It's wild that the icon of speed was tied to the posterchild for poor 50Hz optimisation, and yet, in 1991, Europe still loved him. Wherever you bought your copy of Sonic 1, the ROM was the same, and European Mega Drives were not built to play that shit. Regardless, PAL Sonic 1 has a daydreamy quality that I remain attached to. It makes the surrealness stand out more. The weird geometry and scrolling Special Stage birds that turn to fish. The slower pace means there's more opportunity for your attention towards drift to the backgrounds, and why are there prison bars all over Marble Zone's underground? The technical showcase aspect of it all was lost on me as a 5 year-old, but paired with all the old hippies who were animating sequences on the episodes of Sesame Street I'd watch daily, I was skipping past taking interest in the wonders of the world around me, and jumping headfirst into a fascination with the psychedelic. Don't cry for us, America. To you, it was just a bit of fun, but for us, Mobius was a dream. No wonder so much of the world's poetry comes from Europe. It's a real bummer that when Sonic transitioned to 3D, Sega's big question was "what if he lived in a city with people and a public transit system?"

Sonic 1 is a gorgeous game, and Naoto Oshima has a real skill for character design. Games had attempted to be this vibrant and dense with colour before, but when they were, they were likely the most rancid Amiga games ever made. Before Sonic, the Mega Drive was selling itself on the cutting-edge visuals of Castle of Illusion, which looks about a generation behind this. Everything was defined by the dimensions of the sprite tiles. Sonic's world is full of slopes, twisting tunnels and crumbling rock, and it all had a direct effect on your movement. Sure, Mario 3 let you slide on your arse, but in Sonic, every angle of geometry had an impact. It had taken a couple of years to convince weary customers that the jump to 16-bit actually meant anything, but after Sonic, there was no doubt.

I think a big factor that puts off older players who didn't grow up with Sonic is that it's neither strict enough to demand skilful play, nor easy enough to not constantly bump into dead ends and enemies. That ring system is a double-edged sword. Unlike the more respected Shinobis and Dynamite Headdys, you can get through it, but first-timers are just going to have a really sloppy run. For young players, who could never complete a game before, it was a godsend. We learned every curve of land and every terrible spikepit off by heart, and when we play it now, we're all incredible at the game. We're not confounded by springs that send you shooting into traps, or the giant Scrap Brain sawblades. When we play, it's with that intended sense of attitude. I think my later affinity for skateboarding games can be traced back to Sonic, with its momentum-based movement and giant halfpipes. There wasn't really anything that played like that in the early 3D days until THPS came along.

Sonic 1 instantly became the boring one when it started to get sequels, but I think it retains the strongest sense of atmosphere. It's the artsiest game in the series, with its far-out influences and only the sparsest interest in worldbuilding. It really doesn't hold much resemblance to the hideous multimedia juggernaut that the franchise has become. Sonic's a breezy little game that you can get through in around an hour, and it remains a lovely experience. Just make sure to leave yourself 12.5% longer if you're playing on a European machine.

Reviewed on May 05, 2024


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