Hello, and welcome to FuckYeaSonic - the place where Sonic the Hedgehog content flows like honeyed wine on Mount Olympus. We're celebrating over four years of running this tumblelog, devoted to a video game franchise that's now, yes, twenty three years old. And still going strong, with video games, comics, TV shows, merchandise, and yearly events that run through countries like the UK, the USA, and Japan, all complete with even more brand spanking new Sonic stuff.
FuckYeaSonic mostly focuses on the video game series, but Sonic X, Archie Sonic, Sonic the Comic, Sonic Boom, the Sonic OVA, and various Sonic manga are also represented. We deal primarily with screenshots, music, gifs, comic scans, official artwork, magazine scans, concept art, game development, advertising, game secrets, news, merchandise, and box art, with a smaller smattering of fan art.
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"Games back then had no backup or saving system, which meant that you had to play right from the beginning every time. Games today allow you to restart from where you left off, but games in those days required users to play from the beginning. So we thought it would be nice if this would enable to player to complete those stages faster, and that’s the basis of Sonic’s speed."
In Virtua Striker 3, there is a hidden, playable Sonic team with Yuji Naka as coach.
"Although the Genesis was higher end hardware, at the time it was still not suitable for programming high speed games like I was trying to achieve with Sonic, so we had to try very hard to make it work. When we were developing Sonic, we wanted to take the speed to the limit, so we made it pretty fast and it sometimes made us sick."
"This is the stage that took the designers the longest to get properly arranged, and from the beginning of development the graphics were probably redone 4 or five times. The art and maps for this zone alone took half a year to produce! At the time, we were aware of computer graphics, but we tried to get that look by hand. *laughs*"
— Yuji Naka, about Green Hill Zone, Sonic the Hedgehog
"We started development on “3” with a story in mind, but it turned out we couldn’t make it in time without problems. In the end, the game ended up being cut in half *laughs*. This stage starts off with a certain impact, as the flame thrower machines set fire to the island and change the color considerably."
— Yuji Naka, about Angel Island Zone, Sonic the Hedgehog 3
"Visually speaking, through all three games, we always start with an island. At the time, we were developing in San Francisco, and south of there was a town called Emerald Hill. We were doing a location test at a shopping center there when we saw it, and since it was a Green Hill-like name we thought well, let’s use it in the game!"
— Yuji Naka, about Emerald Hill Zone, Sonic the Hedgehog 2
"While developing in America, we would see these portable carnival rides come in around shopping centers, and that was the idea we went with for this stage. When you think of carnivals of course there are Ferris wheels and teacup rides, but it seems like generally there were a lot of things that just pushed and spun you around really fast *laugh*, my main memory was that they were unusually scary!"
— Yuji Naka, about the inspiration for Carnival Night Zone, Sonic the Hedgehog 3
"The slot machines are based on our experience going to casinos while working in America. Riding in a car, it would take about four hours to get to Las Vegas. We would call those trips Entertainment Research *laughs*. But the game does contain a lot of references to the things we experienced in America."
— Yuji Naka, about Casino Night Zone, Sonic the Hedgehog 2
"While developing, we went snowboarding a lot at a nearby resort. People kept getting injured though…*laugh*. Originally, this stage was planned to begin after Zone 8 [Flying Battery Zone]. Sonic was going to break down the door from the airship and make a snowboard out of it on the way down. The other characters can fly, so they wouldn’t appear in that event."
— Yuji Naka, about Ice Cap Zone, Sonic the Hedgehog 3