Jorges Luiz Borges, a writer and essayist, once characterized great art as “Fire, plus Algebra.” That is to say, pure energy and science, in roughly equal measures. And history has proven this simple, resonant (and rather evasive) concept time and again, in the great works of literature, theatre, film and music. As the world changes, along with the parameters of what we’re willing to understand and acknowledge as ‘art’, it’s even shown up in the occasional computer game too.
So what if it that art’s prefaced with a tinny voice shrilling “Saaaaaay-gaaaaaaa”? Nothing’s perfect. Alexander of Anchrios didn’t even finish the Venus De Milo’s arms, for God’s sake.
Then, as now, the cultural and technological footprint of Sonic the Hedgehog is almost incalculable. You’d struggle to meet someone in Britain, America or Japan between the ages of 25 and 35 that hasn’t played the game, or at least wasn’t aware of it. Talk Sonic to people – anybody – and you’ll find yourself mining a limitless stock of fond memories, and nostalgic good-will.
The introduction of the Sonic character was the Empire Strikes Back moment of the 16-bit war. That point when the momentum swung over to the Dark Side: the sleek, black Megadrive, with its languid curves, and its saucy adverts, devouring daylight in bedrooms across the world. Let the SNES kids have their ‘family fun’: let them have their musical composition packages, their remedial painting programs, their wheat farming simulators. Hell, let ‘em have their Mario. Because Mario couldn’t do this.
It’s hard to explain just how profound a departure from the norm(s) Sonic the Hedgehog was. Playing it for the first time was a bit like emerging into Oz: it just cast everything that’d come before into instantaneous shades of sepia. It was explosively colourful, an orgasm of Technicolour, just garishly thrilling from start to finish. A turbo-charged, weird, abstract fantasyland... it was like nothing I’d seen before. It lasered itself into my brain and it thumped insistently away there until I’d blagged myself a Megadrive for my 11th birthday.
You’ve got to understand Sonic in the context of its time: nowadays, of course, all games look unanimously stunning, there’s no expense spared, but back then – when the industry was churning out what seemed like fifty titles a week, of wildly varying quality - games frequently could (and did) look horrendous. There were a lot of transparent rush-jobs, particularly when it came to movie tie-ins, and ropey arcade conversions. Sonic quickly started shifting the Megadrive on its own, because it showed what it could do, what was so different and special about it. The first taste is with the eye, after all: Matt Groening once said that the reason he’d used such a gonzo colour scheme in The Simpsons was that he wanted something to grab the viewer’s attention when they were channel-surfing. Sonic works on the same premise – before you’ve experienced the speed of the game, the ingenious level designs, or the sheer variety of its environments, it had ensnared your complete fascination and commitment. As a player, yes; but also as a kid.
Up until this point, platform games were generally left to right affairs, with an occasionally risqué dash of ‘up’, or perhaps even some fruity ‘down’s. Because of this, the real joy of Sonic was in going for a wander – once you’d acclimatized to the bedazzling sunburst world, there was almost always a wall that could be smashed through, a ledge you’d never noticed, a swarm of rings hovering just out of reach and implying that yes, there was still something you’d not found. It rewarded your curiosity: Sonic always seemed to have that extra cranny or crevice to uncover (the only comparable experience was Turrican, although that was a much less leisurely experience – you could go anywhere in that game too, but wherever you did go, you were invariably getting the shit kicked out of you at the time).
It truly was a fantastic game, and one that words don’t quite do justice to. I will always remember it fondly; as something magnificently new, as the centrepoint of many a playground bust-up (I regularly defended that little blue hedgehog as I would have a member of my own family), and as the guardian of some especially warm and fuzzy memories. Was it a complicated game? No. Was it particularly deep, or difficult? Not really. It was just tasty looks and lurid speed, allied to a scientifically honed concept of top draw platforming. It was fire and algebra.
41 million Megadrive owners can’t be wrong, after all.