To kick things off, it's a popular story that Sonic the Hedgehog is still alive as a series primarily as a result of how good the titular character's design is. Sonic, originally named Mr. Needlemouse, was designed in 1990 by Naoto Ohshima in Sega Japan's office (later to be named Sonic Team) following an in-house competition to create a new mascot character for Sega. His bright blue body was inspired by the signature colour of the Sega brand, while his buckled shoes are inspired in design by Michael Jackson's 'Bad' and the red and white colouring comes from Santa Claus' red coat. The design team also felt that red would look good as the character's legs spin quickly. Sonic's design was originally sharper, he had a human girlfriend named Madonna and he was the front man of a mixed species rock band. (Maybe Sonic Underground wasn't so far-fetched after all!)
While this competition was going on, programmer Yuji Naka was brewing up a game idea that was all about speed. Initially his idea centred around a rabbit character, but as the gameplay speed increased, he decided to partner his game idea with Ohshima's hedgehog character due to the fact a hedgehog would be able to roll into a ball, adding a movement option that gave the character power over his enemies.
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Sonic the Hedgehog could have been Sonic the Rabbit, instead the mechanic centred around those long ears was later implemented into Ristar |
When this character concept was sent to Sega of America there were a number of tweaks that were made to his design. Firstly, his edges were softened to make him appear less aggressive and mean, his fangs were removed and Sonic's girlfriend and rock band back story were scrapped, this design hoped to paint Sonic in a more fun and mischievous light. Sega of America produced a promotional poster for Sonic The Hedgehog 1 featuring this refined design which caused uproar at Sonic Team. As a result, Madeline Schroeder, product manager for Sonic The Hedgehog at the time, had to fly over to Japan to negotiate and eventually this 'softer' design was agreed upon in hopes that the game would sell well in the West as well as in Japan.
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Turns out Amy Rose wasn't the first woman after Sonic's affection |
Another revolutionary marketing device that Sega used for Sonic was for the release of Sonic the Hedgehog 2. This was one of the first instances, if not the first instance, of a simultaneous worldwide release - aptly dubbed as "Sonic 2's-day". As a result of his booming popularity, Sonic the Hedgehog became the first video game character to be represented in balloon form at the Macy's annual Thanksgiving Day Parade in 1993. The balloon was only flown a handful of times, due to some minor casualties and the balloon bursting and getting stuck in trees. To highlight his popularity in the early 90s, Sonic also became the namesake of the Sonic Hedgehog (SHH) protein, discovered by Harvard researcher Cliff Tabin and named as such because his kids were playing a lot of Sonic the Hedgehog during research on this protein.
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The Sonic balloon at one of the Macy's annual Thanksgiving Day Parades. (and here's a couple of videos of how his first outing went - 1, 2) His last appearance in the parade was 2013 |
Classic Sonic, as it is known (before his transition into 3D), was a hugely successful design. Sonic the Hedgehog product manager of the early 90s, Madeline Schroeder, quoted in a documentary that "he has a beautiful simplicity to him... a gorgeous set of colours, the blue with the red tennis shoes... when you see those red tennis shoes you just assume he can run fast, and he did. His spin attack made it appear as though nothing could defeat Sonic the Hedgehog, and then the attitude at the end was just kind of the perfect topping.". Madeline is known throughout the community as "the mother of Sonic", seeing as she handled his original redesign for Western audiences, so naturally she has a positive opinion of the character.
As well as his striking but simplistic design, Sonic's personality was portrayed in a very strong way despite the character's limited outlets to showcase this personality. Yuji Uekawa, lead designer of Sonic Adventure, reminisced on what made Sonic so interesting to him in his younger days: "Seeing Sonic break the fourth wall and sit there impatient as you're putting the controller down was a fascinating experience for me as a young artist.", this comment is in relation to the idle animation in Sonic the Hedgehog where the character will tap his foot impatiently waiting for the player to resume action.
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Tom Kalinske: "He had a little bit of edginess to him and a little bit of smart-assness to him, if you will, and I think that made him very appealing to kids and teens." |
Takeshi Iizuka, lead designer on Sonic Adventure and current head of Sonic Team, felt that Sonic's transition from 2D to 3D was the most important step for him as a character. At an interview for Sonic's 20th annivesary, Iizuka mentioned that the inclusion of a voice and Uekawa's redesign both allow the character to emote more clearly, which likely contributed to Sonic being able to survive and remain popular even after two decades.
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Sonic Adventure had a mediocre reception, Sonic himself was probably the best thing about the game (as well as that kickin' soundtrack!) |
Takeshi Iizuka guided Big Red Button, saying that he always has to consider the "ghosts of Sonic" when there’s a discussion about changing the themes or style of the franchise. What this means is that the character can't be too different, he must still be recognisable as Sonic the Hedgehog. Bob Rafei said that there were often great difficulties in understanding what exactly was and wasn't working for Sega. Big Red Button also spent a lot of time on things such as Sonic’s eyes and proportions in order to make them fit Sonic Team’s vision.
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Most notably, Sonic is now wearing more than gloves and tennis shoes. Sonic Boom: Rise of Lyric wasn't well received, however a sequel and TV series were still made and well received due to the popularity of the characters. The TV show even becomes self-aware and self-deprecating at times. (example) |
It could be said, in stark contrast to Takeshi Iizuka's priority on Sonic having a voice, that Sonic's attitude became more of an attitude problem with the transition from 2D to 3D. Sonic was initially a competitor to Super Mario, sharing a fairly innocent persona as well as a small, chubby look. As Sonic evolved, he became more of a typical vision of 90s/2000s youth rebellion coupled with a snarky attitude, which took him further away from the 'classic' Sonic whose primary trait was impatience. The rebellious character falls short of Mario as it has less longevity from a marketing standpoint; disdain edginess wears thin very quickly, while Mario's nice-guy demeanour - bland as it might be - works, and Nintendo knows it. Sega have taken this personality almost to the point of parody with more recent instalments to the Sonic franchise, that is until they took on Christian Whitehead and co's pitch for Sonic Mania, a revival of the classic Sonic era. Sonic Mania released and was extremely well received. This game celebrated a Sonic before the "too cool for school" personality, a less obnoxious, voiceless Sonic - a move which really paid off.
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The intro animation to Sonic Mania, directed by Tyson Hesse (one of the artists from the Sonic the Hedgehog comic series), proves that a silent cast can still be brimming with personality |
Takeshi Iizuka says that he ideally wants Sonic to be a character who is loved by people who play games and people who don't. To achieve this, Sonic Team needs to keep the franchise expanding by marketing and pushing Sonic into other mediums, as well as expanding on the types of games Sonic appears in to keep things fresh for veteran players and casual fans alike. However, even through changes and iterations, it's important to keep the nostalgia of the character so that fans will always remember him as being a part of their childhood.
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Takeshi Iizuka: "I want to make him a character who continues to be iconic and remains relevant as one of the first cool characters a child might see." |
References:
https://goo.gl/MZf6Yk - Sega Visions (October 1992)
https://goo.gl/4K42az - Kennedy, S. (August 2004)
https://goo.gl/VD48pY - Yarris, L. (November 2004)
https://www.youtube.com/view_play_list?p=9FDFDA14B6D95A9E - GameTap (February 2009)
https://goo.gl/K6M3JZ - Sheffield, B. (December 2009)
https://www.youtube.com/watch?v=LpFIfpbZwK0 - Caulfield, A. & Caulfield, N. (2011)
https://goo.gl/sW21zd - Crowley, C. F. (February 2012)
https://goo.gl/KuqcwL - Hester, B. (February 2016)
https://goo.gl/GKMraz - Rahming, A. K. (September 2016)
https://goo.gl/azRRZu - Evans-Thirlwell, E. (August 2017)
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