# Sonic the Hedgehog

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Video game and media franchise

This article is about the media franchise. For the character, see [Sonic the Hedgehog (character)](/source/Sonic_the_Hedgehog_(character)). For the first entry in the series, see [*Sonic the Hedgehog* (1991 video game)](/source/Sonic_the_Hedgehog_(1991_video_game)). For other uses, see [Sonic the Hedgehog (disambiguation)](/source/Sonic_the_Hedgehog_(disambiguation)).

"Sonic franchise" redirects here. For the American franchised restaurant chain, see [Sonic Drive-In](/source/Sonic_Drive-In).

Sonic the Hedgehog Created by Yuji Naka Naoto Ohshima Hirokazu Yasuhara Original work Sonic the Hedgehog (1991) Owner Sega Years 1991–present Print publications Book(s) Printed media list Comics Comic book list Films and television Film(s) Films list Television series Television series list Web series Web series list Games Video game(s) List of games Miscellaneous Toy(s) Lego Sonic the Hedgehog Official website www.sonicthehedgehog.com sonic.sega.jp/SonicChannel/

***Sonic the Hedgehog***[a] is a Japanese [video game](/source/Video_game) series and [media franchise](/source/Media_franchise) created by the Japanese developers [Yuji Naka](/source/Yuji_Naka), [Naoto Ohshima](/source/Naoto_Ohshima), and [Hirokazu Yasuhara](/source/Hirokazu_Yasuhara) for [Sega](/source/Sega). The franchise follows [Sonic](/source/Sonic_the_Hedgehog_(character)), an [anthropomorphic](/source/Anthropomorphic) blue [hedgehog](/source/Hedgehog) with [supersonic speed](/source/Supersonic_speed), who battles the [mad scientist](/source/Mad_scientist) [Doctor Eggman](/source/Doctor_Eggman) and his robot army. The main *Sonic the Hedgehog* games are [platformers](/source/Platformer) mostly developed by [Sonic Team](/source/Sonic_Team); other games, developed by various studios, include [spin-offs](/source/Spin-off_(media)) in the [racing](/source/Racing_video_game), [fighting](/source/Fighting_game), [party](/source/Party_game), and [sports](/source/Sports_game) genres. The franchise also incorporates [printed media](/source/List_of_Sonic_the_Hedgehog_printed_media), [animations](/source/Sonic_the_Hedgehog_in_animation), films, and merchandise.

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

*Sonic*'s recurring elements include a ring-based [health](/source/Health_(game_terminology)) system, [level](/source/Level_(video_gaming)) locales such as [Green Hill Zone](/source/Green_Hill_Zone), and fast-paced gameplay. The games typically feature Sonic setting out to stop Eggman's schemes for world domination, and the player navigates levels that include springs, slopes, bottomless pits, and [vertical loops](/source/Vertical_loop). Later games added a [large cast of characters](/source/List_of_Sonic_the_Hedgehog_characters); some, such as [Miles "Tails" Prower](/source/Miles_%22Tails%22_Prower), [Knuckles the Echidna](/source/Knuckles_the_Echidna), and [Shadow the Hedgehog](/source/Shadow_the_Hedgehog), have starred in spin-offs. The franchise has [crossed over](/source/Crossover_(fiction)) with others in games such as *[Mario & Sonic](/source/Mario_%26_Sonic)*, *[Sega All-Stars](/source/Sega_All-Stars_(series))*, and *[Super Smash Bros.](/source/Super_Smash_Bros.)* Outside of video games, *Sonic* includes comic books published by [Archie Comics](/source/Archie_Comics), [Fleetway Publications](/source/Fleetway_Publications), [IDW Publishing](/source/IDW_Publishing), and [DC Comics](/source/DC_Comics); animated series produced by [DIC Entertainment](/source/DIC_Entertainment), [TMS Entertainment](/source/TMS_Entertainment), [Genao Productions](/source/Genao_Productions), and [Netflix](/source/Netflix); [a live-action film series](/source/Sonic_the_Hedgehog_(film_series)) produced by [Paramount Pictures](/source/Paramount_Pictures); and toys, including [a line](/source/Lego_Sonic_the_Hedgehog) of [Lego](/source/Lego) construction sets.

*Sonic the Hedgehog* is Sega's flagship franchise, one of the [best-selling video game franchises](/source/Best-selling_video_game_franchises), and one of the [highest-grossing media franchises](/source/List_of_highest-grossing_media_franchises). Series sales and [free-to-play](/source/Free-to-play) [mobile game](/source/Mobile_game) downloads totaled 1.77 billion as of 2024[\[update\]](https://en.wikipedia.org/w/index.php?title=Sonic_the_Hedgehog&action=edit). The Genesis *Sonic* games have been described as representative of the [culture of the 1990s](/source/Culture_of_the_1990s) and listed among the [greatest of all time](/source/List_of_video_games_considered_the_best). Although later games, such as [the 2006 game](/source/Sonic_the_Hedgehog_(2006_video_game)), received poorer reviews, *Sonic* is influential in the video game industry and is frequently referenced in popular culture. The franchise is known for [its fandom](/source/Sonic_the_Hedgehog_fandom) that produces [unofficial media](/source/List_of_unofficial_Sonic_media), such as [fan art](/source/Fan_art) and [fan games](/source/Fan_game).

## History

See also: [List of *Sonic the Hedgehog* video games](/source/List_of_Sonic_the_Hedgehog_video_games) and [Sonic Team](/source/Sonic_Team)

### 1990–1991: Conception and first game

Main article: [*Sonic the Hedgehog* (1991 video game)](/source/Sonic_the_Hedgehog_(1991_video_game))

*Sonic the Hedgehog* co-creators: programmer [Yuji Naka](/source/Yuji_Naka) (*left*) and artist [Naoto Ohshima](/source/Naoto_Ohshima) (*right*)

By 1990, the Japanese video game company [Sega](/source/Sega) wanted a foothold in the video game console market with its [16-bit console](/source/16-bit_console), the [Sega Genesis](/source/Sega_Genesis). Sega's efforts had been stymied by the dominance of [Nintendo](/source/Nintendo);[1] the Genesis did not have a large [install base](/source/Install_base) and Nintendo did not take Sega seriously as a competitor.[2]: 414 Sega of America CEO Michael Katz attempted to challenge Nintendo with the "[Genesis does what Nintendon't](/source/Genesis_does_what_Nintendon't)" marketing campaign and by collaborating with athletes and celebrities to create games.[2]: 405–406 These efforts did not break Nintendo's dominance, and Katz was replaced by [Tom Kalinske](/source/Tom_Kalinske), formerly of [Mattel](/source/Mattel).[2]: 423–424

Sega president [Hayao Nakayama](/source/Hayao_Nakayama) decided Sega needed a flagship series and mascot to compete with Nintendo's [*Mario* franchise](/source/Mario_(franchise)). Nintendo had recently released *[Super Mario Bros. 3](/source/Super_Mario_Bros._3)*, at the time the bestselling video game ever. Sega's strategy had been based on [porting](/source/Porting) its successful [arcade games](/source/Arcade_game) to the Genesis; however, Nakayama recognized that Sega needed a star character in a game that could demonstrate the power of the Genesis's hardware.[1] An internal contest was held to determine a flagship game,[3][4] with a focus on the American audience.[5] Among the teams working on proposals were artist [Naoto Ohshima](/source/Naoto_Ohshima) and programmer [Yuji Naka](/source/Yuji_Naka).[6]: 20–33, 96–101 The gameplay of *[Sonic the Hedgehog](/source/Sonic_the_Hedgehog_(1991_video_game))* (1991) originated with a [tech demo](/source/Tech_demo) created by Naka, who had developed an algorithm that allowed a [sprite](/source/Sprite_(computer_graphics)) to move smoothly on a curve by determining its position with a [dot matrix](/source/Dot_matrix). Naka's prototype was a [platform game](/source/Platform_game) that involved a fast-moving character rolling in a ball through a long winding tube.[7] Sega management accepted the duo's project, and they were joined by designer [Hirokazu Yasuhara](/source/Hirokazu_Yasuhara).[6]: 20–33, 96–101[8]

The original *Sonic the Hedgehog* was released on June 23, 1991, for the [Sega Genesis](/source/Sega_Genesis),[9] boosting Genesis sales dramatically.

After Yasuhara joined Naka and Ohshima, their focus shifted to the protagonist, who Sega hoped could become its mascot.[6]: 20–33, 96–101 The protagonist was initially a rabbit able to grasp objects with [prehensile](/source/Prehensile) ears, but the concept proved too complex for the hardware. The team moved on to animals that could roll into a ball, and eventually settled on [Sonic](/source/Sonic_the_Hedgehog_(character)), a teal hedgehog created by Ohshima.[1][3] Naka's prototype was expanded with Ohshima's character design and levels conceived by Yasuhara.[7] Sonic's color was chosen to match Sega's cobalt blue logo, and his red and white shoes were inspired by the cover of [Michael Jackson](/source/Michael_Jackson)'s 1987 album *[Bad](/source/Bad_(album))*.[10][11] His personality was based on then-[Governor of Arkansas](/source/Governor_of_Arkansas) [Bill Clinton](/source/Bill_Clinton)'s "can-do" attitude.[12][13][14] The antagonist, [Doctor Eggman](/source/Doctor_Eggman), was another character Ohshima had designed for the contest. The team thought the abandoned design was excellent and redesigned it as a villain.[15] The team took the name [Sonic Team](/source/Sonic_Team) for the game's release.[16]

Sonic's first appearance came in [Sega AM3](/source/Sega_AM3)'s racing game *[Rad Mobile](/source/Rad_Mobile)* (1991) five months before the release of *Sonic the Hedgehog*, as an ornament hanging from the driver's rearview mirror. The *Sonic* developers let AM3 use Sonic because they were interested in making him visible to the public.[17] According to [Mark Cerny](/source/Mark_Cerny), who worked in Tokyo as an intermediary between the Japanese and American Sega offices, the American staff felt that Sonic had no appeal.[18] Although Katz was certain that *Sonic* would not be popular with American children,[19][20] Kalinske arranged to place *Sonic the Hedgehog* as the [pack-in](/source/Glossary_of_video_game_terms#P) game with the Genesis.[19][21] Featuring speedy gameplay, *Sonic the Hedgehog* received critical acclaim.[22][23] It greatly increased the popularity of the Sega Genesis in North America,[24] credited with helping Sega gain 65% of the market share against Nintendo.[12]

### 1991–1995: Genesis sequels

[Hirokazu Yasuhara](/source/Hirokazu_Yasuhara) (pictured in 2018) designed most of the Genesis *Sonic* games.

Naka was dissatisfied with his treatment at Sega and felt he received little credit for his involvement in the success. He quit but was hired by Cerny to work at the US-based [Sega Technical Institute](/source/Sega_Technical_Institute) (STI), with a higher salary and more creative freedom. Yasuhara also moved to STI.[25][24] STI began work on *[Sonic the Hedgehog 2](/source/Sonic_the_Hedgehog_2)* (1992) in November 1991.[25] Level artist [Yasushi Yamaguchi](/source/Yasushi_Yamaguchi) designed Sonic's new sidekick, [Tails](/source/Tails_(Sonic_the_Hedgehog)), a flying two-tailed fox inspired by the mythological [kitsune](/source/Kitsune).[3] Like its predecessor, *Sonic the Hedgehog 2* was a major success, but its development suffered from the language barrier and cultural differences between the Japanese and American developers.[26] While STI developed *Sonic 2*, Ohshima led a team in Japan to create *[Sonic CD](/source/Sonic_CD)* for the Genesis's [CD-ROM](/source/CD-ROM) accessory, the [Sega CD](/source/Sega_CD); it began as a port of the first game but evolved into a separate project.[27]

Once development on *Sonic 2* concluded, Cerny departed and was replaced by Roger Hector. STI divided into two teams: the Japanese developers led by Naka, and the American developers.[26] The Japanese began work on *[Sonic the Hedgehog 3](/source/Sonic_the_Hedgehog_3)*.[28] It was initially developed as an [isometric](/source/Isometric_video_game_graphics) game using the [Sega Virtua Processor](/source/Sega_Virtua_Processor) chip, but was restarted as a more conventional side-scrolling game after the chip was delayed.[5] It introduced Sonic's rival [Knuckles](/source/Knuckles_the_Echidna), created by artist Takashi Thomas Yuda.[6]: 51, 233 Due to an impending promotion with [McDonald's](/source/McDonald's) and cartridges size constraints, the project was split in two: the first half, *Sonic 3*, was released in February 1994, and the second, *[Sonic & Knuckles](/source/Sonic_%26_Knuckles)*, a few months later.[29] The *Sonic & Knuckles* cartridge contains an adapter that allows players to connect it to *Sonic 3*, creating a combined game, *Sonic 3 & Knuckles*.[30] *Sonic 3* and *Sonic & Knuckles*, as with their predecessors, were acclaimed.[31][32][33] To release a *Sonic* game in time for the 1993 [holiday shopping season](/source/Holiday_shopping_season), Sega commissioned the American team to make a new game, the spin-off *[Sonic Spinball](/source/Sonic_Spinball)*.[34] While *Spinball* received mixed reviews, it sold well and helped build the reputation of its developers.[25]

A number of *Sonic* games were developed for Sega's [8-bit](/source/8-bit) consoles, the [Master System](/source/Master_System) and the handheld [Game Gear](/source/Game_Gear). The first, an [8-bit version](/source/Sonic_the_Hedgehog_(8-bit_video_game)) of the original *Sonic*, was developed by [Ancient](/source/Ancient_(company)) to promote the Game Gear and released in December 1991.[35] Aspect Co. developed most of the subsequent 8-bit *Sonic* games, beginning with [*Sonic 2*](/source/Sonic_the_Hedgehog_2_(8-bit_video_game)).[36] Other *Sonic* games released during this period include *[Dr. Robotnik's Mean Bean Machine](/source/Dr._Robotnik's_Mean_Bean_Machine)* (1993), a Western localization of the Japanese puzzle game *[Puyo Puyo](/source/Puyo_Puyo_(video_game))* (1991),[37] *[SegaSonic the Hedgehog](/source/SegaSonic_the_Hedgehog)* (1993), an arcade game featuring isometric gameplay,[38] and *[Knuckles' Chaotix](/source/Knuckles'_Chaotix)* (1995), a [spin-off](/source/Spin-off_(media)) for the Genesis's [32X](/source/32X) add-on starring Knuckles.[39]

### 1995–1998: Saturn era

Few *Sonic* games were released for the [Saturn](/source/Sega_Saturn). The cancellation of *[Sonic X-treme](/source/Sonic_X-treme)* is considered a significant factor in the Saturn's [commercial failure](/source/List_of_commercial_failures_in_video_gaming).

Following *Sonic & Knuckles*, Naka returned to Japan, having been offered a role as a producer.[16] He was reunited with Ohshima and brought with him [Takashi Iizuka](/source/Takashi_Iizuka_(game_designer)),[40] who had worked with Naka's team at STI.[28] Sonic Team was officially formed as a brand,[41][42] and began to work on a new intellectual property,[16] *[Nights into Dreams](/source/Nights_into_Dreams)* (1996), for Sega's 32-bit [Saturn](/source/Sega_Saturn) console.[43] In 1996, towards the end of the Genesis's lifecycle, Sega released *[Sonic 3D Blast](/source/Sonic_3D_Blast)*, an isometric game based on the original *Sonic 3* concept,[44] as the system still had a large install base.[45] It was the final *Sonic* game produced for the Genesis,[46] and was developed as a [swan song](/source/Swan_song) for the system.[47] Since Sonic Team was preoccupied with *Nights*, *3D Blast* was outsourced to the British studio [Traveller's Tales](/source/Traveller's_Tales).[43] While *3D Blast* sold well,[45][48] it was criticized for its gameplay, controls, and slow pace.[49][50][51]

Meanwhile, in America, STI worked on *[Sonic X-treme](/source/Sonic_X-treme)*, a 3D *Sonic* game for the Saturn intended for the 1996 holiday shopping season. Development was hindered by disputes between Sega of America and Japan, Naka's reported refusal to let STI use the *Nights* [game engine](/source/Game_engine), and problems adapting the series to 3D. After two lead developers became ill, *X-treme* was canceled.[52][53] Journalists and fans have speculated about the impact *X-treme* might have had if it was released,[52][54][55] with producer Mike Wallis believing it "definitely would have been competitive" with the first 3D *Mario* game, *[Super Mario 64](/source/Super_Mario_64)* (1996).[53] Due to *X-treme*'s cancellation, Sega ported *Sonic 3D Blast* to the Saturn[56][57] with updated graphics and bonus levels developed by Sonic Team.[58][59]

In 1997, Sega announced "Project Sonic", a promotional campaign aimed at increasing market awareness of and renewing excitement for the *Sonic* brand. The first Project Sonic release was *[Sonic Jam](/source/Sonic_Jam)*, a compilation of the main Genesis *Sonic* games[60] which included a 3D [overworld](/source/Overworld) Sonic Team used to experiment with 3D *Sonic* gameplay.[61] Sonic Team and Traveller's Tales collaborated again on the second Project Sonic game, *[Sonic R](/source/Sonic_R)*,[62] a 3D racing game and the only original *Sonic* game for the Saturn.[63][64] Yasuhara moved to London to assist *Sonic R*'s development.[8] *Sonic Jam* was well received,[65][66] while *Sonic R*'s reviews were more divided.[67][68] The cancellation of *Sonic X-treme*, as well as the Saturn's general lack of *Sonic* games, are considered important factors in the Saturn's [commercial failure](/source/List_of_commercial_failures_in_video_gaming).[63][69] According to Nick Thorpe of *[Retro Gamer](/source/Retro_Gamer)*, "By mid-1997 Sonic had essentially been shuffled into the background... it was astonishing to see that just six years after his debut, Sonic was already retro."[70]

### 1998–2005: Transition to 3D

*[Sonic Adventure](/source/Sonic_Adventure)*, the first major 3D *Sonic* game, was released for the [Dreamcast](/source/Dreamcast) in 1998

With its *Sonic Jam* experiments, Sonic Team began developing a 3D *Sonic* platformer for the Saturn. The project stemmed from a proposal by Iizuka to develop a *Sonic* [role-playing video game](/source/Role-playing_video_game) (RPG) with an emphasis on storytelling. Development moved to Sega's new console, the [Dreamcast](/source/Dreamcast), which Naka believed would allow for the ultimate *Sonic* game.[6]: 65–67 *[Sonic Adventure](/source/Sonic_Adventure)*, directed by Iizuka and released in 1998,[71] was one of the first [sixth-generation](/source/Sixth_generation_of_video_game_consoles) video games.[72] It introduced elements that became series staples,[73][74] such as artist [Yuji Uekawa](https://en.wikipedia.org/w/index.php?title=Yuji_Uekawa&action=edit&redlink=1)'s new character designs influenced by comics and animation.[73] In 1999, Iizuka and 11 other Sonic Team members relocated to San Francisco and established [Sonic Team USA](/source/Sonic_Team_USA) to develop the more action-oriented *[Sonic Adventure 2](/source/Sonic_Adventure_2)* (2001).[16][75] Between the releases, Ohshima left Sega to form [Artoon](/source/Artoon).[76] While both *Adventure* games were well received[71] and the first sold over two million copies,[77] consumer interest in the Dreamcast quickly faded, and Sega's attempts to spur sales through lower prices and cash rebates caused escalating financial losses.[78]

In January 2001, Sega announced it was discontinuing the Dreamcast to become a [third-party developer](/source/Third-party_developer);[79] following this, Yasuhara left to join [Naughty Dog](/source/Naughty_Dog).[8] The following December,[80] Sega released an expanded port of *Sonic Adventure 2* for Nintendo's [GameCube](/source/GameCube).[81] Afterward, Sonic Team USA developed the first [multi-platform](/source/Cross-platform) *Sonic* game, *[Sonic Heroes](/source/Sonic_Heroes)* (2003), for the GameCube, [Microsoft](/source/Microsoft)'s [Xbox](/source/Xbox_(console)), and [Sony](/source/Sony_Interactive_Entertainment)'s [PlayStation 2](/source/PlayStation_2).[82] It was designed for a broad audience,[83] and Sonic Team revived elements not seen since the Genesis era, such as [special stages](/source/Bonus_stage) and the [Chaotix](/source/Chaotix) characters.[84] Reviews for *Sonic Heroes* were mixed;[85] while its graphics and gameplay were praised, critics felt it failed to address criticisms of previous *Sonic* games, such as the [camera](/source/Virtual_camera_system).[86][87][88] Iizuka, who directed *Heroes*, later said it was the most stressful experience of his career; he lost 22 pounds (10 kg) due to the [crunch conditions](/source/Crunch_(video_games)).[89] Sonic Team ported *Sonic Adventure* with additional content to the GameCube in 2003 and [Windows](/source/Windows) in 2004,[6]: 141 to mixed reviews.[90]

Sega continued to release 2D *Sonic* games. In 1999, it collaborated with [SNK](/source/SNK) to produce *[Sonic the Hedgehog Pocket Adventure](/source/Sonic_the_Hedgehog_Pocket_Adventure)*,[91] an adaptation of *Sonic 2* for the [Neo Geo Pocket Color](/source/Neo_Geo_Pocket_Color).[92] Some SNK staff formed [Dimps](/source/Dimps) the following year, and developed original 2D *Sonic* games—*[Sonic Advance](/source/Sonic_Advance)* (2001), *[Sonic Advance 2](/source/Sonic_Advance_2)* (2002), and *[Sonic Advance 3](/source/Sonic_Advance_3)* (2004)—for Nintendo's [Game Boy Advance](/source/Game_Boy_Advance) (GBA).[93][94] *Sonic Advance* was the first original *Sonic* game released for a Nintendo console after Sega and Nintendo's fierce rivalry in the 1990s.[95][96] It was outsourced to Dimps because Sonic Team was understaffed with employees familiar with the GBA.[97] Dimps also developed *[Sonic Rush](/source/Sonic_Rush)* (2005) for the [Nintendo DS](/source/Nintendo_DS), which uses a [2.5D](/source/2.5D) perspective.[98][99] Dimps's projects received generally favorable reviews.[100] To introduce older games to new fans, Sonic Team developed two [compilations](/source/Video_game_compilation), *[Sonic Mega Collection](/source/Sonic_Mega_Collection)* (2002) and *[Sonic Gems Collection](/source/Sonic_Gems_Collection)* (2005).[101] Further spin-offs included the [party game](/source/Party_game) *[Sonic Shuffle](/source/Sonic_Shuffle)* (2000),[102] the [pinball](/source/Pinball) game *[Sonic Pinball Party](/source/Sonic_Pinball_Party)* (2003)[103] and the [fighting game](/source/Fighting_game) *[Sonic Battle](/source/Sonic_Battle)* (2003).[104]

### 2005–2010: Franchise struggles

Sonic Team USA was renamed Sega Studios USA after completing *Sonic Heroes*.[16] Sega and Sonic Team leadership entered flux while they experimented with diverging from the *Sonic* formula.[89] Sega Studios USA's first post-*Heroes* project was *[Shadow the Hedgehog](/source/Shadow_the_Hedgehog_(video_game))* (2005), a spin-off starring the popular *Adventure 2* character [Shadow](/source/Shadow_the_Hedgehog).[105][106] While *Shadow* retains most elements from previous *Sonic* games, it was aimed at a mature audience and introduced [third-person shooting](/source/Third-person_shooter) and [nonlinear gameplay](/source/Nonlinear_gameplay).[107] *Shadow the Hedgehog* was panned for its controls, level design, and mature themes,[108][109] but was a commercial success, selling at least 1.59 million copies.[110][111]

In 2006, for the franchise's 15th anniversary, Sonic Team developed *[Sonic Riders](/source/Sonic_Riders)*,[112] a GBA port of the original *Sonic*,[113] and a [reboot](/source/Reboot_(fiction)), *[Sonic the Hedgehog](/source/Sonic_the_Hedgehog_(2006_video_game))* (commonly referred to as *Sonic '06*).[114][115] With a darker and more realistic setting than previous entries, *Sonic '06* was intended to relaunch the series for [seventh-generation consoles](/source/Seventh_generation_of_video_game_consoles) such as the [Xbox 360](/source/Xbox_360) and [PlayStation 3](/source/PlayStation_3).[89][116][117] The development faced serious problems; Naka, the last of the original *Sonic* development team, resigned as head of Sonic Team to form [Prope](/source/Prope),[118] and the team split so work could begin on a [Wii](/source/Wii) *Sonic* game. According to Iizuka, these incidents, coupled with stringent Sega deadlines and an unpolished game engine, forced Sonic Team to rush development.[89] None of the 15th-anniversary *Sonic* games were successful critically,[119][120] and *Sonic '06* became regarded as the worst game in the series, panned for its bugs, camera, controls, and story.[121][122] Brian Shea of *[Game Informer](/source/Game_Informer)* wrote that it "[became] synonymous with the struggles the *Sonic the Hedgehog* franchise had faced in recent years. *Sonic* [*'06*] was meant to be a return to the series' roots, but it ended up damning the franchise in the eyes of many."[89]

[Backbone Entertainment](/source/Backbone_Entertainment) developed two *Sonic* games exclusive to the [PlayStation Portable](/source/PlayStation_Portable), *[Sonic Rivals](/source/Sonic_Rivals)* (2006) and *[Sonic Rivals 2](/source/Sonic_Rivals_2)* (2007).[123][124] The first *Sonic* game for the Wii, *[Sonic and the Secret Rings](/source/Sonic_and_the_Secret_Rings)* (2007), takes place in the world of *[Arabian Nights](/source/Arabian_Nights)* and was released instead of a port of *Sonic '06*.[125] Citing lengthy development times, Sega switched plans and conceived a game that would use the [motion detection](/source/Motion_detection) of the [Wii Remote](/source/Wii_Remote).[126] Sega released a sequel, *[Sonic and the Black Knight](/source/Sonic_and_the_Black_Knight)*, set in the world of [King Arthur](/source/King_Arthur), in 2009.[127] *Secret Rings* and *Black Knight* form what is known as the *Sonic Storybook* sub-series.[128] A *Sonic Riders* sequel, *[Zero Gravity](/source/Sonic_Riders%3A_Zero_Gravity)* (2008), was developed for the Wii and PlayStation 2.[129] Dimps returned to the *Sonic* series with *[Sonic Rush Adventure](/source/Sonic_Rush_Adventure)*, a sequel to *Sonic Rush*, in 2007,[130] while [BioWare](/source/BioWare) developed the first *Sonic* RPG*,* *[Sonic Chronicles: The Dark Brotherhood](/source/Sonic_Chronicles%3A_The_Dark_Brotherhood)* (2008), also for the DS.[131]

Following Naka's departure, Akinori Nishiyama, who worked on the *Sonic Advance* and *Rush* games,[132] became Sonic Team's general manager.[133] Sonic Team began working on *[Sonic Unleashed](/source/Sonic_Unleashed)* (2008) in 2005.[134] It was conceived as a sequel to *Adventure 2*, but became a standalone entry after Sonic Team introduced innovations to separate it from the *Adventure* games.[135] With *Unleashed*, Sonic Team sought to combine the best aspects of 2D and 3D *Sonic* games and address criticisms of previous 3D entries,[136][137] although reviews were mixed due to the addition of a [beat 'em up](/source/Beat_'em_up) game mode in which Sonic transforms into a [werewolf](/source/Werewolf)-like beast.[138] After Nishiyama was promoted in 2010,[133] Iizuka was installed as the head of Sonic Team[139][140] and became the *Sonic* producer.[71]

### 2010–2015: Refocusing

[Takashi Iizuka](/source/Takashi_Iizuka_(game_designer)), who directed the first three 3D *Sonic* games, has been the head of [Sonic Team](/source/Sonic_Team) and *Sonic*'s producer since 2010.

Iizuka felt *Sonic* was struggling because it lacked unified direction,[71] so Sonic Team refocused on more traditional side-scrolling elements and fast-paced gameplay.[141] *Sonic the Hedgehog 4*, a side-scrolling [episodic](/source/Episodic_video_game) sequel to *Sonic & Knuckles* co-developed by Sonic Team and Dimps,[142][143] began with *[Episode I](/source/Sonic_the_Hedgehog_4%3A_Episode_I)* in 2010,[144] followed by *[Episode II](/source/Sonic_the_Hedgehog_4%3A_Episode_II)* in 2012.[145] Later in 2010, Sega released *[Sonic Colors](/source/Sonic_Colors)* for the Wii and DS, which expanded on the well received aspects of *Unleashed* and introduced the [Wisp](/source/Wisp_(Sonic)) power-ups.[146] For the series' 20th anniversary in 2011, Sega released *[Sonic Generations](/source/Sonic_Generations)* for the Xbox 360, PlayStation 3, and Windows;[147][148] a separate version was developed by Dimps for the [Nintendo 3DS](/source/Nintendo_3DS).[149][150] *Sonic Generations* featured reimagined versions of levels from previous *Sonic* games and reintroduced the "classic" Sonic design from the Genesis era.[147][150] These efforts were better received, especially in comparison to *Sonic '06* and *Unleashed*.[141]

In May 2013, Nintendo announced it was collaborating with Sega to produce *Sonic* games for its [Wii U](/source/Wii_U) and 3DS platforms.[151] The first game in the partnership, 2013's *[Sonic Lost World](/source/Sonic_Lost_World)*,[151] was also the first *Sonic* game for [eighth-generation](/source/Eighth_generation_of_video_game_consoles) hardware.[152] *Sonic Lost World* was designed to be streamlined and fluid in movement and design,[153] borrowing elements from Nintendo's *[Super Mario Galaxy](/source/Super_Mario_Galaxy)* games and the canceled *X-treme*.[154] The second was *[Mario & Sonic at the Sochi 2014 Olympic Winter Games](/source/Mario_%26_Sonic_at_the_Sochi_2014_Olympic_Winter_Games)* (2013) for the Wii U, the fourth *[Mario & Sonic](/source/Mario_%26_Sonic)* game and a [2014 Winter Olympics](/source/2014_Winter_Olympics) tie-in (see [§ Crossovers](#Crossovers)).[151] The deal was completed in 2014 with the release of *[Sonic Boom: Rise of Lyric](/source/Sonic_Boom%3A_Rise_of_Lyric)* for the Wii U and *[Sonic Boom: Shattered Crystal](/source/Sonic_Boom%3A_Shattered_Crystal)* for the 3DS; these games are part of a spin-off franchise which includes a [television series](/source/Sonic_Boom_(TV_series)) and comic books.[141][155] *Sonic Lost World* polarized critics,[156] while critics found *Mario & Sonic at the Sochi 2014 Olympic Winter Games* mediocre[157] and panned the *Sonic Boom* games.[141] *[Sonic Boom: Fire & Ice](/source/Sonic_Boom%3A_Fire_%26_Ice)*, a *Shattered Crystal* sequel, was released in 2016.[158]

Sega began to release more *Sonic* games for [mobile phones](/source/Mobile_phone),[141] such as [iOS](/source/IOS) and [Android](/source/Android_(operating_system)) devices. After Australian programmer [Christian "Taxman" Whitehead](/source/Christian_Whitehead) developed a version of *Sonic CD* for modern consoles in 2011, he collaborated with fellow *Sonic* fan [Simon "Stealth" Thomley](/source/Simon_Thomley) to develop [remakes](/source/Video_game_remake) of the original *Sonic the Hedgehog* and *Sonic the Hedgehog 2* for iOS and Android, which were released in 2013.[159] The remasters were developed using Whitehead's [Retro Engine](/source/Retro_Engine), an engine tailored for 2D projects,[159] and received praise.[160][161] *[Sonic Dash](/source/Sonic_Dash)* (2013), a *[Temple Run](/source/Temple_Run)*–style [endless runner](/source/Endless_runner),[162] was developed by [Hardlight](/source/Hardlight)[163] and downloaded over 350 million times by 2020[164] and received a [*Sonic Boom*–themed sequel](/source/Sonic_Dash_2%3A_Sonic_Boom) in 2015.[165] Sonic Team released *[Sonic Runners](/source/Sonic_Runners)*, its first game for mobile devices, in 2015.[166] *Sonic Runners* was also an endless runner,[166] but was unsuccessful[167] and was discontinued a year after release.[168] [Gameloft](/source/Gameloft) released a sequel, *[Sonic Runners Adventure](/source/Sonic_Runners_Adventure)*, in 2017 to generally positive reviews.[169][170]

### 2015–present: New directions

In a 2015 interview with *[Polygon](/source/Polygon_(website))*, Iizuka acknowledged that contemporary *Sonic* games had been disappointing. He hoped, from then on, that the Sonic Team logo would stand as a "mark of quality"; he planned to release quality games and expand the *Sonic* brand, while retaining the modern Sonic design.[141] Iizuka and most of Sonic Team relocated to [Burbank, California](/source/Burbank%2C_California), to oversee the franchise with a new team.[89] At [San Diego Comic-Con](/source/San_Diego_Comic-Con) in July 2016, Sega announced two *Sonic* games to coincide with the series' 25th anniversary: *[Sonic Mania](/source/Sonic_Mania)* and *[Sonic Forces](/source/Sonic_Forces)*.[171] Both were released for the [PlayStation 4](/source/PlayStation_4), [Xbox One](/source/Xbox_One), [Nintendo Switch](/source/Nintendo_Switch), and Windows in 2017.[172][173] *Sonic Mania* was developed by the [independent game developers](/source/Independent_game_developer) PagodaWest Games and Headcannon with a staff comprising members of the *Sonic* fandom; Whitehead conceived the project and served as director.[174] The game, which emulates the gameplay and visuals of the Genesis entries, received the best reviews for a *Sonic* game in 15 years.[175] Meanwhile, Sonic Team developed *Sonic Forces*, which revives the dual gameplay of *Sonic Generations* along with a third gameplay style featuring the player's [custom character](/source/Character_creation).[176][177] *Sonic Forces* received mixed reviews,[178] with criticism for its short length.[176][179][180]

Sonic 30th Anniversary logo

In 2019, Sega released a [kart racing game](/source/Kart_racing_game), *[Team Sonic Racing](/source/Team_Sonic_Racing)* (2019), developed by [Sumo Digital](/source/Sumo_Digital).[181][182][183] In May 2021, Sega announced several *Sonic* projects for the series' 30th anniversary, including a remaster of *Sonic Colors*, the compilation *[Sonic Origins](/source/Sonic_Origins)*, and the 2022 game *[Sonic Frontiers](/source/Sonic_Frontiers)*.[184][185] *Frontiers* was the first *Sonic* game to feature [open-world](/source/Open-world) design,[186] and Iizuka expressed hope that it would inform future games in a similar way to *Sonic Adventure*.[185] *Frontiers* received moderately positive reviews, with critics and fans considering it a flawed but solid new direction for the series,[187] and sold well.[188][189] 2023 *Sonic* releases included *[The Murder of Sonic the Hedgehog](/source/The_Murder_of_Sonic_the_Hedgehog)*, a free [visual novel](/source/Visual_novel),[190] *[Sonic Dream Team](/source/Sonic_Dream_Team)*, an [Apple Arcade](/source/Apple_Arcade)-exclusive 3D platformer,[191] and *[Sonic Superstars](/source/Sonic_Superstars)*, a 2.5D side-scrolling game featuring the classic Sonic design. *Superstars* was co-developed by Ohshima's studio [Arzest](/source/Arzest) and he designed a new character, his first contribution to the series since *Sonic Adventure*.[192][193] Iizuka said the 2D and 3D *Sonic* games would continue independently going forward and Sonic Team would try to keep them as different as possible.[194]

In 2024, *Sonic* media emphasized Shadow the Hedgehog as part of Sega's "Fearless: Year of Shadow" campaign. This included the release of *[Shadow Generations](/source/Shadow_Generations)*, a short Shadow game bundled with a rerelease of *Sonic Generations*; Shadow-themed events in the mobile games *Sonic Dash* and *Sonic Forces: Speed Battle*; music from *Shadow the Hedgehog* in the [Sonic Symphony World Tour](/source/Sonic_Symphony_World_Tour); and Shadow playing a prominent role in the film *[Sonic the Hedgehog 3](/source/Sonic_the_Hedgehog_3_(film))*.[195]

## Characters and story

Main article: [List of *Sonic the Hedgehog* characters](/source/List_of_Sonic_the_Hedgehog_characters)

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

The *Sonic* franchise is known for its large cast of characters;[196] *[Sonic the Fighters](/source/Sonic_the_Fighters)* (1996) producer [Yu Suzuki](/source/Yu_Suzuki) joked that anyone who makes a *Sonic* game has the duty to create new characters.[197] The first game introduced Sonic, a blue hedgehog who can run at incredible speeds, and Doctor Eggman, a rotund mad scientist.[4] During the Genesis era, Eggman was referred to as Doctor Ivo Robotnik in Western territories.[198][199] Sega of America's Dean Sitton made the change[200] without consulting the Japanese developers, who did not want a single character to have two different names. Since *Sonic Adventure*, the character has been referred to as Eggman in all territories,[198] although the Robotnik name is still acknowledged.[199][201][202]

*Sonic* games traditionally follow Sonic's efforts to stop Eggman, who schemes to obtain the Chaos Emeralds—seven[b] gems of extraterrestrial[204] origin with mystical powers. The Emeralds can turn thoughts into power,[205] warp time and space with a technique called Chaos Control,[206][207] give energy to living things, and be used to create nuclear or laser-based weaponry.[208] They typically act as [MacGuffins](/source/MacGuffin) in the stories.[209] Eggman seeks the Emeralds in his quest to conquer the world, and traps animals in aggressive robots and prison capsules. Because Sonic Team was inspired by the [culture of the 1990s](/source/Culture_of_the_1990s), *Sonic* features environmental themes.[210] Sonic represents "nature",[210] while Eggman represents "machinery" and "development"—a play on the then-growing debate between environmentalists and developers.[211]

Much of the supporting cast was introduced in the succeeding games for the Genesis and its add-ons. *Sonic 2* introduced Sonic's [sidekick](/source/Sidekick) Miles "Tails" Prower, a fox who can fly using his two tails.[212] *Sonic CD* introduced [Amy Rose](/source/Amy_Rose), a pink hedgehog and Sonic's self-proclaimed girlfriend, and [Metal Sonic](/source/Metal_Sonic), a robotic [doppelgänger](/source/Doppelg%C3%A4nger) of Sonic created by Eggman.[213] *Sonic 3* introduced Sonic's rival Knuckles, a red [echidna](/source/Echidna) and the guardian of the Master Emerald.[214] The Master Emerald, introduced in *Sonic & Knuckles*,[215] controls the power of the Chaos Emeralds.[205] *Knuckles' Chaotix* introduced the Chaotix, a group comprising [Vector the Crocodile](/source/Vector_the_Crocodile), [Espio the Chameleon](/source/Espio_the_Chameleon) and [Charmy Bee](/source/Charmy_Bee).[216] Three characters introduced during this period, [Mighty the Armadillo](/source/Mighty_the_Armadillo) and [Ray the Flying Squirrel](/source/Ray_the_Flying_Squirrel) from *SegaSonic the Hedgehog* and [Fang the Sniper](/source/Fang_the_Sniper) from *[Sonic Triple Trouble](/source/Sonic_Triple_Trouble)* (1994), faded into obscurity,[38][217] but became prominent characters again in *Sonic Mania* and *Superstars*.[218]

During *Sonic Adventure*'s development, Sonic Team discovered that the relatively simple character designs did not suit a 3D environment. The art style was modernized to alter the characters' proportions and make them appeal to Western audiences.[73] Since *Sonic Adventure*, the series' cast has expanded.[196] Notable characters include [Big](/source/Big_the_Cat),[219] a large cat who fishes for his pet frog Froggy;[220][221] the [E-100 Series](/source/E-100_Series) of robots;[222] Shadow, a brooding black hedgehog;[219] [Rouge](/source/Rouge_the_Bat), a treasure-hunting bat;[223] [Cream](/source/Cream_the_Rabbit), a polite young rabbit;[224] [Blaze](/source/Blaze_the_Cat), a cat from an alternate dimension;[225] and [Silver](/source/Silver_the_Hedgehog), a [telekinetic](/source/Telekinetic) hedgehog from the future.[219] The [Chao](/source/Chao_(Sonic)) creatures function as [digital pets](/source/Digital_pet) and minor gameplay elements,[226] and Wisp creatures function as [power-ups](/source/Power-up).[227] Flicky, the blue bird from Sega's [1984 arcade game](/source/Flicky), appears in several *Sonic* games, particularly *3D Blast*.[228]

Some *Sonic* characters have featured in spin-off games. Eggman is the featured character of *Dr. Robotnik's Mean Bean Machine*, a Western localization of *Puyo Puyo*. Sega replaced the *Puyo Puyo* characters with *Sonic* characters because it feared *Puyo Puyo* would not be popular with a Western audience.[229] In 1995, Sega released the Knuckles spinoff *Knuckles' Chaotix* for the 32X,[39] and two Tails spin-offs for Game Gear: *[Tails' Skypatrol](/source/Tails'_Skypatrol)* (a [scrolling shooter](/source/Scrolling_shooter)) and *[Tails Adventure](/source/Tails_Adventure)* (a [Metroidvania](/source/Metroidvania) game).[230][231] *Shadow the Hedgehog* (2005) was developed in response to the Shadow character's popularity and to introduce "gun action" gameplay to the franchise.[232] Iizuka has said that future spin-offs, such as sequels to *Knuckles' Chaotix* and *Shadow the Hedgehog* or a Big the Cat game, remain possibilities.[233][234]

## Gameplay

Examples of gameplay in *[Sonic the Hedgehog 2](/source/Sonic_the_Hedgehog_2)* (1992) and *[Sonic Unleashed](/source/Sonic_Unleashed)* (2008), illustrating some of the core [game mechanics](/source/Game_mechanics) of 2D and 3D *Sonic* games

The *Sonic* series is characterized by speed-based platforming gameplay.[196] Controlling the [player character](/source/Player_character), the player navigates a series of [levels](/source/Level_(video_gaming)) at high speeds while jumping between platforms, fighting enemies and [bosses](/source/Boss_(video_games)), and avoiding obstacles.[196][235] The series contains both [2D](/source/2D_computer_graphics) and 3D games.[236] 2D entries generally feature simple, pinball-like gameplay[235][237]—with jumping and attacking controlled by a single button[238]—and branching level paths that require memorization to maintain speed.[235][237] Meanwhile, 3D entries tend to be more linear in design,[237] feature various level objectives,[239] different movesets,[237] and allow players to upgrade and customize the playable character.[239][240] Games since *Sonic Unleashed* have blended 2D and 3D gameplay, with the camera shifting between [side-scrolling](/source/Side-scrolling_video_game) and [third-person](/source/Third-person_view) perspectives.[146][241]

One distinctive [game mechanic](/source/Game_mechanic) of *Sonic* games are collectible golden rings spread throughout levels,[242] which act as a form of [health](/source/Health_(game_terminology)).[243] Players possessing rings can survive upon sustaining damage, but the rings are scattered and the player has a short amount of time to re-collect some of them before they disappear.[242][244] Collecting 100 rings usually rewards the player an [extra life](/source/Life_(video_games)#Extra_lives).[239][244] Rings have other uses in certain games, such as [currency](/source/Currency) in *Sonic '06*,[240] restoring health bars in *Sonic Unleashed*,[245] or improving statistics in *Sonic Riders*.[246] Levels in *Sonic* games feature elements such as slopes, bottomless pits, and [vertical loops](/source/Vertical_loop).[4][212] Springs, springboards, and dash panels are scattered throughout and catapult the player at high speeds in a particular direction.[247] Players' progress in levels is saved through passing [checkpoints](/source/Checkpoint_(video_gaming)).[248] Checkpoints serve other uses in various games, such as entering bonus stages.[244] Some settings, particularly [Green Hill Zone](/source/Green_Hill_Zone), recur throughout the series.[249]

The series contains numerous power-ups, which are held in boxes that appear throughout levels.[250] An icon indicates what it contains, and the player releases the item by destroying the box.[251] Common items in boxes include rings, a shield, invincibility, high speed, and extra lives.[77][251] *Sonic Colors* introduces the Wisps, a race of [extraterrestrial](/source/Extraterrestrial_life) creatures that act as power-ups. Each Wisp has its own special ability corresponding to its color; for instance, yellow Wisps allow players to drill underground and find otherwise inaccessible areas.[252] Since *Sonic Rush*, most *Sonic* games have featured "boosting", a mechanic that immediately propels Sonic forward at top speed when activated.[253] While boosting, Sonic can smash through objects, destroy enemies instantly, or access different level paths.[254] This requires players to react to forthcoming obstacles quickly;[253] *Sonic Unleashed* introduced side-stepping and [drifting](/source/Drifting_(motorsport)) maneuvers to allow players to maintain speed.[254] Boosting is limited by a gauge that the player can fill with rings or Wisps.[253]

In most *Sonic* games, the goal is to collect the Chaos Emeralds;[203][255] the player is required to collect them all to defeat Eggman and achieve the games' [good endings](/source/Alternate_ending).[203][256] *Sonic* games that do not feature the Chaos Emeralds, such as *Sonic CD*, feature different collectibles that otherwise function the same.[257][216] Players find the Emeralds by entering portals,[256] opening portals using 50 rings,[258] or scouting them within levels themselves.[259] Sometimes, the Emeralds are collected automatically as the story progresses.[260][261] By collecting the Emeralds, players are rewarded with their characters' "Super" form and can activate it by collecting 50 rings in a stage. The Super transformations grant the player character more speed, a farther jump, and invincibility, but their ring count drains by the second; the transformation lasts until all the rings have been used.[262][263] Some games require the player to collect all the Chaos Emeralds to reach the final boss.[264][265]

*Sonic* games often share basic gameplay, but some have game mechanics that distinguish them from others. For instance, *Knuckles' Chaotix* is similar to previous entries in the series, but introduces a partner system whereby the player is connected to another character via a tether; the tether behaves like a rubber band and must be used to maneuver the characters.[216] *Sonic Unleashed* introduces the Werehog, a beat 'em up gameplay style in which Sonic transforms into a werewolf-like beast and must fight enemies using brute strength.[266] Both the *Sonic Storybook* games feature unique concepts: *Secret Rings* is controlled exclusively using the Wii Remote's motion detection,[267] while *Black Knight* incorporates [hack and slash](/source/Hack_and_slash) gameplay.[268] While some games feature Sonic as the only playable character,[267][269] others feature multiple, who have alternate movesets and storylines.[141][270] For instance, in *Sonic & Knuckles*, Knuckles goes through the same levels as Sonic, but his story is different, he explores different parts of the levels, and certain areas are more difficult.[271]

Many *Sonic* games contain [multiplayer](/source/Multiplayer) and [cooperative gameplay](/source/Cooperative_video_game), beginning with *Sonic the Hedgehog 2*.[216][272] In some games, if the player chooses to control Sonic and Tails together, a second player can join at any time and control Tails separately.[273][274] *Sonic* games also feature a [split-screen](/source/Split_screen_(video_games)) competitive mode in which two players race to the end of the stage.[275][276]

## Music

Main article: [Music of *Sonic the Hedgehog*](/source/Music_of_Sonic_the_Hedgehog)

[Jun Senoue](/source/Jun_Senoue) (*left*) and his band [Crush 40](/source/Crush_40) have composed music for most *Sonic* games since *Sonic 3D Blast* (1996).

For the original *Sonic the Hedgehog*, Sega commissioned [Masato Nakamura](/source/Masato_Nakamura), bassist and songwriter of the [J-pop](/source/J-pop) band [Dreams Come True](/source/Dreams_Come_True_(band)), to compose the soundtrack.[5][277] Nakamura returned to compose *Sonic 2*'s soundtrack.[278] Dreams Come True owns the rights to Nakamura's score, which created problems when the *Sonic Spinball* team used his *Sonic* theme music without permission.[25] For *Sonic CD*, two soundtracks were composed; the original, featured in the Japanese and European releases, was composed by Naofumi Hataya and Masafumi Ogata, while the North American score was composed by [Spencer Nilsen](/source/Spencer_Nilsen), [David Young](/source/David_Young_(composer)), and Mark Crew.[279][280]

A number of composers contributed to the *Sonic the Hedgehog 3* score, including Sega sound staff[281] and [independent contractors](/source/Independent_contractor) recruited to finish the game on schedule.[282] According to conflicting sources, American pop musician [Michael Jackson](/source/Michael_Jackson), a *Sonic* fan, composed music for *Sonic 3*. Ohshima and Hector said Jackson's involvement was terminated and his music removed following the [first allegations of sexual abuse against him](/source/1993_child_sexual_abuse_accusations_against_Michael_Jackson),[38][283] but composers involved with the project said his contributions remained.[284]

*Sonic 3* was the first *Sonic* game composer [Jun Senoue](/source/Jun_Senoue) worked on.[281] Senoue has composed the music for many *Sonic* games since *Sonic 3D Blast*,[c] often with his band [Crush 40](/source/Crush_40), which he formed with [Hardline](/source/Hardline_(band)) vocalist [Johnny Gioeli](/source/Johnny_Gioeli).[294] While the Genesis *Sonic* soundtracks were characterized by [electropop](/source/Electropop), Senoue's scores typically feature [funk](/source/Funk) and [rock music](/source/Rock_music).[295] [Tomoya Ohtani](/source/Tomoya_Ohtani) has been the series' sound director since *Sonic the Hedgehog* in 2006, and was the lead composer for that game, *Sonic Unleashed*, *Sonic Colors*, *Sonic Lost World*, *Sonic Runners*, and *Sonic Forces*.[296][297] Ohtani said he attempts to "express through music the greatest features each game has", citing the diverse and energetic score of *Sonic Unleashed* and the more [science fiction](/source/Science_fiction)-style score of *Sonic Colors* as examples*.[296]*

Other composers who have contributed to *Sonic* games include [Richard Jacques](/source/Richard_Jacques)[298][299] and [Hideki Naganuma](/source/Hideki_Naganuma).[300] [Tee Lopes](/source/Tee_Lopes)—known for releasing unofficial remixes of *Sonic* tracks on [YouTube](/source/YouTube)—was the lead composer for *Sonic Mania*[301] and a contributor to *Team Sonic Racing*.[302] The main theme of the 2006 *Sonic the Hedgehog* was performed by [Ali Tabatabaee](/source/Ali_Tabatabaee) and [Matty Lewis](/source/Matty_Lewis) of the band [Zebrahead](/source/Zebrahead),[303] while [Akon](/source/Akon) remixed "[Sweet Sweet Sweet](/source/Sweet_Sweet_Sweet)" for its soundtrack.[304] Doug Robb, the lead singer of [Hoobastank](/source/Hoobastank), performed the main theme of *Sonic Forces*.[305] One of the ending themes of *[Sonic Frontiers](/source/Sonic_Frontiers)*, "Vandalize", was performed by the Japanese rock band [One Ok Rock](/source/One_Ok_Rock).[306]

## Other media

### Crossovers

See also: [*Sega All-Stars* (series)](/source/Sega_All-Stars_(series)) and [*Super Smash Bros.*](/source/Super_Smash_Bros.)

Outside the *Sonic* series, Sonic appears in other Sonic Team games as a playable character in *[Christmas Nights](/source/Christmas_Nights)* (1996),[307] a power-up in *[Billy Hatcher and the Giant Egg](/source/Billy_Hatcher_and_the_Giant_Egg)* (2003),[308] and in a cameo in the 2008 Wii version of *[Samba de Amigo](/source/Samba_de_Amigo)* (1999).[309] *Sonic* characters also feature in the *[Sega All-Stars](/source/Sega_All-Stars_(series))* series, which includes *[Sega Superstars](/source/Sega_Superstars)* (2004),[310] *[Sega Superstars Tennis](/source/Sega_Superstars_Tennis)* (2008),[311] and Sumo Digital's kart racing games *[Sonic & Sega All-Stars Racing](/source/Sonic_%26_Sega_All-Stars_Racing)* (2010) and *[Sonic & All-Stars Racing Transformed](/source/Sonic_%26_All-Stars_Racing_Transformed)* (2012).[181][182]

From 2007 to 2020, Sega collaborated with Nintendo to produce *Mario & Sonic*, an [Olympic Games](/source/Olympic_Games)-themed [crossover](/source/Crossover_(fiction)) with the *Mario* franchise. The [first *Mario & Sonic* game](/source/Mario_%26_Sonic_at_the_Olympic_Games) was released in 2007 for the Wii and in 2008 for the DS to tie in with the [2008 Summer Olympics](/source/2008_Summer_Olympics).[312][313][314] *[Mario & Sonic at the Olympic Winter Games](/source/Mario_%26_Sonic_at_the_Olympic_Winter_Games)*, based on the [2010 Winter Olympics](/source/2010_Winter_Olympics), was released in 2009 for the Wii and DS,[315] and *Mario & Sonic at the London 2012 Olympic Games*, based on the [2012 Summer Olympics](/source/2012_Summer_Olympics), was released for the Wii in 2011 and the 3DS in 2012.[316] The fourth game, *Mario & Sonic at the Sochi 2014 Olympic Winter Games* (2013), was exclusive to the Wii U,[317] but the following game, *[Mario & Sonic at the Rio 2016 Olympic Games](/source/Mario_%26_Sonic_at_the_Rio_2016_Olympic_Games)* (2016), was released on both the Wii U and 3DS.[318] After a brief hiatus, the series returned in 2019 with *[Mario & Sonic at the Olympic Games Tokyo 2020](/source/Mario_%26_Sonic_at_the_Olympic_Games_Tokyo_2020)* for the Switch, based on the [2020 Summer Olympics](/source/2020_Summer_Olympics).[319] The [International Olympic Committee](/source/International_Olympic_Committee) opted not to renew its licensing deal with Sega and Nintendo in 2020, effectively ending the series.[320][321]

Sonic appears as a playable character in Nintendo's *[Super Smash Bros.](/source/Super_Smash_Bros.)* crossover fighting games, beginning with *[Super Smash Bros. Brawl](/source/Super_Smash_Bros._Brawl)* in 2008. Alongside [Solid Snake](/source/Solid_Snake) from [Konami](/source/Konami)'s *[Metal Gear](/source/Metal_Gear)* franchise, Sonic was the first non-Nintendo character to appear in *Smash*.[322] He was considered for inclusion in *[Super Smash Bros. Melee](/source/Super_Smash_Bros._Melee)* (2001), but the game was too close to completion so his introduction was delayed until *Brawl*.[323] He returned in the sequels [*Super Smash Bros. for Nintendo 3DS* and *Wii U*](/source/Super_Smash_Bros._for_Nintendo_3DS_and_Wii_U) (2014) and *[Super Smash Bros. Ultimate](/source/Super_Smash_Bros._Ultimate)* (2018).[324][325] Shadow and Knuckles appear in *Smash* as [non-playable characters](/source/Non-playable_character),[326] while Tails and Knuckles costumes are available for players' [Mii](/source/Mii) avatars.[327] A Sonic [amiibo](/source/Amiibo) figurine was released for the *Smash* games, and is also compatible with *[Mario Kart 8](/source/Mario_Kart_8)* (2014), *[Super Mario Maker](/source/Super_Mario_Maker)* (2015), and *[Yoshi's Woolly World](/source/Yoshi's_Woolly_World)* (2015).[328][329][330]

In June 2015, characters from the *[Angry Birds](/source/Angry_Birds)* RPG *[Angry Birds Epic](/source/Angry_Birds_Epic)* (2014) appeared as playable characters in *Sonic Dash* during a three-week promotion,[331] while Sonic was added to *Angry Birds Epic* as a playable character the following September.[332] Similar crossovers with the Sanrio characters [Hello Kitty](/source/Hello_Kitty), [Badtz-Maru](/source/Badtz-Maru), [My Melody](/source/My_Melody_(character)), and [Chococat](/source/Chococat) and the [Namco](/source/Namco) game *[Pac-Man](/source/Pac-Man)* took place in December 2016 and February 2018.[333][334] In November 2016, a *Sonic* [expansion pack](/source/Expansion_pack) was released for the [toys-to-life](/source/Toys-to-life) game *[Lego Dimensions](/source/Lego_Dimensions)* (2015); the pack includes Sonic as a playable character, in addition to *Sonic* levels and vehicles.[335] In September 2021, Sonic and Tails became playable characters in *[Cookie Run: Kingdom](/source/Cookie_Run#Cookie_Run:_Kingdom)*.[336]

### Animation

Main article: [*Sonic the Hedgehog* in animation](/source/Sonic_the_Hedgehog_in_animation)

[Jaleel White](/source/Jaleel_White) voiced Sonic in [DIC Entertainment](/source/DIC_Entertainment)'s three *Sonic* animated series.

In 1992, Sega approached the [American Broadcasting Company](/source/American_Broadcasting_Company) (ABC) about producing two television series—"a [syndicated](/source/Syndication_(broadcast)) show for the after-school audience" and a [Saturday-morning cartoon](/source/Saturday-morning_cartoon)—based on *Sonic*. Kalinske "had seen how instrumental the launch of *[He-Man and the Masters of the Universe](/source/He-Man_and_the_Masters_of_the_Universe)* cartoon series was to the success of [the toyline](/source/Masters_of_the_Universe)" during his time at Mattel and believed that success could be recreated using *Sonic*.[337] The two cartoons, the syndicated *[Adventures of Sonic the Hedgehog](/source/Adventures_of_Sonic_the_Hedgehog)* (1993) and ABC's *[Sonic the Hedgehog](/source/Sonic_the_Hedgehog_(TV_series))* (1993–1994), were produced by [DIC Entertainment](/source/DIC_Entertainment). DIC also produced a *Sonic* [Christmas special](/source/Christmas_special) in 1996, and *[Sonic Underground](/source/Sonic_Underground)* in 1999, to promote *Sonic Adventure*.[338][339] DIC's *Sonic* adaptations are generally not held in high regard.[338][340][341]

*Adventures of Sonic the Hedgehog* comprises 65 episodes overseen by *[Ren & Stimpy](/source/Ren_%26_Stimpy)* director Kent Butterworth and features [slapstick](/source/Slapstick) humor in the vein of *[Looney Tunes](/source/Looney_Tunes)*.[342] The 26-episode *Sonic the Hedgehog* (commonly called *Sonic SatAM*)[339] features a bleak setting in which Eggman has conquered the world, while Sonic is a member of a resistance force that opposes him.[342] The series was canceled after two seasons.[339] *Sonic Underground* was planned to last 65 episodes, but only 40 were produced. The series follows Sonic and his siblings Manic and Sonia, who use the power of music to fight Eggman and reunite with their mother.[338][339] In all three DiC series, Sonic is voiced by *[Family Matters](/source/Family_Matters)* star [Jaleel White](/source/Jaleel_White).[338]

In Japan, Sega and Sonic Team collaborated with [Studio Pierrot](/source/Studio_Pierrot) to produce a two-part [original video animation](/source/Original_video_animation) (OVA), *[Sonic the Hedgehog](/source/Sonic_the_Hedgehog_(OVA))*, released [direct-to-video](/source/Direct-to-video) in Japan in 1996. To coincide with *Sonic Adventure*'s Western release in 1999,[343] [ADV Films](/source/ADV_Films) released the OVA in North America as a 55-minute film, *Sonic the Hedgehog: The Movie*. Produced with input from Naka and Ohshima, the OVA is loosely based on *Sonic CD*, with elements from *Sonic the Hedgehog 2* and *3*,[338] and recounts Sonic's efforts to stop a generator taken over by Eggman from exploding and destroying their world.[344] Patrick Lee of *[The A.V. Club](/source/The_A.V._Club)*'s said the OVA was "the only cartoon to adapt the look, sound, and feel of the *Sonic* games", with familiar scenes and music.[338]

*[Sonic X](/source/Sonic_X)*, an [anime](/source/Anime) series produced by [TMS Entertainment](/source/TMS_Entertainment) and overseen by Naka, ran for three seasons (78 episodes) from 2003 to 2006.[338][345] While previous series' episodes feature self-contained plots, *Sonic X* tells a single serialized story.[338] The *Sonic* cast teleports from their home planet to [Earth](/source/Earth) during a scuffle with Eggman, where they meet a human boy, Chris Thorndyke. Throughout the course of the series, Sonic and his friends attempt to return to their world while fighting Eggman. The second season adapts the *Sonic Adventure* games and *Sonic Battle*, while the third season sees the friends return with Chris to their world, where they enter outer space and fight an army of aliens.[338][345] Some critics enjoyed *Sonic X*,[339][346] while others disliked it.[345][338][347] Although it suffered from poor ratings in Japan,[345] *Sonic X* consistently topped ratings for its timeslot in the US and France.[348][349]

*Sonic Boom*, an animated television series produced by Sega and [Genao Productions](/source/Genao_Productions),[350] premiered on [Cartoon Network](/source/Cartoon_Network) in November 2014.[351] It features a satirical take on the *Sonic* mythos,[339] and the franchise's cast was redesigned for it.[351] According to Iizuka, *Sonic Boom* came about as a desire to appeal more to Western audiences, and it ran parallel with the main *Sonic* franchise.[352] *Sonic Boom* lasted for two seasons and the last episode aired in 2017. In May 2020, Sega brand officer Ivo Gerscovich stated that no further episodes of *Sonic Boom* would be produced.[353]

To promote the release of *[Sonic Mania Plus](/source/Sonic_Mania_Plus)* (2018), a five-part series of animated shorts, *[Sonic Mania Adventures](/source/Sonic_Mania_Adventures)*, was released on the *Sonic the Hedgehog* YouTube channel between March 30 and July 17, 2018. The series depicts Sonic's return to his world following the events of *Sonic Forces*, teaming up with his friends to prevent Eggman and Metal Sonic from collecting the Chaos Emeralds and Master Emerald.[354][355] An additional Christmas-themed episode was released on December 21, 2018.[356] The shorts were written and directed by [Tyson Hesse](/source/Tyson_Hesse), who created *Sonic Mania*'s opening cutscene.[355][357] Hesse has contributed to other animated *Sonic* [short films](/source/Short_film) since, including a two-part *Team Sonic Racing* series and the [Christmas special](/source/Christmas_special) *Chao in Space* in 2019,[358][359] a two-part *Sonic Colors* series in 2021,[360] a *Sonic Frontiers* prequel in 2022,[361] and a *Sonic Superstars* prequel in 2023.[362] Sonic and Tails also appeared as guest stars in *[OK K.O.! Let's Be Heroes](/source/OK_K.O.!_Let's_Be_Heroes)* in August 2019.[363]

*[Sonic Prime](/source/Sonic_Prime)*, an animated *Sonic* series, began airing on [Netflix](/source/Netflix) in December 2022. The series was co-produced by [Netflix Animation](/source/Netflix_Animation), [Sega of America](/source/Sega_of_America), [WildBrain Studios](/source/WildBrain_Studios), and [Man of Action Entertainment](/source/Man_of_Action_Entertainment),[364][365][366] and unlike prior adaptations, it is [canon](/source/Canon_(fiction)) to the events of the *Sonic* games.[367] It follows Sonic as he is sent into a [multiverse](/source/Multiverse) after accidentally shattering an artifact during a battle with Eggman and encounters alternate-universe counterparts of *Sonic* characters.[368]

### Comics

Main article: [List of *Sonic the Hedgehog* printed media](/source/List_of_Sonic_the_Hedgehog_printed_media)

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

[Shogakukan](/source/Shogakukan) published a *[Sonic the Hedgehog](/source/Sonic_the_Hedgehog_(manga))* [manga](/source/Manga) series in its *Shogaku Yonensei* magazine, beginning in 1992. Written by [Kenji Terada](/source/Kenji_Terada) and illustrated by Sango Norimoto, it follows a sweet but cowardly young hedgehog named Nicky whose [alter ego](/source/Alter_ego) is the cocky, heroic Sonic.[369] According to character artist [Kazuyuki Hoshino](/source/Kazuyuki_Hoshino), the manga was part of Sega's promotional strategy to appeal to primary school children.[370] The *Sonic* design team worked with Shogakukan to create new characters; Amy Rose and Charmy Bee originated in the manga before appearing in the games.[38][370]

The longest-running *Sonic*-based publication is the 290-issue *[Sonic the Hedgehog](/source/Sonic_the_Hedgehog_(Archie_Comics))*, an [American comic book](/source/American_comic_book) published by [Archie Comics](/source/Archie_Comics) from 1993 until its cancellation in 2017.[371] Archie also published a number of spin-offs, such as *[Knuckles the Echidna](/source/Knuckles_the_Echidna_(comics))* (1997–2000) and *[Sonic Universe](/source/Sonic_Universe)* (2009–2017). Archie's comic drew its premise from the *Sonic the Hedgehog* television series, with Sonic and a resistance force fighting the dictator Eggman.[371] Originally written as a "straightforward lighthearted action-comedy", *Sonic the Hedgehog* became more dramatic after [Ken Penders](/source/Ken_Penders) began writing it with issue #11.[372] Penders remained the head writer for the following 150 issues and developed an elaborate lore unique to the series. [Ian Flynn](/source/Ian_Flynn) became head writer in 2006 and remained until the series' cancellation.[372] Following a legal battle with Penders over ownership of characters he created, in 2013 the series was rebooted,[372][373] leaving only characters introduced in the games or which predated Penders' run.[372]

In 2008, [Guinness World Records](/source/Guinness_World_Records) recognized Archie's *Sonic the Hedgehog* as the longest-running [comic based on a video game](/source/List_of_comics_based_on_video_games),[374] and by 2016 it was one of the longest-running American comics in the market. While Archie planned to publish at least four issues beyond #290, in January 2017 the series went on an abrupt hiatus,[372] and in July, Sega announced it was ending its business relationship with Archie in favor of a new partnership with [IDW Publishing](/source/IDW_Publishing).[371] [IDW's *Sonic* comic](/source/Sonic_the_Hedgehog_(IDW_Publishing)) began in April 2018. Although the creative teams from the Archie series, such as Flynn, returned, the IDW series is set in a different continuity. Flynn said the IDW series differs from the Archie comic in that it draws from the games for stories, with the first story arc set after the events of *Sonic Forces*.[375] Fans continued the Archie series unofficially, including finishing unpublished issues, while Penders is using the characters he gained ownership of for a [graphic novel](/source/Graphic_novel), *The Lara-Su Chronicles*.[373]

*[Sonic the Comic](/source/Sonic_the_Comic)*, a [British comic](/source/British_comic) published by [Fleetway Publications](/source/Fleetway_Publications), ran for 223 issues from 1993 to 2002; contributors included [Richard Elson](/source/Richard_Elson), [Nigel Kitching](/source/Nigel_Kitching), [Andy Diggle](/source/Andy_Diggle), and Nigel Dobbyn. It featured stories, news and reviews aimed at children. Although it adapted the stories of the games, the writers established their own continuity. The final story arc was a loose adaptation of *Sonic Adventure* in 2000, followed by 39 issues reprinting old stories. Following the series' cancellation, fans started *Sonic the Comic Online*, an unofficial [webcomic](/source/Webcomic) that continues the stories.[376]

Sega and [DC Comics](/source/DC_Comics) announced a *Sonic*-themed partnership on [Batman Day](/source/Batman_Day) 2024.[377] The partnership began with *[DC x Sonic the Hedgehog](/source/DC_x_Sonic_the_Hedgehog)*, a five-issue [limited series](/source/Limited_series_(comics)) written by Flynn, in which *Sonic* characters take on the personas of [Justice League](/source/Justice_League) heroes such as [Batman](/source/Batman) and [the Flash](/source/The_Flash), in March 2025.[378]

### Live-action film series

Further information: [*Sonic the Hedgehog* (film series)](/source/Sonic_the_Hedgehog_(film_series))

[Tim Miller](/source/Tim_Miller_(director)), the executive producer of the *[Sonic the Hedgehog](/source/Sonic_the_Hedgehog_(film_series))* film series

Since 2020, [Paramount Pictures](/source/Paramount_Pictures) has distributed a series of [live-action animated](/source/Live-action_animated) *Sonic* films. The films have been directed by [Jeff Fowler](/source/Jeff_Fowler),[379] written by [Patrick Casey](/source/Patrick_Casey_(writer)) and [Josh Miller](/source/Josh_Miller_(filmmaker)),[380][381] produced by [Neal H. Moritz](/source/Neal_H._Moritz), and executive produced by [Tim Miller](/source/Tim_Miller_(director)).[380] Fowler and Miller were key staff at [Blur Studio](/source/Blur_Studio),[380] which produced cutscenes for *Shadow the Hedgehog* and *Sonic '06*.[382] Development began in 2013, when [Sony Pictures Entertainment](/source/Sony_Pictures_Entertainment) acquired the film rights.[383] In June 2014, it announced plans to produce *[Sonic the Hedgehog](/source/Sonic_the_Hedgehog_(film))* as a joint venture with Sega's [Marza Animation Planet](/source/Marza_Animation_Planet).[384] Paramount acquired the rights in October 2017, after Sony put the film into [turnaround](/source/Turnaround_(filmmaking)). However, most of the production team remained unchanged.[385]

*Sonic the Hedgehog* follows Sonic (voiced by [Ben Schwartz](/source/Ben_Schwartz)) as he journeys to San Francisco with a small-town cop ([James Marsden](/source/James_Marsden)) so he can escape Eggman ([Jim Carrey](/source/Jim_Carrey)) and collect his missing rings. Additional cast members include [Tika Sumpter](/source/Tika_Sumpter), [Adam Pally](/source/Adam_Pally), and [Neal McDonough](/source/Neal_McDonough),[386] while [Colleen O'Shaughnessey](/source/Colleen_O'Shaughnessey) reprises her voice role as Tails from the games for a [mid-credits scene](/source/Mid-credits_scene) cameo.[387][388] Sonic was initially redesigned to be more realistic, with fur, new running shoes, separate eyes and a more humanlike physique.[389][390] The design triggered a backlash;[391][392][393] it was criticized for not resembling the game design and provoked an [uncanny valley](/source/Uncanny_valley)-type of repulsed response from viewers.[394] As such, the film was delayed so Sonic could be redesigned to better resemble the games.[395][396] *Sonic the Hedgehog* was released in February 2020[396] to generally positive reviews from critics, who felt it exceeded the low expectations typically associated with video game-based films; Carrey's performance in particular was praised.[397] It became the highest-grossing film based on a video game in US box office history at the time,[398] and was the [sixth-highest-grossing film of 2020](/source/2020_in_film#Highest-grossing_films).[399]

*[Sonic the Hedgehog 2](/source/Sonic_the_Hedgehog_2_(film))* was announced in May 2020 and released in April 2022.[400][401] It features Sonic and Tails attempting to stop Eggman, who collaborates with Knuckles to search for the Master Emerald. Schwartz, O'Shaughnessey, Marsden, Carrey, and Sumpter reprised their roles from the first film,[402][403] while [Idris Elba](/source/Idris_Elba) voices Knuckles.[404] Much of the crew, including Fowler, Casey, and Josh Miller, returned.[400] *Sonic 2* incorporates more aspects of the *Sonic* games than the first film,[405] including plot elements from *Sonic 2* and *Sonic 3 & Knuckles* and the introduction of Shadow in the mid-credits scene.[406][407] It received positive reviews[408] and surpassed the first film as the highest-grossing video game film in the US.[409] *[Knuckles](/source/Knuckles_(TV_series))*, a spin-off [streaming television](/source/Streaming_television) series for [Paramount+](/source/Paramount%2B),[410][411] was created by [John Whittington](/source/John_Whittington_(screenwriter)) and premiered in April 2024.[411] The story is set after the events of *Sonic 2* and follows Knuckles as he trains a protégé. It was produced by the films' creative team; Elba, Pally, Sumpter, Schwartz, and O'Shaughnessey reprise their roles, while [Edi Patterson](/source/Edi_Patterson), [Julian Barratt](/source/Julian_Barratt), [Scott Mescudi](/source/Kid_Cudi), [Ellie Taylor](/source/Ellie_Taylor), [Cary Elwes](/source/Cary_Elwes), [Stockard Channing](/source/Stockard_Channing), [Christopher Lloyd](/source/Christopher_Lloyd), [Paul Scheer](/source/Paul_Scheer) and [Rob Huebel](/source/Rob_Huebel) portray new characters.[412][413]

*[Sonic the Hedgehog 3](/source/Sonic_the_Hedgehog_3_(film))*,[410] released in December 2024,[414] adapts the story of *Sonic Adventure 2*.[415] It features Sonic, Tails and Knuckles forcing to team up with Eggman to stop Eggman's Gerald and Shadow from destroying earth. Fowler directed from a script by Casey, Miller, and Whittington. Schwartz, O'Shaughnessey, Elba, Carrey, Marsden, and Sumpter reprised their roles,[416][417] while [Keanu Reeves](/source/Keanu_Reeves) voices Shadow,[418] and [Krysten Ritter](/source/Krysten_Ritter), [Alyla Browne](/source/Alyla_Browne), [James Wolk](/source/James_Wolk), [Sofia Pernas](/source/Sofia_Pernas), [Cristo Fernández](/source/Cristo_Fern%C3%A1ndez), and [Jorma Taccone](/source/Jorma_Taccone) play new characters.[419] *Sonic 3* is tied with *[Werewolves Within](/source/Werewolves_Within_(film))* (2021) as the highest rated film adapted from a video game on [Rotten Tomatoes](/source/Rotten_Tomatoes).[420] Paramount was developing *Sonic the Hedgehog 4* at the time of *Sonic the Hedgehog 3*'s release. It is scheduled to be released in early 2027.[379]

As of January 2025, the *Sonic* film series has grossed over US$1 billion worldwide.[421] Elements from the films have been incorporated in the *Sonic* games,[422][423] including in [downloadable content](/source/Downloadable_content) (DLC) for *Shadow Generations* which establishes that the films take place in an [alternate universe](/source/Parallel_universes_in_fiction) from the games.[424]

### Merchandise

Shelf of various *Sonic* merchandise on display at Sonic the Hedgehog Speed Cafe in [Katy, Texas](/source/Katy%2C_Texas), United States in 2024

Licensed *Sonic* merchandise includes books, clothing, soundtracks,[425] board games,[426] and toys such as figures and plushes.[427][428] By 2004, the *Sonic the Hedgehog* franchise had generated more than $1 billion in licensed merchandise sales.[429] Sega and McDonald's collaborated for *Sonic*-themed [Happy Meal](/source/Happy_Meal) promotions in 1994 for *Sonic 3* and in 2004 for *Sonic Heroes*.[29][430] *Sonic* was the first video game franchise promoted in McDonald's, and over 50 million Sonic Happy Meal toys were sold worldwide.[431] A million pairs of *Sonic* trousers were sold by 1996.[432]

First4Figures has produced a large number of vinyl and resin *Sonic* figures since 2008.[433][434] In January 2012, Sega and RHM Solutions opened an online *Sonic* store,[427] while [PlayStation Gear](/source/PlayStation_Gear) began selling *Sonic* items in December 2017.[435] Sega and [The Lego Group](/source/The_Lego_Group) collaborated to produce a Green Hill Zone [Lego](/source/Lego) set in 2021, after it was suggested on [Lego Ideas](/source/Lego_Ideas) in 2019.[436] This was followed by the launch of a full [Lego Sonic the Hedgehog](/source/Lego_Sonic_the_Hedgehog) theme in 2023.[437] In 2025, *[Magic: The Gathering](/source/Magic%3A_The_Gathering)* cards themed after *Sonic* were released as part of the Secret Lair series.[438]

### Events

On June 23, 2021, to celebrate *Sonic the Hedgehog*'s 30th anniversary, Sega presented the concert [Sonic the Hedgehog 30th Anniversary Symphony](/source/Sonic_the_Hedgehog_30th_Anniversary_Symphony) as a free [live stream](/source/Live_stream) on [YouTube](/source/YouTube) and [Twitch](/source/Twitch_(service)), starring performances of orchestral arrangements of [*Sonic*'s music](/source/Music_of_Sonic_the_Hedgehog) by [Prague Philharmonic Orchestra](/source/Prague_Philharmonic_Orchestra) and [pop rock](/source/Pop_rock) arrangements by the [Tomoya Ohtani](/source/Tomoya_Ohtani) Band and [Crush 40](/source/Crush_40), with Nathan Sharp as guest singer.[439][440][441][442] The concert would become the start of Sonic Symphony, a tour, with its first live concert on October 12, 2022[443] at the 2022 [Brasil Game Show](/source/Brasil_Game_Show) and more concerts in late 2023, 2024, and 2025 as the Sonic Symphony World Tour.[444][445]

The successor concert tour, Sonic Live in Concert, meant for *Sonic*'s 35th anniversary, is set to premiere on September 20, 2026 in [Spokane, Washington](/source/Spokane%2C_Washington), United States and continue throughout 2026 and 2027 with shows in the United States and [United Kingdom](/source/United_Kingdom).[446]

### Podcast

*Sonic the Hedgehog Presents: The Chaotix Casefiles* is an [audio drama](/source/Audio_drama) podcast co-produced by Sega of America and [Realm](/source/Realm_Media) and started on January 27, 2026. Featuring the voice actors from the games, the podcast follows Team Chaotix solving a case in the style of [noir](/source/Noir_fiction) detective dramas.[447]

## Reception and legacy

### Commentary

I think Sega succeeded in making a good, strong character. There are lots of games that try to imitate *Mario* but Sega did especially well with *Sonic*. Despite his resemblance to Mario, there are some special points that make him different: the energy, for example. Among Mario's imitations, Sonic is a good one.

— *Mario* creator [Shigeru Miyamoto](/source/Shigeru_Miyamoto), 1995[448]

The *Sonic* platformers released during the 1990s were acclaimed and have been listed among the [greatest video games of all time](/source/List_of_video_games_considered_the_best).[449][450][451] The original *Sonic* was touted as a faster, [cooler](/source/Cool_(aesthetic)) alternative to Nintendo's *[Super Mario World](/source/Super_Mario_World)* (1990).[196] According to *[Kotaku](/source/Kotaku)*'s Zolani Stewart, Sonic's rebellious character was representative of the culture of the 1990s, "when the idea of individual rebellion seemed inextricably linked to consumer culture".[452] Writing in *[The Guardian](/source/The_Guardian)*, Keith Stuart observed that *Sonic the Hedgehog*'s emphasis on speed departed from accepted precepts of game design, requiring that players "learn through repetition rather than observation" as "the levels aren't designed to be seen or even understood in one playthrough... *Sonic* is incorrect game design and yet ... it's a masterpiece."[235] *Sonic 2*, *Sonic CD*, *Sonic 3*, and *Sonic & Knuckles* were praised for building on the first game's formula;[453] in 1996, *[Next Generation](/source/Next_Generation_(magazine))* described them as "the [zeitgeist](/source/Zeitgeist) of the 16-bit era".[451]

After the uneventful Saturn era, the series found renewed popularity during the sixth generation of video game consoles. *Sonic Adventure*, though criticized for its glitches and camera system, was acclaimed for its visuals, spectacle, and varied gameplay;[454][455][456] *Sonic Adventure 2* was met with similar praise.[288][457][458] However, journalists began to feel the series was straying from its roots, with some commenting that *Sonic Adventure* failed to reinvent Sonic for the 3D era as *Super Mario 64* had for Mario.[452][459][237] Stewart argued that the addition of voice acting and greater focus on plot changed Sonic into "a flat, lifeless husk of a character, who spits out slogans and generally has only one personality mode, the radical attitude dude, the sad recycled image of vague '90s cultural concept".[452] Edwin Evans-Thirlwell of *[Eurogamer](/source/Eurogamer)* agreed, writing that Mario's "plucky earnestness and whimsy will always enjoy a longer shelf-life than [Sonic's] over-compensatory edginess".[237]

After the Dreamcast, the series' critical standing declined. Evans-Thirlwell summarized further 3D *Sonic* games as "20-odd years of slowly accumulating bullshit".[237] Although reviews for *Sonic Heroes* were mostly favorable,[141] Stewart said this was when the focus on story and cutscenes became unbearable.[452] *Shadow the Hedgehog* was widely criticized as a misguided attempt to bring a sense of maturity to the franchise,[108][109][460] and *Sonic '06* was [critically panned](/source/List_of_video_games_notable_for_negative_reception).[89] The *Sonic Mania* developer Christian Whitehead said that the changes to the *Sonic* formula "stemmed from a – perhaps misplaced – desire to continue to push Sonic as a AAA brand".[141] Journalists, Whitehead, and the former Sega of America marketing director Al Nilsen criticized the number of characters added to the series,[141][196] which Naka had justified as necessary to please fans.[461] Evans-Thirlwell argued that Sonic Team had never successfully translated the momentum-based gameplay of the Genesis games to 3D, and that unlike Mario, *Sonic* never had a 3D "transcendental hit".[237] Simon Parkin of *The Guardian* noted that whereas the Mario creator [Shigeru Miyamoto](/source/Shigeru_Miyamoto) reviews every *Mario* game prior to release, the individuals who had shaped *Sonic* (Naka, Ohshima, and Cerny) left Sega.[241]

Despite the critical decline, Dimps' side-scrolling *Sonic* games for the GBA and DS were consistently praised.[100] Writing for *[Destructoid](/source/Destructoid)*, [James Stephanie Sterling](/source/James_Stephanie_Sterling) said: "Hyperbole states that we haven't had a good *Sonic* game since *Sonic Adventure*, which really betrays how much we gamers ignore the handheld market... *Sonic Advance* and the *Sonic Rush* games have often ranged from decent to superb, which makes one wonder why Dimps is the 'B' team and the inferior Sonic Team is the 'A' team."[462] In the wake of the 2006 *Sonic the Hedgehog*, Brett Elston of *[GamesRadar+](/source/GamesRadar%2B)* said that *Sonic Rush Adventure* had "managed to keep the [series'] spirit alive".[463] *Sonic Unleashed* was criticized for its addition of beat 'em up gameplay, which *[IGN](/source/IGN)*'s Hilary Goldstein felt had "nothing to do with Sonic whatsoever".[266] Critics suggested that *Unleashed* would have been better received if it had focused on its speed-based platforming levels, which were widely praised.[464][465][466]

In October 2010, Sega delisted *Sonic* games with average or below-average scores on the [review aggregator](/source/Review_aggregator) website [Metacritic](/source/Metacritic), to increase the value of the brand and avoid confusing customers.[467] That month, *Sonic the Hedgehog 4: Episode I* was released to general praise,[468] with Goldstein describing it as "short but sweet and well worth downloading".[469] *Sonic Colors*, released shortly afterward, was hailed as a return to form,[470][471][472] as was 2011's *Sonic Generations*.[473][474] Though Evans-Thirlwell considered *Sonic Generations* the best 3D *Sonic* game, he called it "an admission of defeat" for depicting the 2D and 3D incarnations of Sonic "together only to remind us of their profound differences".[237] *Sonic Lost World* was released in 2013 to more mixed reviews, with some critics considering it a fresh take on the *Sonic* formula and others a poorly designed mess.[156] The two *Sonic Boom* games received negative reviews[475][476] and sold only 490,000 copies combined by February 2015, making them the worst-selling *Sonic* games.[477] That year, Iizuka admitted that Sonic Team had prioritized shipping games over quality and did not have enough involvement in third-party *Sonic* games such as *Sonic Boom*.[141] The Sega CEO, Haruki Satomi, acknowledged that Sega in general had "partially betrayed" the trust of the longtime fans and hoped to focus on quality over quantity.[478]

In June 2015, the *Sonic* [public relations](/source/Public_relations) manager Aaron Webber took charge of the series' [Twitter](/source/Twitter) account. Under Webber, the account, @sonic_hedgehog, became renowned for posting [internet memes](/source/Internet_meme) and making self-deprecating comments about the *Sonic* franchise's critical decline. According to Allegra Frank of *[Polygon](/source/Polygon_(website))*, Webber "had an important effect on the franchise, cultivating a new persona for the character, one that has created a renewed sense of hope".[479] The announcement of *Sonic Mania* in 2016 brought further hope for the *Sonic* franchise's future. Journalists described it as a true continuation of the Genesis games, succeeding where previous *Sonic* games—such as *Sonic Rush* and *Sonic 4*—had failed.[480][481][482] Released in August 2017, it became the best-reviewed *Sonic* game in 15 years.[483] Matt Espineli of *[GameSpot](/source/GameSpot)* said it "exceeds expectations of what a new game in the franchise can look and play like, managing to simultaneously be a charming celebration of the past and a natural progression of the series' classic 2D formula".[484] Many called it one of the best games in the series and expressed excitement for *Sonic*'s future,[484][485][486] although *Sonic Forces*, released a few months later, received mixed reviews.[178]

### Sales

*Sonic the Hedgehog* is one of the [bestselling video game franchises](/source/Bestselling_video_game_franchises). Its cumulative sales reached 89 million copies by March 2011[487][488] and over 140 million by 2016.[489] The *Mario & Sonic* series alone sold over 19 million copies as of 2011[\[update\]](https://en.wikipedia.org/w/index.php?title=Sonic_the_Hedgehog&action=edit).[488] The *Sonic the Hedgehog* games had grossed over $5 billion in sales by 2014.[490] Series sales and [free-to-play](/source/Free-to-play) [mobile game](/source/Mobile_game) downloads totaled 920 million by 2019,[491] more than 1.14 billion by 2020,[492] over 1.6 billion by 2023,[493] and over 1.77 billion by 2024.[494] In 1993, Sonic tied with Mario as the highest-earning entertainment character of the year, each generating $500 million ($1,110 million adjusted for inflation) in digital game sales that year.[495] In the United Kingdom, *Sonic* was the sixth-bestselling game franchise between 1996 and 2012.[496]

Individual *Sonic* games have been bestsellers as well. The original game is the [bestselling Genesis game](/source/List_of_best-selling_Sega_Genesis_games), while *Sonic the Hedgehog 2* is the bestselling Game Gear game, *Sonic CD* is the bestselling Sega CD game, and *Sonic Adventure* is the bestselling Dreamcast game.[497] *Sonic Adventure 2* is the eighth-[bestselling GameCube game](/source/List_of_best-selling_GameCube_video_games) in the US and the bestselling GameCube game that was not published by Nintendo.[498] Upon release, *Sonic the Hedgehog 2* set records[499] for being the fastest-selling game,[500] selling out 3.2 million copies worldwide within two weeks in 1992.[501] The original *Sonic the Hedgehog* earned over $400 million by 1997[502] ($950 million adjusted for inflation). *Sonic the Hedgehog 2* grossed $450 million in 1992 ($1,030 million adjusted for inflation), becoming the year's highest-grossing home entertainment product.[503]

Year Game Platform(s) Sales 1991 Sonic the Hedgehog Sega Genesis 15 million (bundled with Genesis hardware)[12][13] 1992 Sonic the Hedgehog 2 6 million[504] 1993 Sonic CD Sega CD 1.5 million[497] 1994 Sonic the Hedgehog 3 and Sonic & Knuckles Sega Genesis 4 million[505][506] 1996 Sonic 3D Blast 700,000[45] 1998 Sonic Adventure Dreamcast 2.5 million[77] 2001 Sonic Adventure 2 500,000[507] Sonic Adventure 2: Battle GameCube 1.54 million[d] Sonic Advance Game Boy Advance 1.31 million[e] 2002 Sonic Advance 2 Game Boy Advance 1.0163 million[f] 2003 Sonic Mega Collection GameCube 1.453 million[g] Sonic Heroes PlayStation 2, Xbox, GameCube 3.41 million[514][515][516] Sonic Mega Collection Plus PlayStation 2, Xbox 2 million[517] 2005 Shadow the Hedgehog PlayStation 2, Xbox, GameCube 2.06 million[518][519] 2006 Sonic Riders GameCube, PlayStation 2, Xbox, Windows 930,000[520] with an additional 560,000 units in North America by the end of March 2007.[521] Sonic the Hedgehog Mobile 8 million in US & EU[522] Sonic the Hedgehog (2006) Xbox 360, PlayStation 3 870,000[523] 2007 Sonic and the Secret Rings Wii 1.2 million[524] 2008 Sonic Unleashed PlayStation 2, Wii, Xbox 360, PlayStation 3 2.45 million[525] 2010 Sonic & Sega All-Stars Racing PlayStation 3, Xbox 360, Wii, Nintendo DS, Windows 1.07 million[526] Sonic Colors Wii, Nintendo DS 2.18 million[527][528] 2011 Sonic Generations PlayStation 3, Xbox 360, Windows, Nintendo 3DS 1.85 million[529] 2012 Sonic & All-Stars Racing Transformed PlayStation 3, Xbox 360, Wii U, Nintendo 3DS 1.36 million[530] 2013 Sonic Lost World Wii U, Nintendo 3DS 710,000[531] 2014 Sonic Boom: Rise of Lyric and Shattered Crystal 620,000[532] 2017 Sonic Mania Nintendo Switch, PlayStation 4, Xbox One, Windows 1 million[533] 2019 Team Sonic Racing Nintendo Switch, PlayStation 4, Xbox One, Windows 3.5 million[534] 2022 Sonic Frontiers Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, Windows 4.5 million[534] 2023 Sonic Superstars Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, Windows 2.43 million[534] 2024 Sonic X Shadow Generations Nintendo Switch, Nintendo Switch 2, PlayStation 5, Xbox Series X/S, Windows 2 million[535] 2025 Sonic Racing: CrossWorlds Nintendo Switch, Nintendo Switch 2, PlayStation 4, PlayStation 5, Windows, Xbox One, Xbox Series X/S 1 million[536] Mario & Sonic series 19 million[488] 2007 Mario & Sonic at the Olympic Games Wii, Nintendo DS 11.31 million[537][538] 2009 Mario & Sonic at the Olympic Winter Games 6.53 million[526][539] 2011 Mario & Sonic at the London 2012 Olympic Games Wii, Nintendo 3DS 3.28 million[540] 2019 Mario & Sonic at the Olympic Games Tokyo 2020 Nintendo Switch 900,000[541]

### Effect on the industry

Primarily because of its Genesis bundling, *Sonic the Hedgehog* contributed greatly to the console's popularity in North America.[24] Between October and December 1991, the Genesis outsold its chief competitor, the [Super Nintendo Entertainment System](/source/Super_Nintendo_Entertainment_System), by a two-to-one ratio; at its January 1992 peak Sega held 65 percent of the market for 16-bit consoles.[12] Although Nintendo eventually reclaimed the number-one position, it was the first time since December 1985 that Nintendo had not led the console market.[542] *[1UP.com](/source/1UP.com)* credited *Sonic* for "turning the course" of the 16-bit console wars, helping make Sega a dominant player and industry giant.[24]

During the 16-bit era, *Sonic* inspired similar platformers starring animal mascots, including the *[Bubsy](/source/Bubsy)* series,[543] *[Aero the Acro-Bat](/source/Aero_the_Acro-Bat)* (1993),[24] *[James Pond 3](/source/James_Pond_3)* (1993),[544] *[Earthworm Jim](/source/Earthworm_Jim_(video_game))* (1994),[545] and *[Zero the Kamikaze Squirrel](/source/Zero_the_Kamikaze_Squirrel)* (1994).[546] "Animal with attitude" games carried over to the 3D era, with the developers of *[Gex](/source/Gex_(video_game))* (1995) and *[Crash Bandicoot](/source/Crash_Bandicoot_(video_game))* (1996) citing *Sonic* as a major inspiration.[547][548][549] According to Levi Buchanan of *IGN*, "*Sonic* inspired so many of these copycats that they practically became an entire subgenre for the platformer."[549] Thorpe wrote that "it's hard to keep track of how many programmers have cited [*Sonic the Hedgehog*] as a bar against which they have measured their own work",[28] while Phil Hornshaw of *[Complex](/source/Complex_(magazine))* noted that few animal mascot characters achieved the same success as Sonic.[489] Regarding the series' influence, Thorpe wrote:

Every [E3 conference](/source/Electronic_Entertainment_Expo) dig can be traced back to the console war that truly fired up when Sonic and Mario were put side by side. Every time console games have pushed to obtain an older target age group, that's something that Sonic was on the leading edge of – and broadening demographics has been important to the growth of the games industry, whether for reasons of content... or appeal... Five years prior to the co-ordinated international launch of *Sonic 2*, your gaming experience depended heavily on where you lived... These days, with same-day global launches and region-free consoles, that seems like a lifetime ago. And of course, every time you buy [DLC](/source/Downloadable_content), you might want to spare a thought for *Sonic & Knuckles*. And, of course, all of that is to say nothing of the legion of mascot platform games that came in the wake of the *Sonic* series.[28]

*[Computer and Video Games](/source/Computer_and_Video_Games)* credited *Sonic the Hedgehog* with helping to popularize console [video games in the United Kingdom](/source/Video_games_in_the_United_Kingdom), where [home computers](/source/Home_computers) previously dominated the home video game market.[550] [Frank Cifaldi](/source/Frank_Cifaldi), a [video game preservationist](/source/Video_game_preservation) and the founder of the [Video Game History Foundation](/source/Video_Game_History_Foundation) (VGHF), said *Sonic* fans' documentation of *Sonic the Hedgehog 2* prototypes influenced how [video game history](/source/Video_game_history) is studied, and that the VGHF has roots in his interest in *Sonic 2*'s development.[551]

### Cultural impact

See also: [*Sonic the Hedgehog* fandom](/source/Sonic_the_Hedgehog_fandom)

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

One of the world's most popular video game characters, by 1992 Sonic was more recognizable to children ages 6 to 11 than Disney's [Mickey Mouse](/source/Mickey_Mouse). In 1993, Sonic became the first video game character to have a balloon in the [Macy's Thanksgiving Day Parade](/source/Macy's_Thanksgiving_Day_Parade),[24] and he was one of the four characters inducted on the [Walk of Game](/source/Walk_of_Game) in 2005, alongside Mario, [Link](/source/Link_(The_Legend_of_Zelda)), and [Master Chief](/source/Master_Chief_(Halo)).[552] Additionally, a Japanese team developing the Radio & Plasma Wave Investigation (RPWI) instrumentation for the *[Jupiter Icy Moons Explorer](/source/Jupiter_Icy_Moons_Explorer)* spacecraft, to be launched by [ESA](/source/ESA) and [Airbus](/source/Airbus) in 2023, received approval to use Sonic as the mascot.[553] Sonic and Eggman appear as minor characters in the [Walt Disney Animation Studios](/source/Walt_Disney_Animation_Studios) films *[Wreck-It Ralph](/source/Wreck-It_Ralph)* (2012) and *[Ralph Breaks the Internet](/source/Ralph_Breaks_the_Internet)* (2018),[554][555] while Sonic makes cameos in *[Ready Player One](/source/Ready_Player_One_(film))* (2018)[556] and *[Chip 'n Dale: Rescue Rangers](/source/Chip_'n_Dale%3A_Rescue_Rangers_(film))* (2022).[557]

The franchise is known for its eccentric and passionate [fandom](/source/Sonic_the_Hedgehog_fandom), which produces [unofficial media](/source/List_of_unofficial_Sonic_media), including [fangames](/source/Fangame), [fan fiction](/source/Fan_fiction), [modifications](/source/Mod_(video_gaming)) and [ROM hacks](/source/ROM_hack) of existing games, [fan films](/source/Fan_film), and [fan art](/source/Fan_art). Caty McCarthy of *[USGamer](/source/USGamer)* noted that many fans have continued to support the series in spite of poorly received games like the 2006 *Sonic the Hedgehog*, and she credited the fandom with helping maintain public interest in the franchise.[558] Notable *Sonic* fangames include *[Sonic After the Sequel](/source/Sonic_After_the_Sequel)* (2013), set between the events of *Sonic the Hedgehog 2* and *3*,[559] and *[Sonic Dreams Collection](/source/Sonic_Dreams_Collection)* (2015), which satirizes the series' fandom.[560] *Sonic Mania*'s development team included individuals who had worked on *Sonic* ROM hacks and fangames,[558] while Iizuka said the character customization system in *Sonic Forces* was influenced by the *Sonic* community's tendency to create [original characters](/source/Original_character).[561] Summer of Sonic, an annual [fan convention](/source/Fan_convention) dedicated to the *Sonic* series and hosted in the United Kingdom, was founded by Svend Joscelyne and Adam Tuff and first held in 2008.[562]

*Sonic* has inspired various internet memes,[563][564] which have been acknowledged by Sega and referenced in games.[565][566] "Sanic hegehog", a crude Sonic drawn in [Microsoft Paint](/source/Microsoft_Paint), originated in 2010;[567] typically, the meme uses one of Sonic's catchphrases but with poor grammar.[568] The *Sonic* Twitter account has made numerous references to it,[568][569] and it appeared in official [downloadable content](/source/Downloadable_content) for *Sonic Forces* on in-game shirts[568][570] and as a visual gag in the *Sonic the Hedgehog* film.[243] Sanic also inspired similar memes and parodies and was described by William Moo of *[Syfy Wire](/source/Syfy_Wire)* as "perfect proof of the twisted love and appreciation many have" for Sonic.[568] In January 2018, players flooded the virtual reality game *[VRChat](/source/VRChat)* with avatars depicting "Ugandan Knuckles", a deformed version of Knuckles the Echidna. The character stemmed from a 2017 review of *Sonic Lost World* by YouTube user Gregzilla, as well as fans of *[PlayerUnknown's Battlegrounds](/source/PlayerUnknown's_Battlegrounds)* streamer [Forsen](/source/Forsen), who often reference the African country [Uganda](/source/Uganda).[571][572] The Ugandan Knuckles meme was controversial for its perceived racial insensitivity,[571] and the creator of the avatar expressed regret over how it was used.[573] In response, the *Sonic* Twitter account encouraged players to respect others and donate to a Ugandan charity through [GlobalGiving](/source/GlobalGiving).[565]

The [*sonic hedgehog* gene](/source/Sonic_hedgehog), first identified for its role in fruit fly embryonic development, was named after Sonic.[574][575] Robert Riddle, then a postdoctoral fellow at the [Tabin Lab](/source/Clifford_Tabin),[576] came up with the name after his wife bought a magazine containing an advert for *Sonic*.[577][578] A mutation in the gene causes fly larvae to bear spiky denticles, reminiscent of Sonic.[574]

## Notes

1. **[^](#cite_ref-1)** [Japanese](/source/Japanese_language): ソニック・ザ・ヘッジホッグ, [Hepburn](/source/Hepburn_romanization): *Sonikku za Hejjihoggu*

1. **[^](#cite_ref-205)** In the original *[Sonic the Hedgehog](/source/Sonic_the_Hedgehog_(1991_video_game))*, there are only six Chaos Emeralds.[203]

1. **[^](#cite_ref-296)** Senoue was the lead composer for *[Sonic 3D Blast](/source/Sonic_3D_Blast)* (1996),[285] *[Sonic Adventure](/source/Sonic_Adventure)* (1998),[286][287] *[Sonic Adventure 2](/source/Sonic_Adventure_2)* (2001),[288] *[Sonic Heroes](/source/Sonic_Heroes)* (2003),[289] *[Shadow the Hedgehog](/source/Shadow_the_Hedgehog_(video_game))* (2005),[290] *[Sonic and the Black Knight](/source/Sonic_and_the_Black_Knight)* (2009),[291] *[Sonic the Hedgehog 4](/source/Sonic_the_Hedgehog_4%3A_Episode_I)* (2010 and 2012),[143] *[Sonic Generations](/source/Sonic_Generations)* (2011),[292] and *[Team Sonic Racing](/source/Team_Sonic_Racing)* (2019).[293]

1. **[^](#cite_ref-513)** *Sonic Adventure 2: Battle*: 1.44 million in US,[508] 100,000 in UK[509]

1. **[^](#cite_ref-514)** *Sonic Advance*: 1.21 million in US,[508] 100,000 in UK[509]

1. **[^](#cite_ref-518)** *Sonic Advance 2*: 176,541 in Japan,[510] 740,000 in the US,[511] and 100,000 in the UK[512]

1. **[^](#cite_ref-520)** *Sonic Mega Collection*: 1.38 million in US,[508] 72,967 in Japan[513]

## References

1. ^ [***a***](#cite_ref-essential_50_2-0) [***b***](#cite_ref-essential_50_2-1) [***c***](#cite_ref-essential_50_2-2) Kennedy, Sam. ["The Essential 50: Sonic the Hedgehog"](https://web.archive.org/web/20040822083659/https://www.1up.com/do/feature?cId=3134008). *[1Up.com](/source/1Up.com)*. Archived from [the original](https://www.1up.com/do/feature?cId=3134008) on August 22, 2004.

1. ^ [***a***](#cite_ref-UltimateHistory_3-0) [***b***](#cite_ref-UltimateHistory_3-1) [***c***](#cite_ref-UltimateHistory_3-2) [Kent, Steven L.](/source/Steven_L._Kent) (2001). *[The Ultimate History of Video Games: From Pong to Pokémon and Beyond](/source/The_Ultimate_History_of_Video_Games%3A_From_Pong_to_Pok%C3%A9mon_and_Beyond)* (1 ed.). [Three Rivers Press](/source/Three_Rivers_Press). [ISBN](/source/ISBN_(identifier)) [0-7615-3643-4](https://en.wikipedia.org/wiki/Special:BookSources/0-7615-3643-4).

1. ^ [***a***](#cite_ref-Harris_4-0) [***b***](#cite_ref-Harris_4-1) [***c***](#cite_ref-Harris_4-2) Harris, Blake J. (2014). *[Console Wars: Sega, Nintendo, and the Battle That Defined a Generation](/source/Console_Wars%3A_Sega%2C_Nintendo%2C_and_the_Battle_That_Defined_a_Generation)*. [HarperCollins](/source/HarperCollins). p. 386. [ISBN](/source/ISBN_(identifier)) [978-0-06-227669-8](https://en.wikipedia.org/wiki/Special:BookSources/978-0-06-227669-8).

1. ^ [***a***](#cite_ref-IGN:_1VCRev_5-0) [***b***](#cite_ref-IGN:_1VCRev_5-1) [***c***](#cite_ref-IGN:_1VCRev_5-2) Thomas, Lucas M. (January 26, 2007). ["Sonic the Hedgehog VC Review"](https://www.ign.com/articles/2007/01/27/sonic-the-hedgehog-vc-review). *[IGN](/source/IGN)*. [Archived](https://web.archive.org/web/20191210010259/https://www.ign.com/articles/2007/01/27/sonic-the-hedgehog-vc-review) from the original on December 10, 2019.

1. ^ [***a***](#cite_ref-SegaMag:_Story_6-0) [***b***](#cite_ref-SegaMag:_Story_6-1) [***c***](#cite_ref-SegaMag:_Story_6-2) "ソニックチーム物語". *Sega Magazine* (in Japanese). No. 3. [SoftBank Publishing](/source/SoftBank_Group). January 1997. pp. 9–13.

1. ^ [***a***](#cite_ref-HistoryOfSonic_7-0) [***b***](#cite_ref-HistoryOfSonic_7-1) [***c***](#cite_ref-HistoryOfSonic_7-2) [***d***](#cite_ref-HistoryOfSonic_7-3) [***e***](#cite_ref-HistoryOfSonic_7-4) [***f***](#cite_ref-HistoryOfSonic_7-5) Petronille, Mark; Audureau, William (2013). *The History of Sonic the Hedgehog*. Pix'n Love. [ISBN](/source/ISBN_(identifier)) [978-1926778563](https://en.wikipedia.org/wiki/Special:BookSources/978-1926778563).

1. ^ [***a***](#cite_ref-Yasuhara_8-0) [***b***](#cite_ref-Yasuhara_8-1) "Sonic's Architect: GI Interviews Hirokazu Yasuhara". *[Game Informer](/source/Game_Informer)*. Vol. 13, no. 124. [GameStop](/source/GameStop). August 2003. pp. 114–116. [ISSN](/source/ISSN_(identifier)) [1067-6392](https://search.worldcat.org/issn/1067-6392).

1. ^ [***a***](#cite_ref-:1_9-0) [***b***](#cite_ref-:1_9-1) [***c***](#cite_ref-:1_9-2) ["Game Design Psychology: The Full Hirokazu Yasuhara Interview"](https://web.archive.org/web/20180709185435/https://www.gamasutra.com/view/feature/132163/game_design_psychology_the_full_.php?print=1). *[Gamasutra](/source/Gamasutra)*. August 25, 2008. Archived from [the original](https://www.gamasutra.com/view/feature/132163/game_design_psychology_the_full_.php?print=1) on July 9, 2018.

1. **[^](#cite_ref-edge_10-0)** "The Making of ... Sonic The Hedgehog". *[Edge](/source/Edge_(magazine))*. No. 101. [Bath](/source/Bath%2C_Somerset): [Future Publishing](/source/Future_plc). September 2001. pp. 118–121. [ISSN](/source/ISSN_(identifier)) [1350-1593](https://search.worldcat.org/issn/1350-1593).

1. **[^](#cite_ref-Gamasutra_Ohshima_11-0)** Sheffield, Brandon (December 4, 2009). ["Out of the Blue: Naoto Ohshima Speaks"](https://web.archive.org/web/20150716002842/https://www.gamasutra.com/view/feature/4208/out_of_the_blue_naoto_ohshima_.php?page=2). *[Gamasutra](/source/Gamasutra)*. Archived from [the original](https://www.gamasutra.com/view/feature/4208/out_of_the_blue_naoto_ohshima_.php?page=2) on July 16, 2015.

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1. ^ [***a***](#cite_ref-Poly:_TwitterUganda_572-0) [***b***](#cite_ref-Poly:_TwitterUganda_572-1) Frank, Allegra (January 11, 2018). ["Sonic the Hedgehog Twitter takes on Ugandan Knuckles in the best way"](https://www.polygon.com/2018/1/11/16879760/ugandan-knuckles-meme-sonic-the-hedgehog-twitter). *[Polygon](/source/Polygon_(website))*. [Archived](https://web.archive.org/web/20191102162830/https://www.polygon.com/2018/1/11/16879760/ugandan-knuckles-meme-sonic-the-hedgehog-twitter) from the original on November 2, 2019.

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1. **[^](#cite_ref-574)** Macgregor, Jody (November 27, 2017). ["Now you can get a "Sanic" T-shirt in Sonic Forces for some reason"](https://www.pcgamer.com/now-you-can-get-a-sanic-t-shirt-in-sonic-forces-for-some-reason/). *[PC Gamer](/source/PC_Gamer)*. [Archived](https://web.archive.org/web/20191102162829/https://www.pcgamer.com/now-you-can-get-a-sanic-t-shirt-in-sonic-forces-for-some-reason/) from the original on November 2, 2019.

1. ^ [***a***](#cite_ref-SyFy:_Sanic_575-0) [***b***](#cite_ref-SyFy:_Sanic_575-1) [***c***](#cite_ref-SyFy:_Sanic_575-2) [***d***](#cite_ref-SyFy:_Sanic_575-3) Moo, William (February 10, 2020). ["Sanic, the demented meme, is the purest expression of Sonic the Hedgehog"](https://web.archive.org/web/20200610234353/https://www.syfy.com/syfywire/sanic-purest-expression-sonic-the-hedgehog). *[Syfy Wire](/source/Syfy_Wire)*. Archived from [the original](https://www.syfy.com/syfywire/sanic-purest-expression-sonic-the-hedgehog) on June 10, 2020. Retrieved February 11, 2020.

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1. ^ [***a***](#cite_ref-DD:_Ugandan_578-0) [***b***](#cite_ref-DD:_Ugandan_578-1) Hathaway, Jay (January 11, 2018). ["How Ugandan Knuckles turned VRChat into a total trollfest"](https://www.dailydot.com/unclick/ugandan-knuckles-vrchat-meme/). *[The Daily Dot](/source/The_Daily_Dot)*. [Archived](https://web.archive.org/web/20180114183924/https://www.dailydot.com/unclick/ugandan-knuckles-vrchat-meme/) from the original on January 14, 2018.

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1. **[^](#cite_ref-BBC_Riddle_interview_585-0)** Interview with Robert Riddle, on naming of the gene, features in "Ingenious: The Cyclops Gene", BBC Radio feature by Kat Arney [https://www.bbc.co.uk/sounds/play/m000h263](https://www.bbc.co.uk/sounds/play/m000h263)

## External links

Wikimedia Commons has media related to [*Sonic the Hedgehog*](https://commons.wikimedia.org/wiki/Category:Sonic_the_Hedgehog).

Wikiquote has quotations related to ***[*Sonic the Hedgehog*](https://en.wikiquote.org/wiki/Sonic_the_Hedgehog)***.

- [Official website](https://www.sonicthehedgehog.com)

- [Official website](https://sonic.sega.jp/SonicChannel/) (in Japanese)

v t e Sonic the Hedgehog List of games Music Films Animation Printed media Unofficial media Main series Console Sonic the Hedgehog (1991) Sonic 2 Sonic CD Sonic 3 & Knuckles 3D Blast Adventure Adventure 2 Heroes Sonic the Hedgehog (2006) Unleashed Sonic 4 Episode I Episode II Colors Generations Shadow Generations Lost World Mania Forces Frontiers Superstars Handheld Sonic the Hedgehog Sonic 2 Chaos Triple Trouble Blast Advance Advance 2 Advance 3 Rush Rush Adventure Spin-offs Platformers Sonic Boom Rise of Lyric Shattered Crystal Fire & Ice Mobile Jump Dash Jump Fever Runners Runners Adventure Dream Team Other SegaSonic the Hedgehog Knuckles' Chaotix Tails Adventure Pocket Adventure Shadow the Hedgehog Secret Rings Black Knight Speed Simulator Rumble Party Racing Drift Drift 2 Sonic R Riders Rivals Rivals 2 Riders: Zero Gravity All-Stars Racing Free Riders All-Stars Racing Transformed Team Sonic Racing Racing: CrossWorlds Mario & Sonic Mario & Sonic at the Olympic Games Olympic Winter Games London 2012 Sochi 2014 Winter Rio 2016 Tokyo 2020 Other Educational games Spinball Dr. Robotnik's Mean Bean Machine Labyrinth Tails' Skypatrol Fighters Shuffle Pinball Party Battle Chronicles: The Dark Brotherhood The Murder of Sonic the Hedgehog Compilations Jam Mega Collection Gems Collection Ultimate Genesis Collection Classic Collection Origins Unreleased games X-treme Extreme In-universe Characters Sonic the Hedgehog Doctor Eggman Tails Knuckles the Echidna Shadow the Hedgehog Honey the Cat Locations Green Hill Zone Chao Garden Related Video games Flicky Puyo Puyo Nights into Dreams Fighters Megamix Super Monkey Ball Sega Superstars Tennis Super Smash Bros. Lego Dimensions Sega Heroes Fall Guys Angry Birds Other "Live & Learn" Sonic Team Yuji Naka Naoto Ohshima Hirokazu Yasuhara Takashi Iizuka

v t e Video game franchises owned by Sega Sega Alex Kidd After Burner Angry Birds Bayonetta Company of Heroes Crazy Taxi Eastside Hockey Manager Ecco the Dolphin Football Manager Golden Axe Hatsune Miku: Project DIVA The House of the Dead Initial D Like a Dragon Panzer Dragoon Phantasy Star Puyo Puyo Sakura Wars Sega Ages Sega Rally Sega Worldwide Soccer Shenmue Shining Shinobi Sonic the Hedgehog Streets of Rage Super Monkey Ball Thunder Force Total War Valkyria Chronicles Virtua Fighter Virtua Striker Virtua Tennis Virtual On Wonder Boy World Series Baseball Atlus Dept. Heaven Etrian Odyssey Growlanser Megami Tensei Devil Children Devil Summoner Last Bible Majin Tensei Persona Power Instinct Trauma Center

v t e Marza Animation Planet Feature films Space Pirate Captain Harlock Resident Evil: Vendetta Lupin III: The First Sonic the Hedgehog series 1 2 3 Video game franchises Hatsune Miku: Project DIVA Phantasy Star Sega All-Stars Sonic the Hedgehog Super Monkey Ball Standalone video games Kingdom Conquest Nights: Journey of Dreams Oshare Majo: Love and Berry Resonance of Fate Samba de Amigo Sengoku Taisen Virtua Fighter 5 Virtua Tennis 4 Related Sega Sammy Holdings Sega TMS Entertainment

[Portals](https://en.wikipedia.org/wiki/Wikipedia:Contents/Portals):
- [Japan](https://en.wikipedia.org/wiki/Portal:Japan)
- [United States](https://en.wikipedia.org/wiki/Portal:United_States)
- [Video games](https://en.wikipedia.org/wiki/Portal:Video_games)
- [Cartoon](https://en.wikipedia.org/wiki/Portal:Cartoon)
- [Anime and manga](https://en.wikipedia.org/wiki/Portal:Anime_and_manga)
- [Animation](https://en.wikipedia.org/wiki/Portal:Animation)
- [Films](https://en.wikipedia.org/wiki/Portal:Films)
- [Comics](https://en.wikipedia.org/wiki/Portal:Comics)
- [Music](https://en.wikipedia.org/wiki/Portal:Music)
- [Toys](https://en.wikipedia.org/wiki/Portal:Toys)
- [Animals](https://en.wikipedia.org/wiki/Portal:Animals)
- [1990s](https://en.wikipedia.org/wiki/Portal:1990s)
- [2000s](https://en.wikipedia.org/wiki/Portal:2000s)
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Authority control databases International VIAF National France BnF data Other MusicBrainz series 2

---
Adapted from the Wikipedia article [Sonic the Hedgehog](https://en.wikipedia.org/wiki/Sonic_the_Hedgehog) by Wikipedia contributors ([contributor history](https://en.wikipedia.org/wiki/Sonic_the_Hedgehog?action=history)). Available under [Creative Commons Attribution-ShareAlike 4.0 International](https://creativecommons.org/licenses/by-sa/4.0/). Changes may have been made.
