at the end of each act Sonic would jump around and punch his fist into the air with joy.
*Originally, in Green Hill Zone, the sky was much darker than normal, the mountains looked different in the background, and a WELCOME sign was visible. However, this was in very early stages and only old magazines have similar shots.
*The Green Hill Zone would also once feature chequered boulder(s) that would chase Sonic similar to the scene from [[Indiana Jones]], the boulder design became the wrecking ball used in the zone's boss battle.
*The Marble Zone featured strange UFO-shaped objects in the sky, these objects can be seen tilting in the film [[Wayne's World]], during an advert for one of the character's Video Game arcades (shots of Sonic The Hedgehog are shown in the background while he talks to the camera) and, according to one early image, the zone included badniks that did not stay there in the final version, such as a snail-like badnik from the Spring Yard Zone.
*Spring Yard Zone originally went by "Sparkling Zone" and featured a slightly different background and neon signs (which would later possibly inspire ''Collision Chaos'' in [[Sonic CD]])
*Scrap Brain Zone was originally named "Clock Work Zone", although due to the lack of a W in the title cards, the only existing Beta screenshots show it as "Clock ork Zone." It also had a different background in Act 1 and also had diagonal conveyor belts.
*In early development stages, before programming began, the main character was going to be a rabbit who used its ears to pick up objects and throw them at enemies, similar to ''[[Super Mario Bros. 2]]''. This sort of gameplay was later revisited with ''[[Ristar]]''.
 
===2013 Versionsremaster===
A [[Video game remake|remastered]] mobile port was released on [[iOS]] on May 15, 2013, with an [[Android (operating system)|Android]] version following the next day. This version was developed by [[Christian Whitehead|Christian "Taxman" Whitehead]] and Simon Thomley of Headcannon from scratch using the [[Retro Engine]], previously used in the 2011 remaster of ''[[Sonic CD]]''. This port features several enhancements, such as widescreen graphics, the optional ability to Spin Dash, an additional bonus stage, a time attack mode and the unlockable option to play as [[Tails (character)|Tails]] or [[Knuckles the Echidna|Knuckles]]; it additionally features a heavily expanded [[debug mode]], which allows for use of unused elements and elements from more recent games (such as the characters' [[Super Sonic|super forms]]).<ref>{{cite web|last=Mitchell|first=Richard|url=http://www.joystiq.com/2013/05/16/sonic-the-hedgehog-speeds-to-android-today/|title=Sonic the Hedgehog speeds to Android today|publisher=Joystiq|date=May 16, 2013|access-date=January 11, 2015}}</ref><ref>{{cite web|last1=Nelson|first1=Jared|title=A Guide to 'Sonic the Hedgehog' 2.0's Hidden Level-select, Debug Mode, and Many More Secrets|url=http://toucharcade.com/2013/05/27/a-guide-to-sonic-the-hedgehog-version-2-0s-hidden-level-select-debug-mode-and-many-more-secrets/|website=TouchArcade|date=May 27, 2013 |access-date=March 31, 2017}}</ref> The iOS version was updated in 2016, adding compatibility with [[Apple TV]].<ref>{{cite web|last1=Dotson|first1=Carter|title='Sonic the Hedgehog' Remaster Now on Apple TV, 'Sonic 2' and 'Sonic CD' Later This Month|url=http://toucharcade.com/2016/03/17/sonic-the-hedgehog-remaster-now-on-apple-tv-sonic-2-and-sonic-cd-later-this-month/|website=TouchArcade|date=March 17, 2016 |access-date=March 31, 2017}}</ref>
[[Image:Sonic1MD.jpg|thumb|right|European cover of ''Sonic the Hedgehog''.]]The first version lacked moving clouds, rippling water, and other minor details. The later Japanese version included the details, and the Japanese version 2.0 fixed the "spike bug" (a bug in which Sonic would instantly die if he "bounced" from one set of spikes to another, ignoring the usual temporary invincibility). Also fixed is the level select cheat, which listed the game's levels in a different order, likely from an earlier version of the game.
 
===''3D Sonic the Hedgehog''===
In addition to this, the European version of the game played at about 90% speed of the NTSC version, a problem that has been fixed for the remaining Mega Drive Sonic Games, but not for ''Sonic the Hedgehog's'' appearances in any of the collections ([[Sonic Jam]] or [[Sonic Mega Collection]]).
A [[Nintendo 3DS]] version, ''3D Sonic the Hedgehog'', was released as part of the [[Sega 3D Reprint Archives|3D Classics]] line in 2013.<ref>{{cite web|url=http://www.nintendolife.com/games/3ds-eshop/3d_sonic_the_hedgehog|website=NintendoLife|title=3D Sonic the Hedgehog|access-date=October 12, 2014}}</ref> This version, unlike most downloadable re-releases of the game, is not [[Video game emulation|emulated]]; rather, the code was restructured to take advantage of the 3DS system's [[Stereoscopic video game|stereoscopic 3D]] graphics and comes with additional enhancements, such as the option to use the Spin Dash move, a [[Cathode-ray tube|CRT]]-style filter, and the option to start from any level.<ref>{{cite journal|title=3D Sonic the Hedgehog review|journal=Official Nintendo Magazine UK|date=February 12, 2014|page=87}}</ref>
 
===Compilation releases===
On the back of the box for the American version of Sonic the Hedgehog, there is text at the very bottom of the package that says, "You never know.. Sonic may be the world's next SUPER hero..", a reference to Nintendo's Super Mario Bros. Sega had put this on the box because at the time Nintendo and Sega were business rivals. Also, note that the word 'SUPER' is capitalized, which is also a reference to "SUPER Mario Bros".
{{Main|List of Sonic the Hedgehog compilations}}
With its sequels for the Genesis, ''Sonic the Hedgehog'' has been ported for a wide range of home and handheld consoles and personal computers through compilations.<ref name="clascol" /> The first collection it appeared in was ''[[Sonic Compilation]]'' (1995) for the Genesis.<ref>''[[Sonic Compilation]]'' instruction manual, p. 3.</ref> It has since appeared in ''[[Sonic Jam]]'' (1997) for the [[Sega Saturn|Saturn]],<ref>{{cite magazine|magazine=[[Sega Saturn Magazine]]|publisher=[[EMAP]]|date=August 1997|pages=68–69|last=Nutter|first=Lee|title=Review: Sonic Jam}}</ref> ''[[Sonic Mega Collection]]'' (2002) for the [[GameCube]],<ref>{{cite web|url=http://www.ign.com/articles/2002/11/12/sonic-mega-collection|website=IGN|date=November 12, 2002|last=Mirabella|first=Fran|access-date=September 21, 2014|title=Sonic Mega Collection: A stellar compilation with plenty of trimmings.}}</ref> ''[[Sonic Mega Collection Plus]]'' (2004) for the [[PlayStation 2]] and [[Xbox]],<ref name="ign plus">{{cite web|url=http://www.ign.com/articles/2004/11/04/sonic-mega-collection-plus|website=IGN|date=November 3, 2004|last=Goldstein|first=Hilary|access-date=September 21, 2014|title=Sonic Mega Collection Plus: Step into the way-back machine to the days of 16-bit brilliance.}}</ref> ''[[Sega Genesis Collection]]'' for the PlayStation 2 and [[PlayStation Portable|PSP]], ''[[Sonic's Ultimate Genesis Collection]]'' (2009) for the [[Xbox 360]] and [[PlayStation 3]],<ref>{{cite web|url=http://www.ign.com/articles/2009/02/12/sonics-ultimate-genesis-collection-review|website=IGN|last=Miller|first=Greg|date=February 12, 2009|title=Sonic's Ultimate Genesis Collection Review|access-date=September 23, 2014}}</ref> ''[[Sonic Classic Collection]]'' (2010) for the [[Nintendo DS]],<ref name="clascol">{{cite web|url=http://www.ign.com/articles/2010/03/06/sonic-classic-collection-review|website=IGN|last=Harris|first=Craig|date=March 5, 2010|title=Sonic Classic Collection Review|access-date=September 23, 2014}}</ref> ''Oculus Arcade'' for the [[Oculus Rift]],<ref>{{cite web|url=http://www.roadtovr.com/oculus-arcade-release-all-samsung-gear-vr-compatibility-21-arcade-games/|title=Oculus Arcade Now Available on All Gear VR With 21 Titles|first=Ben|last=Lang|date=November 10, 2015}}</ref> and ''[[Sega Genesis Classics]]'' (2018) for [[Microsoft Windows]], the [[PlayStation 4]], [[Xbox One]] and [[Nintendo Switch]]. The 2013 remaster was included in the 2022 compilation ''[[Sonic Origins]]''.<ref>{{Cite web|url=https://www.nintendolife.com/news/2021/05/sonic_origins_spin_dashes_to_the_latest_platforms_next_year|title=Sonic Origins Spin Dashes To "The Latest Platforms" Next Year|date=May 27, 2021|website=Nintendolife.com|access-date=January 25, 2022}}</ref> This remaster saw [[Amy Rose]] becoming a playable character in an upgraded version of ''Origins''.<ref>{{Cite magazine |url=https://www.gameinformer.com/2023/03/23/sonic-origins-plus-adds-amy-as-playable-character-game-gear-games-and-more-this-june |title=Sonic Origins Plus Adds Amy As Playable Character, Game Gear Games, And More This June |magazine=[[Game Informer]] |access-date=June 28, 2023 |archive-date=March 23, 2023 |archive-url=https://web.archive.org/web/20230323162108/https://www.gameinformer.com/2023/03/23/sonic-origins-plus-adds-amy-as-playable-character-game-gear-games-and-more-this-june |url-status=bot: unknown }}</ref>
 
===Downloadable releases===
There was also a version of ''[[Sonic the Hedgehog (Game Gear)|Sonic the Hedgehog]]'' released for the [[Sega Master System]] and the [[Sega Game Gear|Game Gear]], which loosely followed the design of the Genesis version, although with new stages, some different zones and a level map.
''Sonic the Hedgehog'' has been available for all three major [[history of video game consoles (seventh generation)|seventh-generation video game consoles]]. It was part of the [[Wii]] [[Virtual Console]] at the service's 2006 introduction,<ref name="alive" /> and was released for the [[Xbox Live Arcade]]<ref name="XBLA">{{cite web|url=http://www.ign.com/games/sonic-the-hedgehog-arcade/xbox-360-905308|title=Sonic the Hedgehog Arcade|website=IGN|access-date=October 13, 2014}}</ref> and [[PlayStation Network]] shortly afterwards.<ref>{{cite web|url=http://www.playstation.com/en-us/games/sonic-the-hedgehog-ps3/|publisher=PlayStation.com|title=Sonic The Hedgehog™|access-date=October 13, 2014}}</ref> The game was released for the [[iPod Classic]], [[iPod video]], and video-capable [[iPod Nano]] models in 2007<ref>{{cite web|archive-url=https://web.archive.org/web/20080725154943/http://www.apple.com/games/ipod/sonicthehedgehog/|url=https://www.apple.com/games/ipod/sonicthehedgehog/|publisher=[[Apple Inc.|Apple.com]]|title=Sonic The Hedgehog: Grab the rings|access-date=October 11, 2014|last=Cook|first=Brad|archive-date=July 25, 2008}}</ref> and for Apple's [[iOS]] in April 2009.<ref>{{cite web|url=http://www.ign.com/articles/2009/05/21/sonic-the-hedgehog-iphone-review|website=IGN|title=Sonic the Hedgehog iPhone Review|access-date=October 13, 2014|last=Buchanan|first=Levi|date=May 21, 2009}}</ref> ''Sonic the Hedgehog'' became available on [[GameTap]] in September 2009.<ref name="GameTap">{{cite web|url=http://www.gametap.com/video-games/Sonic-the-Hedgehog-20000543-13.html|title=Sonic the Hedgehog – Play Now – GameTap|publisher=GameTap|access-date=October 21, 2009|url-status=dead|archive-url=https://web.archive.org/web/20090917051126/http://www.gametap.com/video-games/Sonic-the-Hedgehog-20000543-13.html|archive-date=September 17, 2009}}</ref> In October 2010, it was released on [[Windows]] via [[Steam (service)|Steam]].<ref>{{cite web|url=http://blogs.sega.com/usa/2010/10/06/sega-genesis-classics-series-iii-on-pc|title=SEGA Genesis Classics: Series III on PC!|publisher=SEGA Blogs|access-date=October 6, 2010|archive-date=February 23, 2013|archive-url=https://web.archive.org/web/20130223210744/http://blogs.sega.com/2010/10/06/sega-genesis-classics-series-iii-on-pc/|url-status=dead}}</ref><ref>{{cite web|url=http://store.steampowered.com/app/71113/?snr=1_7_7_151_150_1|title=Sonic the Hedgehog on Steam|publisher=[[Valve Corporation|Valve]]|date=October 26, 2013|access-date=October 13, 2014}}</ref> The game was ported to [[Android (operating system)|Android]] and released in December 2012.<ref>{{cite web|url=https://play.google.com/store/apps/details?id=com.sega.sonic1&hl=en|archive-url=https://web.archive.org/web/20130821204918/https://play.google.com/store/apps/details?id=com.sega.sonic1&hl=en|archive-date=August 21, 2013|title=Sonic The Hedgehog|access-date=October 13, 2014|url-status=live}}</ref><ref>{{cite web|url=https://www.amazon.com/Sega-of-America-Sonic-Hedgehog/dp/B00D74DVKM|title=Sonic The Hedgehog|website=Amazon|access-date=October 13, 2014}}</ref> Additionally, it is an unlockable reward in the console versions of ''[[Sonic Generations]]''.<ref>{{cite web|last=Fahey|first=Mike|url=http://kotaku.com/5853620/theres-a-little-extra-classic-sonic-lurking-in-sonic-generations|title=There's a Little Extra Classic Sonic Lurking in Sonic Generations|website=Kotaku|date=October 26, 2011|access-date=January 11, 2015}}</ref> The 2013 remaster was made available on the [[Sega Forever]] service on iOS and Android in June 2017.<ref>{{cite web|last1=Vega|first1=Nick|title=Free versions of 'Sonic the Hedgehog' and other classic Sega games are coming to iPhone and Android|url=http://www.businessinsider.com/sega-forever-sonic-iphone-free-android-mobile-2017-6|website=Business Insider|access-date=June 21, 2017}}</ref> A port for the [[Nintendo Switch]] was released on September 20, 2018<ref>{{cite web|author1=Sato|title=Sega Ages' First Wave Of Games In Sonic the Hedgehog And Thunder Force IV Arrives September 20|url=http://www.siliconera.com/2018/09/13/sega-ages-first-wave-of-games-in-sonic-the-hedgehog-and-thunder-force-iv-arrives-september-20/|website=Siliconera|access-date=September 13, 2018|date=September 13, 2018}}</ref> as part of [[M2 (game developer)|M2]]'s [[Sega Ages]] line of rereleases.<ref>{{cite web|last=Romano|first=Sal|title=Sega Ages: Sonic the Hedgehog and Thunder Force IV delayed to September|url=https://gematsu.com/2018/08/sega-ages-sonic-the-hedgehog-and-thunder-force-iv-delayed-to-september|website=Gematsu|access-date=August 27, 2018|date=August 27, 2018}}</ref> It adds features including the ability to use moves from ''Sonic 2'' and ''[[Sonic Mania]]'', a challenge mode, a time attack for the first stage, and features from the 3DS rereleases of the game and its sequel.<ref>{{cite web|last1=Raymond|first1=Nicholas|title=Sonic The Hedgehog Coming to Switch Next Month - With New Features|url=https://screenrant.com/sonic-hedgehog-game-nintendo-switch-release-details/|website=[[Screen Rant]]|access-date=August 26, 2018|date=July 19, 2018}}</ref>
 
===Canceled versions===
Although its Genesis counterpart was extremely popular in the [[United States]] and [[PAL]] territories, ''Sonic the Hedgehog'' only received lukewarm responses in Japan.
[[U.S. Gold]] acquired the rights to make a version of ''Sonic the Hedgehog'' for the [[Amiga]], [[ZX Spectrum]], [[Commodore 64]], [[Amstrad CPC]] and [[Atari ST]] personal computers, but these went unreleased.<ref>{{cite web|title=Unreleased Sonic the Hedgehog Games|url=http://www.ugo.com/games/lost-levels-sonic|website=UGO|access-date=June 16, 2017|archive-url=https://archive.today/20130105222031/http://www.ugo.com/games/lost-levels-sonic|archive-date=January 5, 2013|url-status=dead}}</ref> Several screenshots exist, some of which resemble the 8-bit version.<ref>{{cite magazine|last1=Pasquali|first1=Gabriele|title=Magicamigamente Sonic!|magazine=The Games Machine|date=September 1, 1991|issue=34|page=87}}</ref> An enhanced port for the [[Sega CD]] was also planned, but was canceled in favor of ''[[Sonic CD]]''.<ref>{{cite journal|title=Coming Attractions|journal=MegaPlay|date=August 1992|volume=3|issue=11|page=30}}</ref>
 
==Reception==
The game was later re-released for the [[Sega Saturn]] in [[1997]] as part of ''[[Sonic Jam]]'', for the [[Nintendo GameCube]] in [[2002]] as part of ''[[Sonic Mega Collection]]'' (including all three revisions), and on the [[PlayStation 2]] and [[Xbox]] in [[2004]] as part of ''[[Sonic Mega Collection Plus]]''. This would mark the first time many players were able to experience the final Japanese version of the game. Note that despite being based on the Japanese version, the version of ''Sonic the Hedgehog'' in the U.S. version of ''Sonic Mega Collection'' still does not have the feature of giving the player an extra life for achieving 50,000 points, which can be done in the Japanese Mega Drive version of this game.
{{Video game reviews
| title = Contemporary reception
<!-- Reviewers -->
| ACE = 925/1000<ref>{{cite magazine|url=https://archive.org/stream/ace-magazine-47/ACE_Issue_47_1991_Aug#page/n53/mode/2up|title=Sonic the Hedgehog|last=Whitta|first=Gary|magazine=ACE|issue=47|pages=54–56|date=August 1991}}</ref> <br /> 5/5<ref>{{cite magazine |title=Sonic the Hedgehog |magazine=[[ACE (magazine)|ACE]] |date=8 October 1991 |issue=50 (November 1991) |pages=128, 130 |url=https://archive.org/details/ace-magazine-50/page/n127}}</ref>
| BMD = 37/40<ref>{{cite magazine |title=ソニック・ザ・ヘッジホッグ |magazine=[[Gemaga|Beep! Mega Drive]] |date=1991-07-08 |issue=1991–08 |page=35 |url=https://retrocdn.net/images/6/60/BeepMD_JP_1991-08.pdf#page=35}}</ref>
| CVG = 94%<ref name="cvg">{{cite magazine|magazine=[[Computer and Video Games]]|issue=117|title=Sonic The Hedgehog|pages=16–19|issn=0261-3697|department=Review|date=August 1991}}</ref>
| Dragon = 5/5<ref name="dragon">{{cite magazine|title=The Role of Computers|last1=Lesser|last2=Lesser|last3=Lesser|first1=Hartley|first2=Patricia|first3=Kirk|name-list-style=amp|magazine=Dragon|issue=174|date=October 1991|pages=57–64|issn=1062-2101}}</ref>
| EGM = 36/40<ref name="egm">{{cite magazine|magazine=[[Electronic Gaming Monthly]]|issue=24|page=24|date=July 1991|title=Genesis – Sega / Sonic the Hedgehog|issn=1058-918X}}</ref>
| GamePro = 24/25<ref name="gamepro">{{cite magazine|magazine=GamePro|title=Genesis Pro Review: Hedgehog Heaven|author=Boogie Man|pages=42, 43|date=June 1991|url=http://retrocdn.net/images/5/5f/GamePro_US_023.pdf#page=44|access-date=March 7, 2017|issn=1042-8658}}</ref>
| Gen4 = 97%<ref name="G4Rev">{{cite magazine|magazine={{ill|Gen4|fr|lt=Génération 4}}|issn=1624-1088|title=''Sonic The Hedgehog''|last=Ladoire|first=Frank |pages=118–121|date=July 1991|issue=35|language=fr}}</ref>
| HC = 95%<ref>{{cite magazine |title=Sonic |magazine=[[Hobby Consolas]] |date=October 1991 |issue=1 |pages=18–21 |url=https://archive.org/details/HobbyConsolas001/page/n17 |language=es}}</ref>
| JS = 98%<ref>{{cite magazine |title=Sonic the Hedgehog |magazine=[[Joystick (magazine)|Joystick]] |date=July–August 1991 |issue=18 |pages=164–5 |url=https://www.abandonware-magazines.org/affiche_mag.php?mag=30&num=669&album=oui |language=fr}}</ref>
| PO = 96%<ref>{{cite magazine |title=Sonic |magazine=[[:fr:Player One (magazine)|Player One]] |date=July–August 1991 |issue=32 |pages=24–9 |url=https://www.abandonware-magazines.org/affiche_mag.php?mag=32&num=976&album=oui |language=fr}}</ref>
| Raze = 95%<ref name="Raze">{{cite journal|last=Boardman|first=Julian|title=''Sonic the Hedgehog''|journal=[[Newsfield#Raze|Raze]]|issue=11|publisher=[[Newsfield]]|date=September 1991|pages=50–52}}</ref>
| rev1 = ''[[Entertainment Weekly]]''
| rev1Score = A+<ref name="StraussRev">{{cite magazine|last=Strauss|first=Bob|url=https://ew.com/article/1991/08/23/sonic-hedgehog/|title=Sonic The Hedgehog|magazine=[[Entertainment Weekly]]|issue=80|publisher=[[Meredith Corporation]]|date=August 23, 1991|access-date=2018-12-15|archive-date=September 10, 2018|archive-url=https://web.archive.org/web/20180910131423/https://ew.com/article/1991/08/23/sonic-hedgehog/|url-status=dead}}</ref>
| rev2 = ''[[Mean Machines]]''
| rev2Score = 92%<ref name="mean">{{cite magazine|last1=Leadbetter|first1=Rich|last2=Paul|first2=Glancey|title=Mega Drive Review: Sonic the Hedgehog|magazine=[[Mean Machines]]|date=July 1991|issue=10|pages=42–44|url=http://www.meanmachinesmag.co.uk/review/152/sonic-the-hedgehog.php|access-date=February 9, 2012|issn=0960-4952|archive-url=https://web.archive.org/web/20160305061318/http://www.meanmachinesmag.co.uk/review/152/sonic-the-hedgehog.php|archive-date=March 5, 2016|url-status=dead}}</ref>
| rev3 = ''[[Sega Power]]''
| rev3Score = 97%<ref name="SegaPower">{{cite magazine|magazine=[[Sega Power]]|publisher=[[Future plc]]|date=September 1991|pages=9–11|title=''Sonic the Hedgehog''|url=https://retrocdn.net/images/8/85/SegaPower_UK_22.pdf}}</ref>
| award1Pub = ''[[Electronic Gaming Monthly]]'' (''EGM''),<ref name="EGM1992"/> <br /> [[Golden Joystick Awards]]<ref name="theone"/>
| award1 = [[List of Game of the Year awards|Game of the Year]]
| award2Pub = [[European Computer Trade Show]] (ECTS)
| award2 = Best Video Game, <br /> Going Live Viewers Award<ref name="Zero33"/>
}}
 
===Sales===
Like all of the four games included in Sonic Jam, the title was given an 'easy' and a 'medium' option (as well as an 'original' option, the game as it was) that removed acts, bosses, enemies, spikes, traps and pits, but the Spin-Dash, a move that did not debut until [[Sonic The Hedgehog 2 (16-bit)| Sonic 2 ]] the following year, was implimented also.
''Sonic the Hedgehog'' was a commercial success. It became America's best-selling video game for several months in 1991, outselling ''Super Mario''.<ref name="Chicago"/> By Christmas 1991, ''Sonic the Hedgehog'' had sold nearly {{nowrap|1 million}} [[game cartridges]] in the United States.<ref>{{cite news |title=Sega reports strong 'Sonic 2' sales |url=https://www.upi.com/Archives/1992/12/02/Sega-reports-strong-Sonic-2-sales/3172723272400/ |access-date=5 January 2021 |work=[[UPI]] |agency=[[United Press International]] |date=December 2, 1992 |quote=Sega scored significantly last Christmas with the original 'Sonic the Hedgehog' for the 16-bit Genesis machine, selling nearly 1 million copies.}}</ref> It was also [[Blockbuster Video]]'s highest-renting game of the year.<ref>{{cite web |url=https://retrocdn.net/images/c/cb/GamePro_US_030.pdf |title=Pro News Report |magazine=GamePro |publisher=[[International Data Group]] |date=January 1992 |page=162}}</ref> In the United Kingdom, it was the top-selling Mega Drive game for two months following its release.<ref>{{cite magazine |title=CVG Charts |magazine=[[Computer and Video Games]] |date=15 July 1991 |issue=117 (August 1991) |pages=99–102 |url=https://archive.org/details/cvg-magazine-117/page/n98}}</ref><ref>{{cite magazine |title=CVG Charts |magazine=[[Computer and Video Games]] |date=15 August 1991 |issue=118 (September 1991) |pages=99–102 |url=https://archive.org/details/cvg-magazine-118/page/n98}}</ref>
 
''Sonic the Hedgehog'' was the best-selling home [[1991 in video games|video game of 1991]],<ref name="Kalinske">{{cite AV media |last1=Kalinske |first1=Tom |author1-link=Tom Kalinske |title=Sonic the Hedgehog 2 Launch (Sonic 2sday) |publisher=[[Sega of America]] |date=November 24, 1992}} ([https://www.youtube.com/watch?v=GTMKAq-abSE Part 1] and [https://www.youtube.com/watch?v=GTMKAq-abSE Part 2])</ref> with {{nowrap|2 million}} copies sold worldwide by the end of the year,<ref>{{cite news |last1=Pham |first1=Alex |title=Super Sonic |url=https://www.latimes.com/archives/la-xpm-2001-sep-13-tt-45191-story.html |access-date=2 February 2021 |work=[[Los Angeles Times]] |date=13 September 2001 |archive-url=https://web.archive.org/web/20201008184155/http://www.latimes.com/archives/la-xpm-2001-sep-13-tt-45191-story.html |archive-date=2020-10-08}}</ref> becoming Sega's best-selling home video game up until then.<ref>{{cite news |last1=Fisher |first1=Lawrence M. |title=Making a Difference; The Hedgehog Takes Hold |url=https://www.nytimes.com/1992/01/05/business/making-a-difference-the-hedgehog-takes-hold.html |access-date=23 September 2021 |work=[[The New York Times]] |date=5 January 1992}}</ref> In 1991, ''Sonic the Hedgehog'' helped Sega generate a gross revenue of {{US$|1 billion|long=no}} in console sales and capture a 65% share of the European console market.<ref name="megatech13">{{cite magazine |title=A MegaTech Christmas Carol |magazine=[[MegaTech]] |date=20 December 1992 |issue=13 (January 1993) |pages=24-28 (26-7) |url=https://archive.org/details/mt-13/page/n25}}</ref> ''Sonic the Hedgehog'' set a Sega software sales record with {{nowrap|2.8 million}} cartridges sold by March 1992,<ref>{{cite book |title=Tokyo Business Today |date=1993 |publisher=[[Toyo Keizai]] |page=37 |url=https://books.google.com/books?id=Fw20AAAAIAAJ |quote=Through March 1992, "Sonic" sales had climbed to {{nowrap|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 {{nowrap|3.2 million}} packages sold out only two weeks after hitting the stores}}</ref> including {{nowrap|1.8 million}} copies in the United States and another {{nowrap|1 million}} in Europe and Japan.<ref>{{cite journal |title=Asiaweek |journal=[[Asiaweek]] |date=1992 |volume=18 |issue=27–51 |page=65 |url=https://books.google.com/books?id=mR1BAQAAIAAJ |publisher=Asiaweek Limited |quote=It sold 1.8 million copies of copies of "Sonic the Hedgehog" in the U.S. and another million in Europe and Japan.}}</ref> The game went on to sell {{nowrap|3.7 million}} units by October 1992,<ref>{{cite magazine |title=Sonic the Hedgehog 2: Review |magazine=[[Mean Machines Sega]] |date=October 1992 |issue=2 (November 1992) |pages=60–3 |url=https://retrocdn.net/images/1/1b/MeanMachinesSega02UK.pdf#page=60}}</ref> and {{nowrap|4.5 million}} copies worldwide by November 1992.<ref name="Kalinske"/> By 1997, the game had sold over {{nowrap|14 million}} copies worldwide,<ref>{{cite magazine |title=A blast from the past! |magazine=[[Sega Saturn Magazine]] |date=11 June 1997 |issue=21 (July 1997) |pages=36–43 (36) |url=https://archive.org/details/Official_Sega_Saturn_Magazine_021/page/n35}}</ref><ref>{{cite magazine |title=Review: Sonic Jam |magazine=[[Sega Saturn Magazine]] |date=16 July 1997 |issue=22 (August 1997) |pages=68–69 (68) |url=https://archive.org/details/Official_Sega_Saturn_Magazine_022/page/n67}}</ref> and earned over {{US$|400 million|long=no}} ({{US$|{{Inflation|US|400|1991|r=-1}} million|long=no}} adjusted for inflation), higher than the {{US$|200–300 million|long=no}} typically grossed by a [[blockbuster movie]] at the time.<ref>{{cite book |last1=Abreu |first1=Carlos De |last2=Smith |first2=Howard Jay |title=Opening the Doors to Hollywood: How to Sell Your Idea, Story, Book, Screenplay, Manuscript |publisher=[[Three Rivers Press]] |year=1997 |isbn=978-0-609-80110-9 |page=25 |url=https://books.google.com/books?id=OpA1lPS7WrcC |quote=''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.}}</ref>
A [[J2ME]] conversion for [[mobile phones]] running Java was released by [[I-Fone]] in [[2006]]. This version, "Sonic the Hedgehog Part 1", includes only the first three zones, with the remainder to be released as "Sonic the Hedgehog Part 2" at a later date. This version mostly follows the Mega Drive version, but some features have been removed, most notably the Special Stage.
 
The original version bundled with the Sega Genesis/Mega Drive hardware had sold over 15&nbsp;million copies {{as of|2009|2|lc=y}}.<ref name="youtube">{{cite AV media|url=https://www.youtube.com/watch?v=7mFs2v7XM4o |archive-url=https://ghostarchive.org/varchive/youtube/20211212/7mFs2v7XM4o| archive-date=2021-12-12 |url-status=live|title=Sonic the Hedgehog GameTap Retrospective Pt. 3/4|medium=[[YouTube]]|publisher=[[GameTap]] (user gametap)|date=February 16, 2009|time=1:21|access-date=February 6, 2014}}{{cbignore}}</ref><ref name="youtubealt">{{cite AV media|url=https://www.youtube.com/watch?v=f-ij_RcEzcI |archive-url=https://ghostarchive.org/varchive/youtube/20211212/f-ij_RcEzcI| archive-date=2021-12-12 |url-status=live|title=Sonic the Hedgehog GameTap Retrospective (Alternative Compilation Upload)|time=12:40}}{{cbignore}}</ref> The [[mobile game]] version also had eight million paid downloads by 2008,<ref>{{cite magazine|url=https://www.mcvuk.com/business/sonic-rings-mobile-success|magazine=[[MCV (magazine)|MCV]]|last=Parfitt|first=Ben|access-date=May 29, 2008|date=May 29, 2008|title=Sonic rings mobile success}}</ref> 482,960 units were sold on [[Xbox Live Arcade]] {{as of|2011|lc=y}},<ref>{{cite news |last1=Langley |first1=Ryan |title=Xbox Live Arcade by the numbers - the 2011 year in review |url=http://www.gamasutra.com/view/news/39713/Xbox_Live_Arcde_by_the_numbers__the_2011_year_in_review.php |access-date=January 30, 2019 |work=[[Gamasutra]] |date=January 20, 2012 |archive-url=https://web.archive.org/web/20120302180538/http://www.gamasutra.com/view/news/39713/Xbox_Live_Arcde_by_the_numbers__the_2011_year_in_review.php |archive-date=March 2, 2012 |url-status=dead }}</ref> and 10 million paid [[Android (software)|Android]] downloads were sold as of 2017<ref>{{Cite web |last=Tavares |first=Pedro |date=2018-01-23 |title=Sonic apps in the Google Play published by SEGA leak users' data |url=https://seguranca-informatica.pt/sonic-apps-in-the-google-play-published-by-sega-leak-users-data/ |access-date=2025-01-31 |website=Segurança Informática |language=pt-PT |quote=Sonic the Hedgehog™ Classic - 10 to 50 millions downloads}}</ref> bringing total sales to {{nowrap|{{#expr:15+8+0.48296+10 round 1}} million}} worldwide across all platforms.
The main villain, has his name localized to either [[Doctor Eggman]] (in Japan) or Doctor Ivo Robotnik in Europe and the US, this continued until ''[[Sonic Adventure]]'', where Doctor Eggman was used in conjunction with the name Robotnik. In Sonic Adventure 2 the name Dr. Eggman continued to be used in the same fashion. Yuji Naka is reported to have said that Dr. Eggman is a nickname that Sonic gave to Dr. Robotnik.
 
===Contemporary reviews===
The game was converted into a [[Famicom]] game called ''[[Somari]]'' by a group of [[software pirate]]s in [[Hong Kong]]. The game, which is mostly playable, replaces Sonic with a character who appears to be [[Super Mario]] wearing Sonic's shoes.
''Sonic the Hedgehog'' was praised by critics, with scores above 90% from most [[video game magazines]] at the time. It was considered Sega's answer to Nintendo's widely popular ''[[Mario (franchise)|Mario]]'' series, as it was a platformer featuring the company's mascot.<ref name="cvg"/><ref name="dragon"/> In a preview following its CES debut in January 1991, John Cook of ''[[Computer and Video Games]]'' called it the most impressive game at the show and said it was "another jumpy jumpy game in the Mario mould, but with an astonishing turn of speed and great music."<ref>{{cite magazine |last1=Cook |first1=John |title=CVG News: Special Report |magazine=[[Computer and Video Games]] |date=16 February 1991 |issue=112 (March 1991) |pages=10–1 |url=https://archive.org/details/cvg-magazine-112/page/n9/mode/2up}}</ref> Upon release, Paul Rand of ''Computer and Video Games'' compared the two in depth and characterized ''Sonic the Hedgehog'' as being faster, with brighter colors and ''[[Super Mario World]]'' as having more "depth of play".<ref name="cvg" /> Frank Ladoire of ''{{ill|Gen4|fr|lt=Génération 4}}'' believed ''Sonic the Hedgehog'' was part of a new generation of games that demonstrate that the [[Mega Drive]] is capable of "beautiful things" in the technical department.<ref name="G4Rev"/>
 
Reviewers praised the colorful, detailed graphics. Rand called its color scheme "lively, but never garish", praising the interaction of color with detail in the sprites, backgrounds, and animations and describing its graphics as the best available for the Mega Drive.<ref name="cvg"/> Reviewer Boogie Man of ''[[GamePro]]'' called the intricate backgrounds "eye-popping" and "gorgeous",<ref name="gamepro"/> which was echoed by ''[[Mean Machines]]''.<ref name="mean"/> The Lessers (Hartley, Patricia, and Kirk) of ''[[Dragon (magazine)|Dragon]]'' claimed the graphics made ''Sonic'' a possible contender for the best game of 1991<ref name="dragon"/> and ''GameZone'' called the animation "some of the smoothest and fastest&nbsp;... ever seen".<ref name="gamezone">{{cite magazine|title=Mega Drive: ''Sonic the Hedgehog''|magazine=GameZone|page=97|issue=1|date=November 1991}}</ref> Julian Boardman of ''[[Newsfield#Raze|Raze]]'' praised the "colourful and highly detailed" backdrops and "fabulous" sprites.<ref name="Raze"/> The music and sound effects were also well received; ''Dragon'' called them "great",<ref name="dragon"/> and ''GameZone'' "amazing".<ref name="gamezone"/> Rand praised the "catchy" soundtrack, calling some of the sound effects "absolutely brilliant".<ref name="cvg"/> Although ''Mean Machines'' called the songs "vaguely appealing", the sound effects were better appreciated.<ref name="mean"/> However, Boardman of ''Raze'' considered the music "a little boring".<ref name="Raze"/>
A pirated version of ''Sonic the Hedgehog'' that was widely pirated in [[Asia]] has all of the [[SEGA]] logos removed.
 
Critics cited the fast gameplay, unprecedented in platformers.<ref name="egm"/><ref name="gamepro"/> The difficulty was disputed, described as "impossible" by Rand<ref name="cvg"/> and "average" by ''EGM''.<ref name="egm"/> Rand said about the gameplay in general that it "plays like a dream";<ref name="cvg"/> according to ''GameZone'' it would enchant players for hours,<ref name="gamezone"/> and Boogie Man praised Sonic Team's ability to provide an engaging experience primarily from running and jumping.<ref name="gamepro"/> Although ''EGM'', ''Dragon'', Paul of ''Mean Machines'' and Boardman of ''Raze'' praised the [[level design]] (especially the hidden rooms),<ref name="mean"/><ref name="dragon"/><ref name="egm"/><ref name="Raze"/> Paul found losing all of one's rings frustrating.<ref name="mean"/>
''Sonic the Hedgehog'' is confirmed to be one of the Genesis titles available for Nintendo [[Wii]]'s [[Virtual Console (Wii)|Virtual Console ]] service<ref>[http://www.gamespot.com/features/6146540/index.html GameSpot]</ref>.
 
Bob Strauss of ''[[Entertainment Weekly]]'' gave the game an A+ and wrote that it was a very fast game, yet never felt chaotic or impossible,<ref name="StraussRev" /> and they later named it the best game available in 1991.<ref>{{cite magazine|url=https://ew.com/article/1991/11/22/video-games-guide/|title=Video Games Guide|last=Strauss|first=Bob|magazine=Entertainment Weekly|date=November 22, 1991|access-date=January 23, 2019}}</ref>
At an [[Xbox 360]] press conference at [[Grauman's Chinese Theatre]] on [[May 9]], [[2006]], [[Peter Moore]] announced that ''Sonic the Hedgehog'' will be available on [[Xbox Live Arcade]] by the end of the year. Currently, it has the working title ''Sonic the Hedgehog High Speed''<ref>[http://www.gamespot.com/xbox360/action/sonicthehedgehoghighspeed/ GameSpot Game Page]</ref>.
 
===Awards===
The [[Sonic Mega Collection]] features a cheat that enables you to play this version, and also a cheat to fix the spike bug. (SOURCE: GameFAQ's)
At the 1991 [[Golden Joystick Awards]], ''Sonic the Hedgehog'' won [[Golden Joystick Award for Game of the Year|Overall Game of the Year]].<ref name="theone">{{cite magazine|magazine=[[The One (magazine)|The One]]|publisher=[[EMAP]]|issue=44|page=17|date=May 1992|url=https://archive.org/stream/theone-magazine-44/TheOne_44_May_1992#page/n16/mode/1up|title=News: Luvvies! Dahlings!}}</ref> In the 1991 ''[[Electronic Gaming Monthly]]'' awards, ''Sonic the Hedgehog'' won [[List of Game of the Year awards|Game of the Year]].<ref name="EGM1992">''Electronic Gaming Monthly's 1992 Video Game Buyer's Guide'', pages 60–61</ref> At the [[European Computer Trade Show]] (ECTS) awards, it won the awards for Best Video Game and Going Live Viewers Award.<ref name="Zero33">{{cite magazine |title=News |journal=[[Zero (video game magazine)|Zero]] |date=11 June 1992 |issue=33 (July 1992) |pages=8–9 |url=https://archive.org/details/zero-magazine-33/page/n7/mode/2up}}</ref> In 1992, ''[[Mega (magazine)|Mega]]'' ranked ''Sonic'' as their third-favorite Genesis game.<ref>{{cite magazine|title=Sonic the Hedgehog|magazine=[[Mega (magazine)|Mega]]|issue=1|page=76|date=October 1992}}</ref> In 1995, [[Flux (magazine)|''Flux'']] rated the game fourth in its "Top 100 Video Games".<ref>{{Cite journal |date=April 1995 |title=Top 100 Video Games |url=https://archive.org/details/flux-issue-4/page/n23/mode/2up |journal=Flux |publisher=Harris Publications |issue=4 |pages=25}}</ref> In 1996, [[GamesMaster (magazine)|''GamesMaster'']] ranked the game 78th on their "Top 100 Games of All Time".<ref>{{Cite journal |date=July 1996 |title=Top 100 Games of All Time |url=https://retrocdn.net/images/c/cf/GamesMaster_UK_044.pdf |journal=GamesMaster |issue=44 |pages=75}}</ref> In 2016, [[The Strong National Museum of Play]] inducted ''Sonic the Hedgehog'' to its [[World Video Game Hall of Fame]].<ref>{{cite web |title=Sonic the Hedgehog |url=https://www.museumofplay.org/games/sonic-the-hedgehog/ |website=[[The Strong National Museum of Play]] |publisher=[[The Strong]] |access-date=6 May 2022}}</ref>
 
{{Clear}}
It has been announced that an enhanced version of this game, entitled ''[[Sonic the Hedgehog Genesis]]'', will appear on the [[Game Boy Advance]] in November 2006 as part of the celebrations of the original game's 15th anniversary. It will include a new save feature and a special "Anniversary Mode", featuring the Spin-Dash move Sonic got in later games.<ref>[http://www.planetgamecube.com/newsArt.cfm?artid=11750 Planet GameCube]</ref>
 
===Retrospective reviews===
== Hacks ==
{{Video game reviews
[[Image:S1K 000.JPG|thumb|Knuckles in Sonic the Hedgehog 1.]]
| title = Retrospective reception
[[Image:mightyta.jpg|thumb|right|[[Mighty the Armadillo]] in the hacked game, ''Sonic Gaiden''.]]
<!-- Formatting -->
''Sonic the Hedgehog'' is frequently modified by [[ROM hacker]]s, and its data addresses and code are almost completely understood through [[reverse engineering]] techniques. Fan hacks include:
| na = true
<!-- Turn on platform -->
| SMD = true
| 3DS = true
| GBA = yes
| iOS = true
| WII = true
| X360 = true
<!-- Aggregators -->
| GR_SMD = 86%<ref name="gr_sonic">{{cite web|url=https://www.gamerankings.com/genesis/454495-sonic-the-hedgehog/index.html|title=Sonic the Hedgehog for Genesis|website=[[GameRankings]]|publisher=[[CBS Interactive]]|access-date=February 6, 2014|url-status=dead|archive-url=https://web.archive.org/web/20191209014529/http://www.gamerankings.com/genesis/454495-sonic-the-hedgehog/index.html|archive-date=2019-12-09}}</ref>
| GR_GBA = 32.50%<ref>{{cite web|url=http://www.gamerankings.com/gba/934134-sonic-the-hedgehog-genesis/index.html|title=Sonic the Hedgehog: Genesis|website=[[GameRankings]]|access-date=May 15, 2021|url-status=dead|archive-url=https://web.archive.org/web/20170630100601/http://www.gamerankings.com/gba/934134-sonic-the-hedgehog-genesis/index.html|archive-date=June 30, 2017}}</ref>
| GR_iOS = 70%<ref>{{cite web|url=https://www.gamerankings.com/iphone/948546-sonic-the-hedgehog/index.html|title=Sonic the Hedgehog for iOS (iPhone/iPad)|website=GameRankings|publisher=CBS Interactive|access-date=March 31, 2017}}</ref>
| MC_3DS = 81/100<ref>{{cite web|url=https://www.metacritic.com/game/sonic-the-hedgehog/critic-reviews/?platform=3ds|title=3D Sonic the Hedgehog for 3DS Reviews|website=Metacritic|publisher=CBS Interactive|access-date=September 5, 2018}}</ref>
| MC_GBA = 33/100<ref name="Sonic Genesis Metacritic"/>
| MC_X360 = 77/100<ref>{{cite web|url=https://www.metacritic.com/game/sonic-the-hedgehog/critic-reviews/?platform=xbox-360|title=Sonic the Hedgehog (Live Arcade) for Xbox 360 Reviews|website=[[Metacritic]]|publisher=CBS Interactive|access-date=September 5, 2018}}</ref>
<!-- Reviewers -->
| EuroG_X360 = 9/10<ref>{{cite web|last=Reed|first=Kristan|url=http://www.eurogamer.net/articles/sonic-the-hedgehog-review|title=Sonic the Hedgehog Review|website=[[Eurogamer]]|access-date=February 9, 2012|date=July 16, 2007}}</ref>
| GSpot_GBA = 2.5/10<ref name="gamespotgba"/>
| GSpot_WII = 7.3/10<ref name="gamespot">{{cite web|url=http://www.gamespot.com/reviews/sonic-the-hedgehog-review/1900-6162058/|website=GameSpot|title=''Sonic the Hedgehog'' Review|last=Kasavin|first=Greg|date=November 19, 2006|access-date=September 10, 2014}}</ref>
| IGN_WII = 8/10<ref name="ign_vc">{{cite web|url=http://wii.ign.com/articles/759/759086p1.html|website=IGN|title=Sonic the Hedgehog VC Review|date=January 26, 2007|last=Thomas|first=Lucas M.|access-date=February 6, 2014|archive-url=https://web.archive.org/web/20120316005418/http://wii.ign.com/articles/759/759086p1.html|archive-date=March 16, 2012|url-status=dead}}</ref>
| NLife_WII = 8/10<ref>{{cite web |last1=Dillard |first1=Corbie |title=Review: Sonic the Hedgehog (Virtual Console / Sega Mega Drive) |url=https://www.nintendolife.com/reviews/2006/11/sonic_the_hedgehog_virtual_console |website=[[Nintendo Life]] |access-date=26 February 2021 |date=20 November 2006}}</ref>
| award1Pub = ''[[Electronic Gaming Monthly]]'' (''EGM'')
| award1 = 10th Most Important Game<ref>{{cite magazine |title=The 10 Most Important Games |magazine=[[Electronic Gaming Monthly]] |date=January 2005 |issue=187 |page=48 |url=https://archive.org/details/electronic-gaming-monthly-issue-187-january-2005/page/48/mode/2up}}</ref>
}}
 
Retrospective reception has been positive, with an 86% rating at the [[review aggregator]] [[GameRankings]] based on nine reviews published online in the 2000s.<ref name="gr_sonic"/> ''Sonic the Hedgehog'' has maintained its popularity, and has since been considered [[List of video games considered the best|one of the greatest video games of all time]].
*One hack has [[Mighty the Armadillo]] in place of Sonic and is named ''Mighty the Armadillo''.
 
Frank Provo of ''[[GameSpot]]'' described the game as "one of the best platformers of all time", finding that despite technical issues in the Game Boy Advance port "after all these years, the underlying graphics, audio, and gameplay still hold up".<ref name="gamespotgba" /> Lucas M. Thomas of ''[[IGN]]'' agreed that it stood the test of time.<ref name="ign_vc" /> Writing in ''[[The Guardian]]'', Keith Stuart observed that ''Sonic the Hedgehog''{{'}}s emphasis on speed and pinball mechanics dramatically departs from generally accepted precepts of game design, requiring that players "learn through repetition rather than observation" as "the levels aren't designed to be seen or even understood in one playthrough." However, Stuart concluded that "sometimes in ''Sonic'', when you get better, or through sheer luck, things take off, every jump is right, every loop-the-loop is perfect, and you're in the flow, sailing above the game's strange structure&nbsp;... ''Sonic'' is incorrect game design and yet&nbsp;... it's a masterpiece."<ref>{{cite web|last=Stuart|first=Keith|url=https://www.theguardian.com/technology/2017/jul/27/why-sonic-the-hedgehog-incorrect-game-design|title=Why Sonic the Hedgehog is 'incorrect' game design|work=[[The Guardian]]|date=July 27, 2017|access-date=July 28, 2017}}</ref>
*A popular pirated [[Nintendo Entertainment System|NES]] version, called SOMARI is where Sonic is replaced by Mario.
 
==Legacy==
*Another is often called as ''Sonic 1 [[development stage|Beta]]''. It is a hoax beta made in [[1999]]. A real Sonic 1 prototype has not been found.
{{Further|Sonic the Hedgehog}}
 
Primarily because of its Genesis bundling, ''Sonic the Hedgehog'' was a factor in popularising the console in North America, thus solidifying Sega as a competitor to Nintendo and their [[Super Nintendo Entertainment System]].<ref name="lame title" /> During October–December 1991, with the game's success, the Genesis outsold the SNES by two to one; at its January 1992 peak it gained a foothold in the industry and had 65 percent of the market for [[History of video game consoles (fourth generation)|16-bit]] consoles.<ref name="youtube" /> Although Nintendo eventually overtook Sega, it was the first time since December 1985 that Nintendo did not lead the console market.<ref>{{cite magazine|date=January 2002|title=This Month in Gaming History|magazine=[[Game Informer]]|volume=12|issue=105|page=117}}</ref>
*Other versions have [[Metal Sonic]], [[Tikal the Echidna]], [[Blaze the Cat]] and [[Amy Rose]] in place of Sonic.
 
''Sonic the Hedgehog'' inspired similar platformers starring animal mascots, including ''[[Bubsy]]'',<ref>{{cite web|url=http://www.gamasutra.com/php-bin/news_index.php?story=6716|title=Gamasutra – The Art & Business of Making Games|first=Frank|last=Cifaldi|website=Gamasutra|access-date=July 18, 2024|url-status=dead|archive-url=https://web.archive.org/web/20190113174131/http://www.gamasutra.com/php-bin/news_index.php?story=6716|archive-date=January 13, 2019}}</ref> ''[[Aero the Acro-Bat]]'',<ref name="lame title" /> ''[[James Pond 3: Operation Starfish|James Pond 3]]'',<ref name="jamespond">{{cite magazine|url=http://www.edge-online.com/features/making-james-pond-ii-robocod/2/|title=Making Of: James Pond II – Robocod|magazine=[[Edge (magazine)|Edge]]|author=Edge staff|publisher=[[Future plc|Future Publishing]]|page=2|quote=Unfortunately, I pretty much forgot all that when working on ''James Pond 3'', and I spent too much of the development time chasing after what Sonic had just achieved.|date=August 25, 2010|access-date=January 24, 2019|archive-url=https://web.archive.org/web/20140721075426/http://www.edge-online.com/features/making-james-pond-ii-robocod/2/|archive-date=July 21, 2014}}</ref> ''[[Earthworm Jim (video game)|Earthworm Jim]]'',<ref>{{cite web|url=http://hardcoregaming101.net/earthwormjim/earthwormjim.htm|publisher=Hardcore Gaming 101|title=Earthworm Jim|last=Kalata|first=Kurt|date=October 10, 2008|access-date=October 11, 2014}}</ref> ''[[Zero the Kamikaze Squirrel]]'',<ref name="mascot">{{cite web|last1=Ledford|first1=Jon|title=10 Worst Video Game Mascots|url=http://arcadesushi.com/worst-video-game-mascots/|website=Arcade Sushi|date=September 6, 2013}}</ref> and ''[[Radical Rex]]''.<ref name="rex">{{cite web|last1=Joest|first1=Mick|title=Games No One Remembers: RADICAL REX|url=http://gametyrant.com/news/games-no-one-remembers-radical-rex|website=GameTyrant|date=August 2016 }}</ref> "Animal with attitude" games carried over to the next generation of consoles, with ''[[Crash Bandicoot (video game)|Crash Bandicoot]]''{{'}}s [[Naughty Dog]] and ''[[Gex (video game)|Gex]]''{{'}}s [[Crystal Dynamics]] citing ''Sonic'' as a major inspiration.<ref name="Rags">{{cite magazine|title=From Rags to Riches: ''Way of the Warrior'' to ''Crash 3''|magazine=[[Game Informer]]|publisher=[[FuncoLand|Funco]]|___location=United States|issue=66|date=October 1998|pages=18–19}}</ref><ref>{{cite web|url=http://all-things-andy-gavin.com/2011/02/02/making-crash-bandicoot-part-1/|title=Making Crash Bandicoot – part 1|date=February 2, 2011|publisher=All Things Andy Gavin}}</ref><ref>{{cite web|url=http://www.ign.com/articles/2008/12/02/what-hath-sonic-wrought-vol-4|title=What Hath Sonic Wrought?, Vol. 4|first=Levi|last=Buchanan|date=December 2, 2008|website=[[IGN]]}}</ref>
*One (''Sonic Gaiden'', see picture on right) allows you to select either Sonic or Mighty.
 
''Sonic''{{'}}s success led to an extensive [[media franchise]], with the first of many sequels, ''[[Sonic the Hedgehog 2]],'' released the following year. It has generated dozens of additional games and a large cast of recurring characters, keeping Sonic and Robotnik (later renamed as Eggman) mainstays, and continued beyond Sega's exit from the console industry after the [[Dreamcast]].<ref>{{cite web|url=http://www.ign.com/articles/2009/02/20/where-did-sonic-go-wrong|website=IGN|title=Where Did Sonic Go Wrong?|date=February 20, 2009|last=Buchanan|first=Levi|access-date=October 11, 2014}}</ref> The series has ventured from platformers to [[fighting game|fighting]],<ref>{{cite web|url=http://www.ign.com/articles/2004/01/13/sonic-battle-3|website=IGN|title=Sonic Battle|last=Harris|first=Craig|date=January 13, 2004|access-date=October 13, 2014}}</ref> [[racing video game|racing]],<ref>{{cite web|url=http://www.gamespot.com/reviews/sonic-r-review/1900-2532890/|website=GameSpot|date=December 22, 1997|title=Sonic R Review|last=MacDonald|first=Ryan|access-date=October 13, 2014}}</ref> [[role-playing video game|role-playing]],<ref>{{cite web|url=http://www.ign.com/articles/2008/09/24/sonic-chronicles-the-dark-brotherhood-review|website=IGN|title=Sonic Chronicles: The Dark Brotherhood Review|date=September 24, 2008|access-date=October 13, 2014|last=Bozon|first=Mark}}</ref> and [[sports game]]s,<ref>{{cite web|url=http://www.ign.com/articles/2013/11/09/mario-sonic-at-the-sochi-2014-olympic-winter-games-review|website=IGN|title=Mario & Sonic at the Sochi 2014 Olympic Winter Games Review|access-date=October 13, 2014|last=Thompson|first=Scott|date=November 8, 2013}}</ref> and also expanded into [[anime]],<ref name="bestmoments">{{cite web|url=http://www.gamesradar.com/the-absolute-worst-sonic-moments/?page=2|publisher=[[GamesRadar]]|title=The absolute worst Sonic moments|author=GamesRadar_US|date=April 23, 2008|access-date=October 13, 2014}}</ref> [[manga]],<ref name="manga">{{cite comic|title=[[Sonic the Hedgehog (manga)|Sonic the Hedgehog]]|writer=[[Kenji Terada]]|date=1992|publisher=[[Shogakukan]]|story=エイミー姫をすくえ!}}</ref> [[cartoon]]s<ref name="bestmoments" /> [[comic book]]s,<ref>{{cite web|url=http://www.ign.com/articles/2014/07/16/archie-to-release-sonic-boom-comic-book-series|website=IGN|date=July 16, 2014|title=Archie to Publish Sonic Boom Comic Book Series|last=Yehl|first=Joshua|access-date=October 13, 2014}}</ref> novels,<ref>{{cite book|title=Desperately Seeking Sonic|last=Fullerton|first=Charlotte|author-link=Charlotte Fullerton|publisher=Grosset & Dunlap|date=March 1, 2007|isbn=978-0-448-44479-6}}</ref> and toys.<ref>{{cite web|url=http://www.gamezone.com/news/item/mcdonald_s_and_sega_reveal_details_of_new_happy_meal_promotion_featuring_sonic_and_search_for_the_silver_game/|title=McDonald's and SEGA Reveal Details of New Happy Meal Promotion Featuring Sonic and 'Search for the Silver Game'|publisher=GameZone|date=December 2, 2004|archive-url=https://web.archive.org/web/20110807090612/http://www.gamezone.com/news/item/mcdonald_s_and_sega_reveal_details_of_new_happy_meal_promotion_featuring_sonic_and_search_for_the_silver_game|access-date=July 23, 2014|archive-date=August 7, 2011}}</ref> ''Sonic the Hedgehog'' is one of the [[List of best-selling video game franchises|best-selling video game franchises]] of all time,<ref>{{cite magazine|url=https://techland.time.com/2012/11/15/all-time-100-video-games/slide/sonic-the-hedgehog-1991/|magazine=[[Time (magazine)|Time]]|title=All-TIME 100 Video Games|date=November 15, 2012|last=Aamoth|first=Doug|access-date=September 2, 2014|url-status=live|archive-url=https://web.archive.org/web/20160506030612/http://techland.time.com/2012/11/15/all-time-100-video-games/slide/sonic-the-hedgehog-1991/|archive-date=May 6, 2016}}</ref> with over 140&nbsp;million copies sold or downloaded worldwide across consoles, PC's, mobile phones and tablets by May 2014.<ref>{{cite web|url=http://blogs.sega.com/2014/05/29/introducing-sticks-to-the-sonic-boom-franchise/|archive-url=https://web.archive.org/web/20160304053134/http://blogs.sega.com/2014/05/29/introducing-sticks-to-the-sonic-boom-franchise/|url-status=dead|archive-date=March 4, 2016|publisher=Sega Blog|title=Introducing Sticks to the Sonic Boom Franchise|last=Parker|first=Kellie|access-date=December 25, 2018|date=May 29, 2014}}</ref> The game's first level, [[Green Hill Zone]], has been featured in later games such as ''[[Sonic Adventure 2]]'', ''[[Sonic Generations]]'',<ref>{{cite web|url=http://blogs.sega.com/2011/10/26/play-sonic-1-in-x360-ps3-versions-of-sonic-generations/|publisher=[[Sega]] Blog|title=Play Sonic 1 in X360 & PS3 Versions of Sonic Generations|last=Parker|first=Kellie|date=October 26, 2011|access-date=October 11, 2014|archive-date=January 27, 2012|archive-url=https://web.archive.org/web/20120127164257/http://blogs.sega.com/2011/10/26/play-sonic-1-in-x360-ps3-versions-of-sonic-generations/|url-status=dead}}</ref> ''[[Sonic Mania]]'',<ref>{{Cite web|url=http://www.ign.com/articles/2016/07/23/comic-con-2016-sonic-mania-announced|title=Comic-Con 2016: Sonic Mania Announced|last=Goldfarb|first=Andrew|website=IGN|date=July 23, 2016|access-date=July 24, 2016}}</ref> ''[[Sonic Forces]]'', and the ''[[Super Smash Bros.]]'' series.<ref>{{cite web|title=Green Hill Zone|url=https://www.smashbros.com/wii/en_us/stages/stage27.html|website=smashbros.com|access-date=January 20, 2020}}</ref>
*One incorporates new shields and the ability to spin-dash (a feature only available in later games).
 
The game inspired a number of unofficial variants, including ''[[Somari]]'', a [[copyright infringement|pirated]] [[Nintendo Entertainment System]] conversion featuring Nintendo's Mario character in levels from the original ''Sonic'' game,<ref>{{cite news|url=http://www.mtv.com/news/articles/1555770/mario-sonic-together-at-last.jhtml|archive-url=https://web.archive.org/web/20121107011619/http://www.mtv.com/news/articles/1555770/mario-sonic-together-at-last.jhtml|url-status=dead|archive-date=November 7, 2012|title=Mario, Sonic Facing Off For Game Of Olympic Proportions|last=Totilo|first=Stephen|work=[[MTV News]]|date=March 28, 2007}}</ref> ''[[Sonic the Hedgehog Megamix]]'', a [[Total conversion (gaming)|total conversion mod]] of the original game,<ref>{{cite web|last1=Cavalli|first1=Earnest|title=Sonic Megamix: Welcome Back to 1991|url=https://www.destructoid.com/sonic-megamix-welcome-back-to-1991-29012.phtml|website=Destructoid|date=January 3, 2007|access-date=January 3, 2017|archive-date=March 14, 2023|archive-url=https://web.archive.org/web/20230314230854/https://www.destructoid.com/sonic-megamix-welcome-back-to-1991/|url-status=dead}}</ref> and ''Sonic 1 Boomed'', a [[ROM hack]] which implements Sonic's redesign from the ''[[Sonic Boom (TV series)|Sonic Boom]]'' animated series.<ref>{{cite web|last=McWhertor|first=Michael|title=ROM hack brings Sonic Boom's Annoying Qualities To The Original Sonic the Hedgehog|url=http://www.polygon.com/2016/4/7/11388220/sonic-boom-genesis-rom-hack|website=Polygon|date=April 7, 2016|access-date=January 3, 2017}}</ref>
*Many hacks change the game's color palettes to give a fresh yet familiar look and feel.
 
==Notes==
*Some feature redesigned levels with different palettes and tiles. Some even include brand new levels or ports of levels from other Sonic games. For example, one hack has imported the Jungle Zone from [[Sonic the Hedgehog (8-bit)]].
{{Notelist}}
 
==References==
In the ROM hacking community, creating a patch that allowed the gamer to play as [[Knuckles the Echidna]] in ''Sonic the Hedgehog'' was considered the "[[Holy Grail]] of ROM Hacking." According to several programers and hackers, the reason why Knuckles could not be placed into ''Sonic the Hedgehog'' like he was in ''[[Sonic the Hedgehog 2]]'' was that the palette colors of Knuckles' sprite would have, in fact, completely altered the palette scheme of the entire game. Therefore, instead of a Knuckles in Sonic 1 feature, fans were treated to a full version of the ''[[Blue Sphere]]'' game. This replaces a now discredited theory that Knuckles's gliding on conveyor belts in Scrap Brain would freeze the game.
{{Reflist}}
 
===Sources===
On [[September 11]], [[2005]], Stealth created a hack called ''Knuckles the Echidna in Sonic the Hedgehog''. This hack makes Knuckles playable in the game, giving him all the moves he has in ''[[Sonic and Knuckles]]'', including gliding, wall climbing, and the spin dash. These abilities can lower the challenge of the game, although that lower challenge is a welcome relief to some players, in places such as the Marble Zone and Labyrinth Zone. Knuckles is also known for being unable to jump as high as Sonic; this can create some problems mostly in Labyrinth Zone and Scrap Brain Zone, which can be compensated by the climbing ability. This hack circumvents the palette problem by using the three existing red colors in the palette.
* {{cite book|last1=Faitingusutajio|title=ソニックザヘッジホッグ1 & 2必勝攻略法|trans-title=Sonic the Hedgehog 1 & 2 Certain Victory Strategy Guide|script-title=ja:Sonikku za hejjihoggu ichi to ni hisshō kōryakuhō|date=1993|isbn=978-4-575-28232-0|language=ja|ref={{SfnRef|Certain Victory Strategy Guide}}}}
 
* {{cite book|title=Sonic the Hedgehog 1 & 2: Sega's Official Player's Guide|date=1993|publisher=Sega|___location=Hayward, CA|isbn=1-55958-335-5|url-access=registration|url=https://archive.org/details/sonichedgehog1200na_3st|ref={{SfnRef|Official Player's Guide}}}}
==Credits==
Game Plan: [[Hirokazu Yasuhara]] (Carol Yas) <br/>
Program: [[Yuji Naka]] (YU2) <br/>
Character Design: [[Naoto Ohshima]] (Bigisland) <br/>
Design: [[Jinya Itoh]], [[Reiko Kodama]] <br/>
Sound Producer: [[Masato Nakamura]] <br/>
Sound Program: Jimita, Macky <br/>
 
==Popularity==
The game is still being referred to more than a decade after its initial release. An episode of [[Coronation Street]] shows Chesney Brown and Kirk playing the original game on a PC. The screen showed Sonic in Green Hill Zone Act 3 briefly, before Cilla Brown pulled the electrical plug of the PC from its socket. Issues #10 and #11 of the ''[[Sonic X]]'' comic series pay tribute to ''Sonic 1''. In this two-part story, Dr. Eggman traps Sonic and his friends in a virtual prison designed exactly like the actual game, right down to the original zones, classic Badniks, and traditional game physics (i.e. Rings being used for protection instead of a power boost for Sonic). On [[May 27]], [[2006]], [[Play! A Video Game Symphony]] was the very first concert to ever feature orchestral arrangements of music from the Sonic the Hedgehog series. The song featured in the concert, title Sonic the Hedgehog Suite, included the title screen music, the boss music and the Green Hill, Marble and Star Light Zone music themes, all from the original Sonic the Hedgehog.
 
== Trivia ==
{{toomuchtrivia}}
*Spring Yard Zone (or Sparkling Zone) was the first zone created and finished.{{fact}}
*Originally in Green Hill Zone at the beginning there was a cutscene which Sonic gets chased by a boulder (ala [[Indiana Jones]]), but it was scraped later in production.{{fact}}
*A badnik in the shape of a rabbit named Splats never made it into the final version of the game.{{fact}}
*Labyrinth Zone was originally the second stage, but was later moved toward the end of the game, due to its difficulty.{{fact}}
*Green Hill Zone took 6 months to complete because it was redesigned several times. The visuals of the zone were also inspired by computer generated 3D graphics which were an infant style gaining prominence at the time.{{fact}}
*The music from Star Light Zone inspired the [[Dreams Come True]] song ''Decision of the Ring Fing / Kusuriyuki no Kesshin''. Masato Nakamura of Dreams Come True also made the music for the game.
 
==References==
<references/>
 
==External links==
* [http://www.sega.com/games/sonic-hedgehog Official website]. {{Webarchive|url=https://web.archive.org/web/20200719112948/https://www.sega.com/games/sonic-hedgehog |date=July 19, 2020 }}.
* [http://www.sega.com/sonic/ Sonic Central] Official American website
* [http://sonic.sega.jp/ Sonic Channel] Official Japanese website
* [http://www.sonic-city.com/ Sonic City] Official Europe website
* [http://sega-16.com/History%20of-%20Sonic%20the%20Hedgehog.php Sega-16's History of the Sonic Series]
* [http://www.gamespot.com/gamespot/features/video/hist_sonic/ GameSpot: The History of Sonic]
* [http://www.theghz.com/sonic/son1/son1.html ''Sonic the Hedgehog''] page at [http://www.theghz.com/ The GHZ]
*[http://www.sws2b.com/forums/index.php?act=ST&f=13&t=5379 ''Knuckles in Sonic 1'' release topic on SWS2B.com]
<!--* [http://www.sonic-velocity.com/ The Sonic Velocity] link commented out as link spam from [[User:Ashura]]. Commented out by User:Ac1983fan-->
 
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